GLSL: clean up appending of depth reference.
Just a minor cleanup; no functional change. Change-Id: Iac4f97c2b5507f7665024885a81f6ccf8e5ab269 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82440 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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@ -1265,6 +1265,16 @@ bool GeneratorImpl::EmitBarrierCall(std::ostream& out,
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return true;
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}
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const ast::Expression* GeneratorImpl::CreateF32Zero(
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const sem::Statement* stmt) {
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auto* zero = builder_.Expr(0.0f);
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auto* f32 = builder_.create<sem::F32>();
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auto* sem_zero = builder_.create<sem::Expression>(
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zero, f32, stmt, sem::Constant{}, /* has_side_effects */ false);
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builder_.Sem().Add(zero, sem_zero);
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return zero;
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}
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bool GeneratorImpl::EmitTextureCall(std::ostream& out,
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const sem::Call* call,
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const sem::Builtin* builtin) {
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@ -1446,20 +1456,14 @@ bool GeneratorImpl::EmitTextureCall(std::ostream& out,
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}
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if (is_depth && append_depth_ref_to_coords) {
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if (auto* depth_ref = arg(Usage::kDepthRef)) {
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param_coords =
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AppendVector(&builder_, param_coords, depth_ref)->Declaration();
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} else {
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auto* depth_ref = arg(Usage::kDepthRef);
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if (!depth_ref) {
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// Sampling a depth texture in GLSL always requires a depth reference, so
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// append zero here.
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auto* f32 = builder_.create<sem::F32>();
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auto* zero = builder_.Expr(0.0f);
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auto* stmt = builder_.Sem().Get(param_coords)->Stmt();
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auto* sem_zero = builder_.create<sem::Expression>(
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zero, f32, stmt, sem::Constant{}, /* has_side_effects */ false);
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builder_.Sem().Add(zero, sem_zero);
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param_coords = AppendVector(&builder_, param_coords, zero)->Declaration();
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depth_ref = CreateF32Zero(builder_.Sem().Get(param_coords)->Stmt());
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}
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param_coords =
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AppendVector(&builder_, param_coords, depth_ref)->Declaration();
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}
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if (!EmitExpression(out, param_coords)) {
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@ -191,6 +191,11 @@ class GeneratorImpl : public TextGenerator {
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/// @param expr the fma() expression
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/// @returns true if the expression is emitted
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bool EmitEmulatedFMA(std::ostream& out, const ast::CallExpression* expr);
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/// Create a float literal zero AST node, and associated semantic nodes.
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/// @param stmt the statement which will own the semantic expression node
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/// @returns an AST expression representing 0.0f
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const ast::Expression* CreateF32Zero(const sem::Statement* stmt);
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/// Handles generating a call to a texture function (`textureSample`,
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/// `textureSampleGrad`, etc)
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/// @param out the output of the expression stream
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@ -1,6 +1,6 @@
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SKIP: FAILED
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../../src/tint/writer/glsl/generator_impl.cc:2582 internal compiler error: Multiplanar external texture transform was not run.
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../../src/tint/writer/glsl/generator_impl.cc:2587 internal compiler error: Multiplanar external texture transform was not run.
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********************************************************************
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@ -1,6 +1,6 @@
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SKIP: FAILED
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../../src/tint/writer/glsl/generator_impl.cc:2582 internal compiler error: Multiplanar external texture transform was not run.
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../../src/tint/writer/glsl/generator_impl.cc:2587 internal compiler error: Multiplanar external texture transform was not run.
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********************************************************************
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@ -1,6 +1,6 @@
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SKIP: FAILED
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../../src/tint/writer/glsl/generator_impl.cc:2582 internal compiler error: Multiplanar external texture transform was not run.
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../../src/tint/writer/glsl/generator_impl.cc:2587 internal compiler error: Multiplanar external texture transform was not run.
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********************************************************************
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