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kc3-lang/angle/src/compiler/translator/TextureFunctionHLSL.cpp

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  • Author : Geoff Lang
    Date : 2016-05-16 15:59:14
    Hash : b66a9097
    Message : Add support for OES_EGL_image_external and OES_EGL_image_external_essl3. BUG=angleproject:1372 Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d Reviewed-on: https://chromium-review.googlesource.com/344734 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/compiler/translator/TextureFunctionHLSL.cpp
  • //
    // Copyright (c) 2016 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // TextureFunctionHLSL: Class for writing implementations of ESSL texture functions into HLSL
    // output. Some of the implementations are straightforward and just call the HLSL equivalent of the
    // ESSL texture function, others do more work to emulate ESSL texture sampling or size query
    // behavior.
    //
    
    #include "compiler/translator/TextureFunctionHLSL.h"
    
    #include "compiler/translator/UtilsHLSL.h"
    
    namespace sh
    {
    
    namespace
    {
    
    void OutputIntTexCoordWrap(TInfoSinkBase &out,
                               const char *wrapMode,
                               const char *size,
                               const TString &texCoord,
                               const TString &texCoordOffset,
                               const char *texCoordOutName)
    {
        // GLES 3.0.4 table 3.22 specifies how the wrap modes work. We don't use the formulas verbatim
        // but rather use equivalent formulas that map better to HLSL.
        out << "int " << texCoordOutName << ";\n";
        out << "float " << texCoordOutName << "Offset = " << texCoord << " + float(" << texCoordOffset
            << ") / " << size << ";\n";
    
        // CLAMP_TO_EDGE
        out << "if (" << wrapMode << " == 1)\n";
        out << "{\n";
        out << "    " << texCoordOutName << " = clamp(int(floor(" << size << " * " << texCoordOutName
            << "Offset)), 0, int(" << size << ") - 1);\n";
        out << "}\n";
    
        // MIRRORED_REPEAT
        out << "else if (" << wrapMode << " == 3)\n";
        out << "{\n";
        out << "    float coordWrapped = 1.0 - abs(frac(abs(" << texCoordOutName
            << "Offset) * 0.5) * 2.0 - 1.0);\n";
        out << "    " << texCoordOutName << " = int(floor(" << size << " * coordWrapped));\n";
        out << "}\n";
    
        // REPEAT
        out << "else\n";
        out << "{\n";
        out << "    " << texCoordOutName << " = int(floor(" << size << " * frac(" << texCoordOutName
            << "Offset)));\n";
        out << "}\n";
    }
    
    void OutputIntTexCoordWraps(TInfoSinkBase &out,
                                const TextureFunctionHLSL::TextureFunction &textureFunction,
                                TString *texCoordX,
                                TString *texCoordY,
                                TString *texCoordZ)
    {
        // Convert from normalized floating-point to integer
        out << "int wrapS = samplerMetadata[samplerIndex].wrapModes & 0x3;\n";
        if (textureFunction.offset)
        {
            OutputIntTexCoordWrap(out, "wrapS", "width", *texCoordX, "offset.x", "tix");
        }
        else
        {
            OutputIntTexCoordWrap(out, "wrapS", "width", *texCoordX, "0", "tix");
        }
        *texCoordX = "tix";
        out << "int wrapT = (samplerMetadata[samplerIndex].wrapModes >> 2) & 0x3;\n";
        if (textureFunction.offset)
        {
            OutputIntTexCoordWrap(out, "wrapT", "height", *texCoordY, "offset.y", "tiy");
        }
        else
        {
            OutputIntTexCoordWrap(out, "wrapT", "height", *texCoordY, "0", "tiy");
        }
        *texCoordY = "tiy";
    
        if (IsSamplerArray(textureFunction.sampler))
        {
            *texCoordZ = "int(max(0, min(layers - 1, floor(0.5 + t.z))))";
        }
        else if (!IsSamplerCube(textureFunction.sampler) && !IsSampler2D(textureFunction.sampler))
        {
            out << "int wrapR = (samplerMetadata[samplerIndex].wrapModes >> 4) & 0x3;\n";
            if (textureFunction.offset)
            {
                OutputIntTexCoordWrap(out, "wrapR", "depth", *texCoordZ, "offset.z", "tiz");
            }
            else
            {
                OutputIntTexCoordWrap(out, "wrapR", "depth", *texCoordZ, "0", "tiz");
            }
            *texCoordZ = "tiz";
        }
    }
    
