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authorjsmall-nvidia <jsmall@nvidia.com>2020-08-04 19:34:33 -0400
committerGitHub <noreply@github.com>2020-08-04 16:34:33 -0700
commit092337a67e7ef8ec108cab9cb6679e59bb2ff791 (patch)
tree9effc33e878c022f8b63bf883f68bb32aff26edc /prelude
parentde309d939199ec3fef1dacf23b502b7f209e37a1 (diff)
Sampler Feedback improvements (#1475)
* Add the Feedback texture types. Depreciate SLANG_RESOURCE_EXT_SHAPE_MASK. * Starting point to test sampler feedback. * WIP on FeedbackSampler. * Use __target_intrinsic to override the output of sampler feedback types. * Use newer generic syntax for FeedbackTexture. * Reflects Feedback type. * SLANG_TYPE_KIND_TEXTURE_FEEDBACK -> SLANG_TYPE_KIND_FEEDBACK * Added reflection test. * Reneable issue with generics in sampler-feedback-basic.slang * Add methods to FeedbackTexture2D/Array. Make test cover test cases. * Sampler feedback produces DXC code. * Disabled Sampler feedback test - as requires newer version of DXC. * Fix bug in reflection tool output. * Fix problem with direct-spirv-emit.slang.expected due to update to glslang. * Fix direct-spirv-emit.slang * Use SLANG_RESOURCE_EXT_SHAPE_MASK again * Make Feedback be emitted as a textue type prefix. * Add support for GetDimensions to FeedbackTexture2D * WIP on CPU sampler feedback. Update of target compatibility. * Fix some bugs in C++ feedback sampler. Fix GetDimensions for FeedbackTextures. Run 'Compile' test for CPU compute feedback texture test. Update target-compatability.md * Fix GetDimensions call on feedback sampler. * Small documentation improvements. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
Diffstat (limited to 'prelude')
-rw-r--r--prelude/slang-cpp-types.h141
1 files changed, 141 insertions, 0 deletions
diff --git a/prelude/slang-cpp-types.h b/prelude/slang-cpp-types.h
index 42af9fe61..fd5a9a813 100644
--- a/prelude/slang-cpp-types.h
+++ b/prelude/slang-cpp-types.h
@@ -377,6 +377,10 @@ struct TextureDimensions
uint32_t arrayElementCount; ///< For array types, 0 otherwise
};
+
+
+
+
// Texture
struct ITexture
@@ -814,6 +818,143 @@ struct RWTexture2DArray
IRWTexture* texture;
};
+// FeedbackTexture
+
+struct FeedbackType {};
+struct SAMPLER_FEEDBACK_MIN_MIP : FeedbackType {};
+struct SAMPLER_FEEDBACK_MIP_REGION_USED : FeedbackType {};
+
+struct IFeedbackTexture
+{
+ virtual TextureDimensions GetDimensions(int mipLevel = -1) = 0;
+
+ // Note here we pass the optional clamp parameter as a pointer. Passing nullptr means no clamp.
+ // This was preferred over having two function definitions, and having to differentiate their names
+ virtual void WriteSamplerFeedback(ITexture* tex, SamplerState samp, const float* location, const float* clamp = nullptr) = 0;
+ virtual void WriteSamplerFeedbackBias(ITexture* tex, SamplerState samp, const float* location, float bias, const float* clamp = nullptr) = 0;
+ virtual void WriteSamplerFeedbackGrad(ITexture* tex, SamplerState samp, const float* location, const float* ddx, const float* ddy, const float* clamp = nullptr) = 0;
+
+ virtual void WriteSamplerFeedbackLevel(ITexture* tex, SamplerState samp, const float* location, float lod) = 0;
+};
+
+template <typename T>
+struct FeedbackTexture2D
+{
+ void GetDimensions(uint32_t* outWidth, uint32_t* outHeight)
+ {
+ const auto dims = texture->GetDimensions();
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ }
+ void GetDimensions(uint32_t mipLevel, uint32_t* outWidth, uint32_t* outHeight, uint32_t* outNumberOfLevels)
+ {
+ const auto dims = texture->GetDimensions(mipLevel);
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outNumberOfLevels = dims.numberOfLevels;
+ }
+ void GetDimensions(float* outWidth, float* outHeight)
+ {
+ const auto dims = texture->GetDimensions();
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ }
+ void GetDimensions(uint32_t mipLevel, float* outWidth, float* outHeight, float* outNumberOfLevels)
+ {
+ const auto dims = texture->GetDimensions(mipLevel);
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outNumberOfLevels = dims.numberOfLevels;
+ }
+
+ template <typename S>
+ void WriteSamplerFeedback(Texture2D<S> tex, SamplerState samp, float2 location, float clamp) { texture->WriteSamplerFeedback(tex.texture, samp, &location.x, &clamp); }
