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-rw-r--r--src/shader_recompiler/backend/glsl/glsl_emit_context.cpp49
1 files changed, 27 insertions, 22 deletions
diff --git a/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp b/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp
index 5d01ec0cd..1b006e811 100644
--- a/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp
+++ b/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp
@@ -61,24 +61,28 @@ std::string OutputDecorator(Stage stage, u32 size) {
}
}
-std::string_view SamplerType(TextureType type, bool is_depth) {
- if (is_depth) {
- switch (type) {
- case TextureType::Color1D:
- return "sampler1DShadow";
- case TextureType::ColorArray1D:
- return "sampler1DArrayShadow";
- case TextureType::Color2D:
- return "sampler2DShadow";
- case TextureType::ColorArray2D:
- return "sampler2DArrayShadow";
- case TextureType::ColorCube:
- return "samplerCubeShadow";
- case TextureType::ColorArrayCube:
- return "samplerCubeArrayShadow";
- default:
- throw NotImplementedException("Texture type: {}", type);
- }
+std::string_view DepthSamplerType(TextureType type) {
+ switch (type) {
+ case TextureType::Color1D:
+ return "sampler1DShadow";
+ case TextureType::ColorArray1D:
+ return "sampler1DArrayShadow";
+ case TextureType::Color2D:
+ return "sampler2DShadow";
+ case TextureType::ColorArray2D:
+ return "sampler2DArrayShadow";
+ case TextureType::ColorCube:
+ return "samplerCubeShadow";
+ case TextureType::ColorArrayCube:
+ return "samplerCubeArrayShadow";
+ default:
+ throw NotImplementedException("Texture type: {}", type);
+ }
+}
+
+std::string_view ColorSamplerType(TextureType type, bool is_multisample = false) {
+ if (is_multisample) {
+ ASSERT(type == TextureType::Color2D || type == TextureType::ColorArray2D);
}
switch (type) {
case TextureType::Color1D:
@@ -87,9 +91,9 @@ std::string_view SamplerType(TextureType type, bool is_depth) {
return "sampler1DArray";
case TextureType::Color2D:
case TextureType::Color2DRect:
- return "sampler2D";
+ return is_multisample ? "sampler2DMS" : "sampler2D";
case TextureType::ColorArray2D:
- return "sampler2DArray";
+ return is_multisample ? "sampler2DMSArray" : "sampler2DArray";
case TextureType::Color3D:
return "sampler3D";
case TextureType::ColorCube:
@@ -677,7 +681,7 @@ void EmitContext::SetupTextures(Bindings& bindings) {
texture_buffers.reserve(info.texture_buffer_descriptors.size());
for (const auto& desc : info.texture_buffer_descriptors) {
texture_buffers.push_back({bindings.texture, desc.count});
- const auto sampler_type{SamplerType(TextureType::Buffer, false)};
+ const auto sampler_type{ColorSamplerType(TextureType::Buffer)};
const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
sampler_type, bindings.texture, array_decorator);
@@ -686,7 +690,8 @@ void EmitContext::SetupTextures(Bindings& bindings) {
textures.reserve(info.texture_descriptors.size());
for (const auto& desc : info.texture_descriptors) {
textures.push_back({bindings.texture, desc.count});
- const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
+ const auto sampler_type{desc.is_depth ? DepthSamplerType(desc.type)
+ : ColorSamplerType(desc.type, desc.is_multisample)};
const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
sampler_type, bindings.texture, array_decorator);