Cubemap array support
This cl adds logic to propagate the 4th texture coordinate,
which is only used for cubemap arrays, and use it as the
cubemap array id.
Tests: dEQP-VK.glsl.texture_functions*cubearray*
Bug: b/144988970
Change-Id: I241b9a50a87424461647f00d442774ead8aaa0f7
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/38876
Presubmit-Ready: Alexis Hétu <sugoi@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
diff --git a/src/Device/Sampler.hpp b/src/Device/Sampler.hpp
index 98ef8fe..0c0bd9d 100644
--- a/src/Device/Sampler.hpp
+++ b/src/Device/Sampler.hpp
@@ -99,6 +99,7 @@
AddressingMode addressingModeU;
AddressingMode addressingModeV;
AddressingMode addressingModeW;
+ AddressingMode addressingModeY;
MipmapType mipmapFilter;
VkComponentMapping swizzle;
int gatherComponent;
diff --git a/src/Pipeline/SamplerCore.cpp b/src/Pipeline/SamplerCore.cpp
index 6f6a8f2..9c2b06b 100644
--- a/src/Pipeline/SamplerCore.cpp
+++ b/src/Pipeline/SamplerCore.cpp
@@ -53,13 +53,14 @@
{
}
- Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4& sampleId, SamplerFunction function)
+ Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4& sampleId, SamplerFunction function)
{
Vector4f c;
- Float4 uuuu = u;
- Float4 vvvv = v;
- Float4 wwww = w;
+ Float4 uuuu = uvw[0];
+ Float4 vvvv = uvw[1];
+ Float4 wwww = uvw[2];
+ Float4 cubeArrayCoord = uvw[3];
Float4 qqqq = q;
Float lod;
@@ -68,9 +69,9 @@
Float4 vDelta;
Float4 M; // Major axis
- if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE)
+ if(isCube())
{
- Int4 face = cubeFace(uuuu, vvvv, u, v, w, M);
+ Int4 face = cubeFace(uuuu, vvvv, uvw[0], uvw[1], uvw[2], M);
wwww = As<Float4>(face);
}
@@ -78,13 +79,13 @@
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
- if(state.textureType != VK_IMAGE_VIEW_TYPE_CUBE)
+ if(!isCube())
{
computeLod(texture, sampler, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, dsx, dsy, function);
}
else
{
- computeLodCube(texture, sampler, lod, u, v, w, dsx, dsy, M, function);
+ computeLodCube(texture, sampler, lod, uvw[0], uvw[1], uvw[2], dsx, dsy, M, function);
}
}
else
@@ -151,7 +152,7 @@
if(use32BitFiltering)
{
- c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
+ c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, function);
if (!hasFloatTexture() && !hasUnnormalizedIntegerTexture() && !state.compareEnable)
{
@@ -207,7 +208,7 @@
}
else // 16-bit filtering.
{
- Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
+ Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, function);
switch (state.textureFormat)
{
@@ -339,9 +340,9 @@
return uvw;
}
- Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
+ Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
- Vector4s c = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
+ Vector4s c = sampleAniso(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
@@ -350,7 +351,7 @@
if(state.mipmapFilter == MIPMAP_LINEAR)
{
- Vector4s cc = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
+ Vector4s cc = sampleAniso(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
lod *= Float(1 << 16);
@@ -384,13 +385,13 @@
return c;
}
- Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
{
Vector4s c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
{
- c = sampleQuad(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
+ c = sampleQuad(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
else
{
@@ -421,7 +422,7 @@
Do
{
- c = sampleQuad(texture, u0, v0, w, offset, sampleId, lod, secondLOD, function);
+ c = sampleQuad(texture, u0, v0, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
@@ -444,19 +445,19 @@
return c;
}
- Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
- return sampleQuad2D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
+ return sampleQuad2D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
else
{
- return sample3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
+ return sample3D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
}
- Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c;
@@ -473,9 +474,15 @@
Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
+ Short4 cubeArrayId(0);
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ cubeArrayId = address(cubeArrayCoord, state.addressingModeY, mipmap);
+ }
+
if(state.textureFilter == FILTER_POINT || texelFetch)
{
- c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
+ c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
}
else
{
@@ -484,10 +491,10 @@
Short4 uuuu1 = offsetSample(uuuu, mipmap, OFFSET(Mipmap,uHalf), state.addressingModeU == ADDRESSING_WRAP, +1, lod);
Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_WRAP, +1, lod);
- Vector4s c00 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, sampleId, buffer, function);
- Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, sampleId, buffer, function);
- Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, sampleId, buffer, function);
- Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, sampleId, buffer, function);
+ Vector4s c00 = sampleTexel(uuuu0, vvvv0, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
if(!gather) // Blend
{
@@ -660,7 +667,7 @@
return c;
}
- Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c_;
@@ -676,9 +683,15 @@
Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap);
+ Short4 cubeArrayId(0);
