Implement separate sampler and textures in SkSL.
Dawn doesn't support old-style combined texturesampler uniforms, so
they must be expressed as separate samplers and texture uniforms.
At the SkSL Type level, I've added a Texture2D type, and expressed
the Sampler2D (combined) type in terms of it. This ensures that we
emit only a single OpTypeImage for it in the SPIRV.
Eventually, all of the Texture types (1D, 3D, Rect) could be defined
and SamplerX could simply contain a reference to TextureX. I wanted to
float this idea with a single example for now (and since it's all that
the Dawn backend needs).
This also required adding a new "makeSampler2D" function to combine
them, which maps to OpSampledImage at the SPIR-V level.
Change-Id: Iaf33a6e7d339da415be6ea9a017340cb0ef3c1eb
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229417
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/sksl/SkSLSPIRVCodeGenerator.h b/src/sksl/SkSLSPIRVCodeGenerator.h
index aff2e7f..8f14b46 100644
--- a/src/sksl/SkSLSPIRVCodeGenerator.h
+++ b/src/sksl/SkSLSPIRVCodeGenerator.h
@@ -134,6 +134,7 @@
kMod_SpecialIntrinsic,
kDFdy_SpecialIntrinsic,
kSaturate_SpecialIntrinsic,
+ kSampledImage_SpecialIntrinsic,
kSubpassLoad_SpecialIntrinsic,
kTexture_SpecialIntrinsic,
};