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shaderc: Fixed textureSize overloads. Issue #3020.

Бранимир Караџић 2 лет назад
Родитель
Сommit
c645acdc03
1 измененных файлов с 34 добавлено и 4 удалено
  1. 34 4
      src/bgfx_shader.sh

+ 34 - 4
src/bgfx_shader.sh

@@ -235,11 +235,28 @@ float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
 	return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
 }
 
+vec2 bgfxTextureSize(BgfxSampler2DShadow _sampler, int _lod)
+{
+	vec2 result;
+	float numberOfMipMapLevels;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
+	return result;
+}
+
 vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord)
 {
 	return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
 }
 
+vec2 bgfxTextureSize(BgfxSampler2DArrayShadow _sampler, int _lod)
+{
+	vec2 result;
+	float numberOfMipMapLevels;
+	float numberOfElements;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfElements, numberOfMipMapLevels);
+	return result;
+}
+
 vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
 {
 	return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
@@ -297,21 +314,24 @@ vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2
 vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
 {
 	vec2 result;
-	_sampler.m_texture.GetDimensions(result.x, result.y);
+	float numberOfMipMapLevels;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
 	return result;
 }
 
 vec2 bgfxTextureSize(BgfxISampler2D _sampler, int _lod)
 {
 	vec2 result;
-	_sampler.m_texture.GetDimensions(result.x, result.y);
+	float numberOfMipMapLevels;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
 	return result;
 }
 
 vec2 bgfxTextureSize(BgfxUSampler2D _sampler, int _lod)
 {
 	vec2 result;
-	_sampler.m_texture.GetDimensions(result.x, result.y);
+	float numberOfMipMapLevels;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
 	return result;
 }
 
@@ -319,14 +339,17 @@ vec4 bgfxTextureGather0(BgfxSampler2D _sampler, vec2 _coord)
 {
 	return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather1(BgfxSampler2D _sampler, vec2 _coord)
 {
 	return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather2(BgfxSampler2D _sampler, vec2 _coord)
 {
 	return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather3(BgfxSampler2D _sampler, vec2 _coord)
 {
 	return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
@@ -336,14 +359,17 @@ vec4 bgfxTextureGatherOffset0(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset
 {
 	return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset);
 }
+
 vec4 bgfxTextureGatherOffset1(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
 {
 	return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord, _offset);
 }
+
 vec4 bgfxTextureGatherOffset2(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
 {
 	return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord, _offset);
 }
+
 vec4 bgfxTextureGatherOffset3(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
 {
 	return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord, _offset);
@@ -353,14 +379,17 @@ vec4 bgfxTextureGather0(BgfxSampler2DArray _sampler, vec3 _coord)
 {
 	return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather1(BgfxSampler2DArray _sampler, vec3 _coord)
 {
 	return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather2(BgfxSampler2DArray _sampler, vec3 _coord)
 {
 	return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
 }
+
 vec4 bgfxTextureGather3(BgfxSampler2DArray _sampler, vec3 _coord)
 {
 	return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
@@ -394,7 +423,8 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
 vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
 {
 	vec3 result;
-	_sampler.m_texture.GetDimensions(result.x, result.y, result.z);
+	float numberOfMipMapLevels;
+	_sampler.m_texture.GetDimensions(_lod, result.x, result.y, result.z, numberOfMipMapLevels);
 	return result;
 }