From: Ethan Lee flibitijibibo@gmail.com
This gets the SampleLevel() HLSL test to pass.
Signed-off-by: Ethan Lee flibitijibibo@gmail.com --- libs/vkd3d-shader/tpf.c | 12 +++++++----- tests/sampler.shader_test | 6 +++--- 2 files changed, 10 insertions(+), 8 deletions(-)
diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index 3debe952..5d194709 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -3717,6 +3717,10 @@ static void write_sm4_sample(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer instr.opcode = VKD3D_SM4_OP_SAMPLE; break;
+ case HLSL_RESOURCE_SAMPLE_LOD: + instr.opcode = VKD3D_SM4_OP_SAMPLE_LOD; + break; + case HLSL_RESOURCE_SAMPLE_LOD_BIAS: instr.opcode = VKD3D_SM4_OP_SAMPLE_B; break; @@ -3743,7 +3747,8 @@ static void write_sm4_sample(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer sm4_src_from_deref(ctx, &instr.srcs[2], sampler, sampler->var->data_type, VKD3DSP_WRITEMASK_ALL); instr.src_count = 3;
- if (load->load_type == HLSL_RESOURCE_SAMPLE_LOD_BIAS) + if (load->load_type == HLSL_RESOURCE_SAMPLE_LOD + || load->load_type == HLSL_RESOURCE_SAMPLE_LOD_BIAS) { sm4_src_from_node(&instr.srcs[3], load->lod.node, VKD3DSP_WRITEMASK_ALL); ++instr.src_count; @@ -4515,6 +4520,7 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx, break;
case HLSL_RESOURCE_SAMPLE: + case HLSL_RESOURCE_SAMPLE_LOD: case HLSL_RESOURCE_SAMPLE_LOD_BIAS: if (!load->sampler.var) { @@ -4543,10 +4549,6 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx, write_sm4_gather(ctx, buffer, resource_type, &load->node, &load->resource, &load->sampler, coords, HLSL_SWIZZLE(W, W, W, W), texel_offset); break; - - case HLSL_RESOURCE_SAMPLE_LOD: - hlsl_fixme(ctx, &load->node.loc, "SM4 sample-LOD expression."); - break; } }
diff --git a/tests/sampler.shader_test b/tests/sampler.shader_test index 51d63f16..62c71b39 100644 --- a/tests/sampler.shader_test +++ b/tests/sampler.shader_test @@ -33,7 +33,7 @@ float4 main() : sv_target draw quad probe all rgba (0.25, 0, 0.25, 0)
-[pixel shader todo] +[pixel shader] SamplerState s; Texture2D t;
@@ -43,8 +43,8 @@ float4 main() : sv_target }
[test] -todo draw quad -todo probe all rgba (0.25, 0, 0.25, 0) +draw quad +probe all rgba (0.25, 0, 0.25, 0)
[pixel shader] SamplerState s;