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-rw-r--r--src/shader_recompiler/backend/glsl/emit_context.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_context.cpp b/src/shader_recompiler/backend/glsl/emit_context.cpp
index eb1d8266f..94ba9af7c 100644
--- a/src/shader_recompiler/backend/glsl/emit_context.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_context.cpp
@@ -21,7 +21,26 @@ std::string_view InterpDecorator(Interpolation interp) {
throw InvalidArgument("Invalid interpolation {}", interp);
}
-std::string_view SamplerType(TextureType type) {
+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:
+ fmt::print("Texture type: {}", type);
+ throw NotImplementedException("Texture type: {}", type);
+ }
+ }
switch (type) {
case TextureType::Color1D:
return "sampler1D";
@@ -110,6 +129,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
void EmitContext::SetupExtensions(std::string&) {
header += "#extension GL_ARB_separate_shader_objects : enable\n";
header += "#extension GL_ARB_sparse_texture2 : enable\n";
+ header += "#extension GL_EXT_texture_shadow_lod : enable\n";
// header += "#extension GL_ARB_texture_cube_map_array : enable\n";
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
@@ -227,7 +247,7 @@ void EmitContext::SetupImages(Bindings& bindings) {
}
texture_bindings.reserve(info.texture_descriptors.size());
for (const auto& desc : info.texture_descriptors) {
- const auto sampler_type{SamplerType(desc.type)};
+ const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
texture_bindings.push_back(bindings.texture);
const auto indices{bindings.texture + desc.count};
for (u32 index = bindings.texture; index < indices; ++index) {