Support sample image instruction operand
- Added support for the sample operand in SamplerCore, which simply
involves offsetting the buffer by the the sampleId * samplePitch.
- Also added a check so that sampleId is within the expected range
and doesn't cause reading memory out of bounds.
Bug: b/135265531
Change-Id: Ie828d07db41d36befb34037156736a6576af0676
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/38728
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
diff --git a/src/Pipeline/SamplerCore.cpp b/src/Pipeline/SamplerCore.cpp
index afed517..6f6a8f2 100644
--- a/src/Pipeline/SamplerCore.cpp
+++ b/src/Pipeline/SamplerCore.cpp
@@ -53,7 +53,7 @@
{
}
- 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, SamplerFunction function)
+ 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 c;
@@ -151,7 +151,7 @@
if(use32BitFiltering)
{
- c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, function);
+ c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
if (!hasFloatTexture() && !hasUnnormalizedIntegerTexture() && !state.compareEnable)
{
@@ -207,7 +207,7 @@
}
else // 16-bit filtering.
{
- Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, function);
+ Vector4s cs = sampleFilter(texture, uuuu, vvvv, wwww, offset, sampleId, lod, anisotropy, uDelta, vDelta, function);
switch (state.textureFormat)
{
@@ -339,9 +339,9 @@
return uvw;
}
- Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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 Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
- Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, false, function);
+ Vector4s c = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
@@ -350,7 +350,7 @@
if(state.mipmapFilter == MIPMAP_LINEAR)
{
- Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, true, function);
+ Vector4s cc = sampleAniso(texture, u, v, w, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
lod *= Float(1 << 16);
@@ -384,13 +384,13 @@
return c;
}
- Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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 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, lod, secondLOD, function);
+ c = sampleQuad(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
else
{
@@ -421,7 +421,7 @@
Do
{
- c = sampleQuad(texture, u0, v0, w, offset, lod, secondLOD, function);
+ c = sampleQuad(texture, u0, v0, w, offset, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
@@ -444,19 +444,19 @@
return c;
}
- Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
- return sampleQuad2D(texture, u, v, w, offset, lod, secondLOD, function);
+ return sampleQuad2D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
else
{
- return sample3D(texture, u, v, w, offset, lod, secondLOD, function);
+ return sample3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
}
- Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction 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 c;
@@ -475,7 +475,7 @@
if(state.textureFilter == FILTER_POINT || texelFetch)
{
- c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
+ c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
}
else
{
@@ -484,10 +484,10 @@
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, buffer, function);
- Vector4s c10 = sampleTexel(uuuu1, vvvv0, wwww, offset, mipmap, buffer, function);
- Vector4s c01 = sampleTexel(uuuu0, vvvv1, wwww, offset, mipmap, buffer, function);
- Vector4s c11 = sampleTexel(uuuu1, vvvv1, wwww, offset, mipmap, buffer, function);
+ 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);
if(!gather) // Blend
{
@@ -660,7 +660,7 @@
return c;
}
- Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4s c_;
@@ -678,7 +678,7 @@
if(state.textureFilter == FILTER_POINT || texelFetch)
{
- c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function);
+ c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, sampleId, buffer, function);
}
else
{
@@ -750,7 +750,7 @@
{
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, buffer, function);
+ c[i][j][k] = sampleTexel(u[i][j][k], v[i][j][k], s[i][j][k], offset, mipmap, 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 +783,9 @@
return c_;
}
- Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, 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 Int4& sampleId, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function)
{
- Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, false, function);
+ Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, false, function);
if(function == Fetch)
{
@@ -794,7 +794,7 @@
if(state.mipmapFilter == MIPMAP_LINEAR)
{
- Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, true, function);
+ Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, sampleId, lod, anisotropy, uDelta, vDelta, true, function);
Float4 lod4 = Float4(Frac(lod));
@@ -807,13 +807,13 @@
return c;
}
- Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, 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 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, lod, secondLOD, function);
+ c = sampleFloat(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
}
else
{
@@ -842,7 +842,7 @@
Do
{
- c = sampleFloat(texture, u0, v0, w, q, offset, lod, secondLOD, function);
+ c = sampleFloat(texture, u0, v0, w, q, offset, sampleId, lod, secondLOD, function);
u0 += du;
v0 += dv;
@@ -865,19 +865,19 @@
return c;
}
- Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
+ 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)
{
if(state.textureType != VK_IMAGE_VIEW_TYPE_3D)
{
- return sampleFloat2D(texture, u, v, w, q, offset, lod, secondLOD, function);
+ return sampleFloat2D(texture, u, v, w, q, offset, sampleId, lod, secondLOD, function);
}
else
{
- return sampleFloat3D(texture, u, v, w, offset, lod, secondLOD, function);
+ return sampleFloat3D(texture, u, v, w, offset, sampleId, lod, secondLOD, function);
}
}
- Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction 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 c;
@@ -904,16 +904,16 @@
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
- c = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
+ c = sampleTexel(x0, y0, z0, q, mipmap, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
- Vector4f c00 = sampleTexel(x0, y0, z0, q, mipmap, buffer, function);
- Vector4f c10 = sampleTexel(x1, y0, z0, q, mipmap, buffer, function);
- Vector4f c01 = sampleTexel(x0, y1, z0, q, mipmap, buffer, function);
- Vector4f c11 = sampleTexel(x1, y1, z0, q, mipmap, buffer, function);
+ 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);
if(!gather) // Blend
{
@@ -954,7 +954,7 @@
return c;
}
- Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
+ Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, const Int4& sampleId, Float &lod, bool secondLOD, SamplerFunction function)
{
Vector4f c;
@@ -978,21 +978,21 @@
if(state.textureFilter == FILTER_POINT || (function == Fetch))
{
- c = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
+ c = sampleTexel(x0, y0, z0, w, mipmap, sampleId, buffer, function);
}
else
{
y1 *= pitchP;
z1 *= sliceP;
- Vector4f c000 = sampleTexel(x0, y0, z0, w, mipmap, buffer, function);
- Vector4f c100 = sampleTexel(x1, y0, z0, w, mipmap, buffer, function);
- Vector4f c010 = sampleTexel(x0, y1, z0, w, mipmap, buffer, function);
- Vector4f c110 = sampleTexel(x1, y1, z0, w, mipmap, buffer, function);
- Vector4f c001 = sampleTexel(x0, y0, z1, w, mipmap, buffer, function);
- Vector4f c101 = sampleTexel(x1, y0, z1, w, mipmap, buffer, function);
- Vector4f c011 = sampleTexel(x0, y1, z1, w, mipmap, buffer, function);
- Vector4f c111 = sampleTexel(x1, y1, z1, w, mipmap, buffer, function);
+ 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);
// Blend first slice
if(componentCount >= 1) c000.x = c000.x + fu * (c100.x - c000.x);
@@ -1261,7 +1261,7 @@
return As<Short4>(UShort4(tmp));
}
- void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function)
+ void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
{
bool texelFetch = (function == Fetch);
bool hasOffset = (function.offset != 0);
@@ -1333,9 +1333,19 @@
index[i] = Min(Max(index[i], min), max);
}
}
+
+ if(function.sample)
+ {
+ UInt4 sampleOffset = Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
+ *Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
+ for(int i = 0; i < 4; i++)
+ {
+ index[i] += Extract(sampleOffset, i);
+ }
+ }
}
- void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function)
+ void SamplerCore::computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, const Int4& sampleId, SamplerFunction function)
{
UInt4 indices = uuuu + vvvv;
@@ -1351,6 +1361,12 @@
indices &= As<UInt4>(valid);
}
+ if(function.sample)
+ {