+
+ template <typename S>
+ void WriteSamplerFeedbackBias(Texture2D<S> tex, SamplerState samp, float2 location, float bias, float clamp) { texture->WriteSamplerFeedbackBias(tex.texture, samp, &location.x, bias, &clamp); }
+
+ template <typename S>
+ void WriteSamplerFeedbackGrad(Texture2D<S> tex, SamplerState samp, float2 location, float2 ddx, float2 ddy, float clamp) { texture->WriteSamplerFeedbackGrad(tex.texture, samp, &location.x, &ddx.x, &ddy.x, &clamp); }
+
+ // Level
+
+ template <typename S>
+ void WriteSamplerFeedbackLevel(Texture2D<S> tex, SamplerState samp, float2 location, float lod) { texture->WriteSamplerFeedbackLevel(tex.texture, samp, &location.x, lod); }
+
+ // Without Clamp
+ template <typename S>
+ void WriteSamplerFeedback(Texture2D<S> tex, SamplerState samp, float2 location) { texture->WriteSamplerFeedback(tex.texture, samp, &location.x); }
+
+ template <typename S>
+ void WriteSamplerFeedbackBias(Texture2D<S> tex, SamplerState samp, float2 location, float bias) { texture->WriteSamplerFeedbackBias(tex.texture, samp, &location.x, bias); }
+
+ template <typename S>
+ void WriteSamplerFeedbackGrad(Texture2D<S> tex, SamplerState samp, float2 location, float2 ddx, float2 ddy) { texture->WriteSamplerFeedbackGrad(tex.texture, samp, &location.x, &ddx.x, &ddy.x); }
+
+ IFeedbackTexture* texture;
+};
+
+template <typename T>
+struct FeedbackTexture2DArray
+{
+ void GetDimensions(uint32_t* outWidth, uint32_t* outHeight, uint32_t* outElements)
+ {
+ auto dims = texture->GetDimensions();
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outElements = dims.arrayElementCount;
+ }
+ void GetDimensions(uint32_t mipLevel, uint32_t* outWidth, uint32_t* outHeight, uint32_t* outElements, uint32_t* outNumberOfLevels)
+ {
+ const auto dims = texture->GetDimensions(mipLevel);
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outElements = dims.arrayElementCount;
+ *outNumberOfLevels = dims.numberOfLevels;
+ }
+ void GetDimensions(float* outWidth, float* outHeight, float* outElements)
+ {
+ auto dims = texture->GetDimensions();
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outElements = dims.arrayElementCount;
+ }
+ void GetDimensions(uint32_t mipLevel, float* outWidth, float* outHeight, float* outElements, float* outNumberOfLevels)
+ {
+ const auto dims = texture->GetDimensions(mipLevel);
+ *outWidth = dims.width;
+ *outHeight = dims.height;
+ *outElements = dims.arrayElementCount;
+ *outNumberOfLevels = dims.numberOfLevels;
+ }
+
+ template <typename S>
+ void WriteSamplerFeedback(Texture2DArray<S> texArray, SamplerState samp, float3 location, float clamp) { texture->WriteSamplerFeedback(texArray.texture, samp, &location.x, &clamp); }
+
+ template <typename S>
+ void WriteSamplerFeedbackBias(Texture2DArray<S> texArray, SamplerState samp, float3 location, float bias, float clamp) { texture->WriteSamplerFeedbackBias(texArray.texture, samp, &location.x, bias, &clamp); }
+
+ template <typename S>
+ void WriteSamplerFeedbackGrad(Texture2DArray<S> texArray, SamplerState samp, float3 location, float3 ddx, float3 ddy, float clamp) { texture->WriteSamplerFeedbackGrad(texArray.texture, samp, &location.x, &ddx.x, &ddy.x, &clamp); }
+
+ // Level
+ template <typename S>
+ void WriteSamplerFeedbackLevel(Texture2DArray<S> texArray, SamplerState samp, float3 location, float lod) { texture->WriteSamplerFeedbackLevel(texArray.texture, samp, &location.x, lod); }
+
+ // Without Clamp
+
+ template <typename S>
+ void WriteSamplerFeedback(Texture2DArray<S> texArray, SamplerState samp, float3 location) { texture->WriteSamplerFeedback(texArray.texture, samp, &location.x); }
+
+ template <typename S>
+ void WriteSamplerFeedbackBias(Texture2DArray<S> texArray, SamplerState samp, float3 location, float bias) { texture->WriteSamplerFeedbackBias(texArray.texture, samp, &location.x, bias); }
+
+ template <typename S>
+ void WriteSamplerFeedbackGrad(Texture2DArray<S> texArray, SamplerState samp, float3 location, float3 ddx, float3 ddy) { texture->WriteSamplerFeedbackGrad(texArray.texture, samp, &location.x, &ddx.x, &ddy.x); }
+
+ IFeedbackTexture* texture;
+};
+
/* Varying input for Compute */
/* Used when running a single thread */