    void OutputHLSL4SampleFunctionPrefix(TInfoSinkBase &out,
                                         const TextureFunctionHLSL::TextureFunction &textureFunction,
                                         const TString &textureReference,
                                         const TString &samplerReference)
    {
        out << textureReference;
        if (IsIntegerSampler(textureFunction.sampler) ||
            textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
        {
            out << ".Load(";
            return;
        }
    
        if (IsShadowSampler(textureFunction.sampler))
        {
            switch (textureFunction.method)
            {
                case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                case TextureFunctionHLSL::TextureFunction::BIAS:
                case TextureFunctionHLSL::TextureFunction::LOD:
                    out << ".SampleCmp(";
                    break;
                case TextureFunctionHLSL::TextureFunction::LOD0:
                case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                case TextureFunctionHLSL::TextureFunction::GRAD:
                    out << ".SampleCmpLevelZero(";
                    break;
                default:
                    UNREACHABLE();
            }
        }
        else
        {
            switch (textureFunction.method)
            {
                case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                    out << ".Sample(";
                    break;
                case TextureFunctionHLSL::TextureFunction::BIAS:
                    out << ".SampleBias(";
                    break;
                case TextureFunctionHLSL::TextureFunction::LOD:
                case TextureFunctionHLSL::TextureFunction::LOD0:
                case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                    out << ".SampleLevel(";
                    break;
                case TextureFunctionHLSL::TextureFunction::GRAD:
                    out << ".SampleGrad(";
                    break;
                default:
                    UNREACHABLE();
            }
        }
        out << samplerReference << ", ";
    }
    
    const char *GetSamplerCoordinateTypeString(
        const TextureFunctionHLSL::TextureFunction &textureFunction,
        int hlslCoords)
    {
        if (IsIntegerSampler(textureFunction.sampler) ||
            textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
        {
            switch (hlslCoords)
            {
                case 2:
                    return "int3";
                case 3:
                    return "int4";
                default:
                    UNREACHABLE();
            }
        }
        else
        {
            switch (hlslCoords)
            {
                case 2:
                    return "float2";
                case 3:
                    return "float3";
                case 4:
                    return "float4";
                default:
                    UNREACHABLE();
            }
        }
        return "";
    }
    
    int GetHLSLCoordCount(const TextureFunctionHLSL::TextureFunction &textureFunction,
                          ShShaderOutput outputType)
    {
        if (outputType == SH_HLSL_3_0_OUTPUT)
        {
            int hlslCoords = 2;
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                case EbtSamplerExternalOES:
                    hlslCoords = 2;
                    break;
                case EbtSamplerCube:
                    hlslCoords = 3;
                    break;
                default:
                    UNREACHABLE();
            }
    
            switch (textureFunction.method)
            {
                case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                    return hlslCoords;
                case TextureFunctionHLSL::TextureFunction::BIAS:
                case TextureFunctionHLSL::TextureFunction::LOD:
                case TextureFunctionHLSL::TextureFunction::LOD0:
                case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                    return 4;
                default:
                    UNREACHABLE();
            }
        }
        else
        {
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                    return 2;
                case EbtSampler3D:
                    return 3;
                case EbtSamplerCube:
                    return 3;
                case EbtSampler2DArray:
                    return 3;
                case EbtSamplerExternalOES:
                    return 2;
                case EbtISampler2D:
                    return 2;
                case EbtISampler3D:
                    return 3;
                case EbtISamplerCube:
                    return 3;
                case EbtISampler2DArray:
                    return 3;
                case EbtUSampler2D:
                    return 2;
                case EbtUSampler3D:
                    return 3;
                case EbtUSamplerCube:
                    return 3;
                case EbtUSampler2DArray:
                    return 3;
                case EbtSampler2DShadow:
                    return 2;
                case EbtSamplerCubeShadow:
                    return 3;
                case EbtSampler2DArrayShadow:
                    return 3;
                default:
                    UNREACHABLE();
            }
        }
        return 0;
    }
    
    void OutputTextureFunctionArgumentList(TInfoSinkBase &out,
                                           const TextureFunctionHLSL::TextureFunction &textureFunction,
                                           const ShShaderOutput outputType)
    {
        if (outputType == SH_HLSL_3_0_OUTPUT)
        {
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                case EbtSamplerExternalOES:
                    out << "sampler2D s";
                    break;
                case EbtSamplerCube:
                    out << "samplerCUBE s";
                    break;
                default:
                    UNREACHABLE();
            }
        }
        else
        {
            if (outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
            {
                out << TextureString(textureFunction.sampler) << " x, "
                    << SamplerString(textureFunction.sampler) << " s";
            }
            else
            {
                ASSERT(outputType == SH_HLSL_4_1_OUTPUT);
                out << "const uint samplerIndex";
            }
        }
    