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ cubeArrayId = address(cubeArrayCoord, state.addressingModeY, mipmap);
+ }
+
if(state.textureFilter == FILTER_POINT || texelFetch)
{
- c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
+ c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, buffer, function);
}
else
{
@@ -750,7 +763,7 @@
{
for(int k = 0; k < 2; k++)
{
- c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, sampleId, buffer, function);
+ c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, cubeArrayId, sampleId, buffer, function);
if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
@@ -783,9 +796,9 @@
return c_;
}
- Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
- Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
+ Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
@@ -794,7 +807,7 @@
if(state.mipmapFilter == MIPMAP_LINEAR)
{
- Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
+ Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
Float4 lod4 = Float4(Frac(lod));
@@ -807,13 +820,13 @@
return c;
}
- Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function)
{
Vector4f c;
if(state.textureFilter != FILTER_ANISOTROPIC || function == Lod || function == Fetch)
{
- c = sampleFloat(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
+ c = sampleFloat(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
else
{
@@ -842,7 +855,7 @@
Do
{
- c = sampleFloat(texture, u0, v0, w, q, offset, sampleId, lod, secondLOD, function);
+ c = sampleFloat(texture, u0, v0, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
@@ -865,19 +878,19 @@
return c;
}
- Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
- return sampleFloat2D(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
+ return sampleFloat2D(texture, u, v, w, q, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
else
{
- return sampleFloat3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
+ return sampleFloat3D(texture, u, v, w, offset, cubeArrayCoord, sampleId, lod, secondLOD, function);
}
}
- Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
@@ -895,6 +908,12 @@
address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
address(w, z0, z0, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
+ Int4 cubeArrayId(0);
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ address(cubeArrayCoord, cubeArrayId, cubeArrayId, fw, mipmap, offset.w, filter, OFFSET(Mipmap, depth), state.addressingModeY, function);
+ }
+
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
y0 *= pitchP;
if(state.addressingModeW != ADDRESSING_UNUSED)
@@ -904,16 +923,16 @@
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
- c = sampleTexel(x0, y0, z0, q, mipmap, sampleId, buffer, function);
+ c = sampleTexel(x0, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
- Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, sampleId, buffer, function);
- Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, sampleId, buffer, function);
- Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, sampleId, buffer, function);
- Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, sampleId, buffer, function);
+ Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, cubeArrayId, sampleId, buffer, function);
if(!gather) // Blend
{
@@ -954,7 +973,7 @@
return c;
}
- Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
@@ -971,6 +990,12 @@
address(v, y0, y1, fv, mipmap, offset.y, filter, OFFSET(Mipmap, height), state.addressingModeV, function);
address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, function);
+ Int4 cubeArrayId(0);
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ address(cubeArrayCoord, cubeArrayId, cubeArrayId, fw, mipmap, offset.w, filter, OFFSET(Mipmap, depth), state.addressingModeY, function);
+ }
+
Int4 pitchP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, pitchP), 16);
Int4 sliceP = *Pointer<Int4>(mipmap + OFFSET(Mipmap, sliceP), 16);
y0 *= pitchP;
@@ -978,21 +1003,21 @@
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
- c = sampleTexel(x0, y0, z0, w, mipmap, sampleId, buffer, function);
+ c = sampleTexel(x0, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
z1 *= sliceP;
- Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, sampleId, buffer, function);
- Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, sampleId, buffer, function);
- Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, sampleId, buffer, function);
- Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, sampleId, buffer, function);
- Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, sampleId, buffer, function);
- Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, sampleId, buffer, function);
- Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, sampleId, buffer, function);
- Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, sampleId, buffer, function);
+ Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
+ Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, cubeArrayId, sampleId, buffer, function);
// Blend first slice
if(componentCount >= 1) c000.x = c000.x + fu * (c100.x - c000.x);
@@ -1261,7 +1286,7 @@
return As<Short4>(UShort4(tmp));
}
- void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
+ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4& cubeArrayId, const Int4& sampleId, SamplerFunction function)
{
bool texelFetch = (function == Fetch);
bool hasOffset = (function.offset != 0);
@@ -1343,9 +1368,18 @@