+ indices += Min(As<UInt4>(sampleId), *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sampleMax), 16)) *
+ *Pointer<UInt4>(mipmap + OFFSET(Mipmap, samplePitchP), 16);
+ }
+
for(int i = 0; i < 4; i++)
{
index[i] = Extract(As<Int4>(indices), i);
@@ -1604,12 +1620,12 @@
return c;
}
- Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
+ Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Vector4s c;
UInt index[4];
- computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, sampleId, function);
if(isYcbcrFormat())
{
@@ -1630,7 +1646,7 @@
// Chroma
{
- computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function);
+ computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), sampleId, function);
UShort4 U, V;
if(state.textureFormat == VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM)
@@ -1752,7 +1768,7 @@
return c;
}
- Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function)
+ Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mipmap, const Int4& sampleId, Pointer<Byte> buffer, SamplerFunction function)
{
Int4 valid;
@@ -1768,7 +1784,7 @@
UInt index[4];
UInt4 t0, t1, t2, t3;
- computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, function);
+ computeIndices(index, uuuu, vvvv, wwww, valid, mipmap, sampleId, function);
Vector4f c;
diff --git a/src/Pipeline/SamplerCore.hpp b/src/Pipeline/SamplerCore.hpp
index 1c8d95e..e684013 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, SamplerFunction function);
+ 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);
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, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
- Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, 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, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, 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, 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, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
- Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
+ 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);
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);
@@ -81,11 +81,11 @@
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, SamplerFunction function);
- void computeIndices(UInt index[4], Int4 uuuu, Int4 vvvv, Int4 wwww, Int4 valid, const Pointer<Byte> &mipmap, SamplerFunction function);
- Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
+ 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);
Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer);
- Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer, SamplerFunction function);
+ Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, 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);
diff --git a/src/Pipeline/SpirvShader.cpp b/src/Pipeline/SpirvShader.cpp
index e77da84..3410902 100644
--- a/src/Pipeline/SpirvShader.cpp
+++ b/src/Pipeline/SpirvShader.cpp
@@ -5169,7 +5169,7 @@
if(sample)
{
auto sampleValue = GenericValue(this, state, sampleId);
- in[i] = sampleValue.Float(0);
+ in[i] = As<SIMD::Float>(sampleValue.Int(0));
}
auto cacheIt = state->routine->samplerCache.find(resultId);
diff --git a/src/Pipeline/SpirvShaderSampling.cpp b/src/Pipeline/SpirvShaderSampling.cpp
index 6b5afa2..8f7fe8f 100644
--- a/src/Pipeline/SpirvShaderSampling.cpp
+++ b/src/Pipeline/SpirvShaderSampling.cpp
@@ -120,6 +120,7 @@
Vector4f dsx = {0, 0, 0, 0};
Vector4f dsy = {0, 0, 0, 0};
Vector4f offset = {0, 0, 0, 0};
+ SIMD::Int sampleId = 0;
SamplerFunction samplerFunction = instruction.getSamplerFunction();
uint32_t i = 0;
@@ -169,7 +170,10 @@
offset[j] = in[i];
}
- // TODO(b/133868964): Handle 'Sample' operand.
+ if(instruction.sample)
+ {
+ sampleId = As<SIMD::Int>(in[i]);
+ }
SamplerCore s(constants, samplerState);
@@ -199,7 +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, samplerFunction);
+ Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lod[i], dPdx, dPdy, offset, sampleId, samplerFunction);
Pointer<Float> rgba = out;
rgba[0 * SIMD::Width + i] = Pointer<Float>(&sample.x)[i];
@@ -210,7 +214,7 @@
}
else
{
- Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lodOrBias.x, (dsx.x), (dsy.x), offset, samplerFunction);
+ Vector4f sample = s.sampleTexture(texture, sampler, uvw[0], uvw[1], uvw[2], q, lodOrBias.x, (dsx.x), (dsy.x), offset, sampleId, samplerFunction);
Pointer<SIMD::Float> rgba = out;
rgba[0] = sample.x;