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glsl: Fix image gather logic

This commit is contained in:
ameerj 2021-06-04 13:24:34 -04:00
parent 35e78d558d
commit d41aef03c7

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@ -343,11 +343,13 @@ void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Ins
if (offset.IsEmpty()) {
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherARB({},{},{},int({})));",
*sparse_inst, texture, coords, texel, info.gather_component);
return;
}
if (offset2.IsEmpty()) {
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},{},int({})));",
*sparse_inst, texture, CastToIntVec(coords, info), GetOffsetVec(ctx, offset),
texel, info.gather_component);
return;
}
// PTP
const auto offsets{PtpOffsets(offset, offset2)};
@ -385,11 +387,13 @@ void EmitImageGatherDref([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR:
if (offset.IsEmpty()) {
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherARB({},{},{},{}));", *sparse_inst,
texture, coords, dref, texel);
return;
}
if (offset2.IsEmpty()) {
ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},,{},{}));",
*sparse_inst, texture, CastToIntVec(coords, info), dref,
GetOffsetVec(ctx, offset), texel);
return;
}
// PTP
const auto offsets{PtpOffsets(offset, offset2)};