index[i] += Extract(sampleOffset, i);
}
}
+
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ UInt4 cubeLayerOffset = As<UInt4>(cubeArrayId) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
+ for(int i = 0; i < 4; i++)
+ {
+ index[i] += Extract(cubeLayerOffset, i);
+ }
+ }
}
- void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
+ void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& cubeArrayId, const Int4& sampleId, SamplerFunction function)
{
UInt4 indices = uuuu + vvvv;
@@ -1367,6 +1401,11 @@
*Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
}
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ indices += As<UInt4>(cubeArrayId) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)) * UInt4(6);
+ }
+
for(int i = 0; i < 4; i++)
{
index[i] = Extract(As<Int4>(indices), i);
@@ -1620,12 +1659,12 @@
return c;
}
- Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
+ Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, const Short4& cubeArrayId, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Vector4s c;
UInt index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, sampleId, function);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, cubeArrayId, sampleId, function);
if(isYcbcrFormat())
{
@@ -1646,7 +1685,7 @@
// Chroma
{
- computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), sampleId, function);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), cubeArrayId, sampleId, function);
UShort4 U, V;
if(state.textureFormat == VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM)
@@ -1768,7 +1807,7 @@
return c;
}
- Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
+ Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, const Int4& cubeArrayId, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Int4 valid;
@@ -1784,7 +1823,7 @@
UInt index[4];
UInt4 t0, t1, t2, t3;
- computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, sampleId, function);
+ computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, cubeArrayId, sampleId, function);
Vector4f c;
@@ -2065,7 +2104,7 @@
return Int4(~0);
}
- Short4 SamplerCore::address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap)
+ Short4 SamplerCore::address(const Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap)
{
if(addressingMode == ADDRESSING_UNUSED)
{
@@ -2073,7 +2112,14 @@
}
else if(addressingMode == ADDRESSING_LAYER)
{
- return Short4(Min(Max(RoundInt(uw), Int4(0)), *Pointer<Int4>(mipmap + OFFSET(Mipmap, depth)) - Int4(1)));
+ Int4 dim = *Pointer<Int4>(mipmap + OFFSET(Mipmap, depth));
+ // For cube maps, the layer argument is per cube, each of which has 6 layers
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ dim = dim / Int4(6);
+ }
+
+ return Short4(Min(Max(RoundInt(uw), Int4(0)), dim - Int4(1)));
}
else if(addressingMode == ADDRESSING_CLAMP || addressingMode == ADDRESSING_BORDER)
{
@@ -2121,7 +2167,7 @@
return (positive & x) | (~positive & (x + d));
}
- void SamplerCore::address(Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
+ void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function)
{
if(addressingMode == ADDRESSING_UNUSED)
{
@@ -2137,7 +2183,13 @@
}
else if(addressingMode == ADDRESSING_LAYER) // Note: Offset does not apply to array layers
{
- xyz0 = Min(Max(RoundInt(uvw), Int4(0)), maxXYZ);
+ // For cube maps, the layer argument is per cube, each of which has 6 layers
+ if(state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY)
+ {
+ dim = dim / Int4(6);
+ }
+
+ xyz0 = Min(Max(RoundInt(uvw), Int4(0)), dim - Int4(1));
}
else if(addressingMode == ADDRESSING_CUBEFACE)
{
@@ -2420,6 +2472,12 @@
state.addressingModeW == ADDRESSING_BORDER;
}
+ bool SamplerCore::isCube() const
+ {
+ return state.textureType == VK_IMAGE_VIEW_TYPE_CUBE ||
+ state.textureType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
+ }
+
VkComponentSwizzle SamplerCore::gatherSwizzle() const
{
switch(state.gatherComponent)
diff --git a/src/Pipeline/SamplerCore.hpp b/src/Pipeline/SamplerCore.hpp
index e684013..fc0f314 100644
--- a/src/Pipeline/SamplerCore.hpp
+++ b/src/Pipeline/SamplerCore.hpp
@@ -60,20 +60,20 @@
public:
SamplerCore(Pointer<Byte> &constants, const Sampler &state);
- Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4& sampleId, SamplerFunction function);
+ Vector4f sampleTexture(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float4 uvw[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4f &offset, Int4& sampleId, SamplerFunction function);
private:
Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
- Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
- Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
- Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
- Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
+ Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
+ Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
+ Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
+ Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
+ Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Float4& cubeArrayCoord, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function);
Float log2sqrt(Float lod);
Float log2(Float lod);
void computeLod(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, Float4 &dsx, Float4 &dsy, SamplerFunction function);
@@ -81,15 +81,15 @@
void computeLod3D(Pointer<Byte> &texture, Pointer<Byte> &sampler, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, SamplerFunction function);
Int4 cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M);
Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
- void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function);
- void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function);
- Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function);
+ void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Short4& cubeArrayId, const Int4& sampleId, SamplerFunction function);
+ void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& cubeArrayId, const Int4& sampleId, SamplerFunction function);
+ Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, const Short4& cubeArrayId, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function);
Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer);
- Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function);
+ Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, const Int4& cubeArrayId, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function);
Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid);
void selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD);
- Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
- void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
+ Short4 address(const Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
+ void address(const Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
Int4 computeFilterOffset(Float &lod);
void convertSigned15(Float4 &cf, Short4 &ci);
@@ -108,6 +108,7 @@
bool isYcbcrFormat() const;
bool isRGBComponent(int component) const;
bool borderModeActive() const;
+ bool isCube() const;
VkComponentSwizzle gatherSwizzle() const;
Pointer<Byte> &constants;
diff --git a/src/Pipeline/SpirvShader.cpp b/src/Pipeline/SpirvShader.cpp
index 7b817df..6eaa7fd 100644
--- a/src/Pipeline/SpirvShader.cpp
+++ b/src/Pipeline/SpirvShader.cpp
@@ -357,6 +357,7 @@
case spv::CapabilitySampled1D: capabilities.Sampled1D = true; break;
case spv::CapabilityImage1D: capabilities.Image1D = true; break;
case spv::CapabilitySampledBuffer: capabilities.SampledBuffer = true; break;
+ case spv::CapabilitySampledCubeArray: capabilities.SampledCubeArray = true; break;
case spv::CapabilityImageBuffer: capabilities.ImageBuffer = true; break;
case spv::CapabilityStorageImageExtendedFormats: capabilities.StorageImageExtendedFormats = true; break;
case spv::CapabilityImageQuery: capabilities.ImageQuery = true; break;
diff --git a/src/Pipeline/SpirvShader.hpp b/src/Pipeline/SpirvShader.hpp
index 827eefc..b8762cb 100644
--- a/src/Pipeline/SpirvShader.hpp
+++ b/src/Pipeline/SpirvShader.hpp
@@ -490,6 +490,7 @@
bool Sampled1D : 1;
bool Image1D : 1;
bool SampledBuffer : 1;
+ bool SampledCubeArray : 1;
bool ImageBuffer : 1;
bool StorageImageExtendedFormats : 1;
bool ImageQuery : 1;
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp
index 99f8856..de26e00 100644
--- a/src/Pipeline/SpirvShaderSampling.cpp
+++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -63,6 +63,7 @@
samplerState.addressingModeU = convertAddressingMode(0, sampler, type);
samplerState.addressingModeV = convertAddressingMode(1, sampler, type);
samplerState.addressingModeW = convertAddressingMode(2, sampler, type);
+ samplerState.addressingModeY = convertAddressingMode(3, sampler, type);
samplerState.mipmapFilter = convertMipmapMode(sampler);
samplerState.swizzle = imageDescriptor->swizzle;
@@ -202,7 +203,7 @@
dPdy.y = Float(0.0f);
}
- Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
+ Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Pointer<Float> rgba = out;
rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
@@ -213,7 +214,7 @@
}
else
{
- Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
+ Vector4f sample = s.sampleTexture(texture, sampler, uvw, q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Pointer<SIMD::Float> rgba = out;
rgba[0] = sample.x;
@@ -285,7 +286,6 @@
switch(imageViewType)
{
case VK_IMAGE_VIEW_TYPE_CUBE_ARRAY:
- UNSUPPORTED("SPIR-V ImageCubeArray Capability (imageViewType: %d)", int(imageViewType));
if(coordinateIndex == 3)
{
return ADDRESSING_LAYER;
diff --git a/src/Vulkan/VkDescriptorSetLayout.cpp b/src/Vulkan/VkDescriptorSetLayout.cpp
index 2d54378..b294ce8 100644
--- a/src/Vulkan/VkDescriptorSetLayout.cpp
+++ b/src/Vulkan/VkDescriptorSetLayout.cpp
@@ -401,7 +401,8 @@
VkImageAspectFlagBits aspect = static_cast<VkImageAspectFlagBits>(imageView->getSubresourceRange().aspectMask);
sw::Mipmap &mipmap = texture->mipmap[mipmapLevel];
- if(imageView->getType() == VK_IMAGE_VIEW_TYPE_CUBE)
+ if((imageView->getType() == VK_IMAGE_VIEW_TYPE_CUBE) ||
+ (imageView->getType() == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY))
{
// Obtain the pointer to the corner of the level including the border, for seamless sampling.
// This is taken into account in the sampling routine, which can't handle negative texel coordinates.
diff --git a/src/Vulkan/VkPhysicalDevice.cpp b/src/Vulkan/VkPhysicalDevice.cpp
index 08fa5c5..5a32b2f 100644
--- a/src/Vulkan/VkPhysicalDevice.cpp
+++ b/src/Vulkan/VkPhysicalDevice.cpp
@@ -49,7 +49,7 @@
{
VK_TRUE, // robustBufferAccess
VK_TRUE, // fullDrawIndexUint32
- VK_FALSE, // imageCubeArray
+ VK_TRUE, // imageCubeArray
VK_TRUE, // independentBlend
VK_FALSE, // geometryShader
VK_FALSE, // tessellationShader