        if (textureFunction.method ==
            TextureFunctionHLSL::TextureFunction::FETCH)  // Integer coordinates
        {
            switch (textureFunction.coords)
            {
                case 2:
                    out << ", int2 t";
                    break;
                case 3:
                    out << ", int3 t";
                    break;
                default:
                    UNREACHABLE();
            }
        }
        else  // Floating-point coordinates (except textureSize)
        {
            switch (textureFunction.coords)
            {
                case 1:
                    out << ", int lod";
                    break;  // textureSize()
                case 2:
                    out << ", float2 t";
                    break;
                case 3:
                    out << ", float3 t";
                    break;
                case 4:
                    out << ", float4 t";
                    break;
                default:
                    UNREACHABLE();
            }
        }
    
        if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
        {
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                case EbtISampler2D:
                case EbtUSampler2D:
                case EbtSampler2DArray:
                case EbtISampler2DArray:
                case EbtUSampler2DArray:
                case EbtSampler2DShadow:
                case EbtSampler2DArrayShadow:
                case EbtSamplerExternalOES:
                    out << ", float2 ddx, float2 ddy";
                    break;
                case EbtSampler3D:
                case EbtISampler3D:
                case EbtUSampler3D:
                case EbtSamplerCube:
                case EbtISamplerCube:
                case EbtUSamplerCube:
                case EbtSamplerCubeShadow:
                    out << ", float3 ddx, float3 ddy";
                    break;
                default:
                    UNREACHABLE();
            }
        }
    
        switch (textureFunction.method)
        {
            case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                break;
            case TextureFunctionHLSL::TextureFunction::BIAS:
                break;  // Comes after the offset parameter
            case TextureFunctionHLSL::TextureFunction::LOD:
                out << ", float lod";
                break;
            case TextureFunctionHLSL::TextureFunction::LOD0:
                break;
            case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                break;  // Comes after the offset parameter
            case TextureFunctionHLSL::TextureFunction::SIZE:
                break;
            case TextureFunctionHLSL::TextureFunction::FETCH:
                out << ", int mip";
                break;
            case TextureFunctionHLSL::TextureFunction::GRAD:
                break;
            default:
                UNREACHABLE();
        }
    
        if (textureFunction.offset)
        {
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                    out << ", int2 offset";
                    break;
                case EbtSampler3D:
                    out << ", int3 offset";
                    break;
                case EbtSampler2DArray:
                    out << ", int2 offset";
                    break;
                case EbtISampler2D:
                    out << ", int2 offset";
                    break;
                case EbtISampler3D:
                    out << ", int3 offset";
                    break;
                case EbtISampler2DArray:
                    out << ", int2 offset";
                    break;
                case EbtUSampler2D:
                    out << ", int2 offset";
                    break;
                case EbtUSampler3D:
                    out << ", int3 offset";
                    break;
                case EbtUSampler2DArray:
                    out << ", int2 offset";
                    break;
                case EbtSampler2DShadow:
                    out << ", int2 offset";
                    break;
                case EbtSampler2DArrayShadow:
                    out << ", int2 offset";
                    break;
                case EbtSamplerExternalOES:
                    out << ", int2 offset";
                default:
                    UNREACHABLE();
            }
        }
    
        if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS ||
            textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
        {
            out << ", float bias";
        }
    }
    
    void GetTextureReference(TInfoSinkBase &out,
                             const TextureFunctionHLSL::TextureFunction &textureFunction,
                             const ShShaderOutput outputType,
                             TString *textureReference,
                             TString *samplerReference)
    {
        if (outputType == SH_HLSL_4_1_OUTPUT)
        {
            TString suffix = TextureGroupSuffix(textureFunction.sampler);
            if (TextureGroup(textureFunction.sampler) == HLSL_TEXTURE_2D)
            {
                *textureReference = TString("textures") + suffix + "[samplerIndex]";
                *samplerReference = TString("samplers") + suffix + "[samplerIndex]";
            }
            else
            {
                out << "    const uint textureIndex = samplerIndex - textureIndexOffset" << suffix
                    << ";\n";
                *textureReference = TString("textures") + suffix + "[textureIndex]";
                out << "    const uint samplerArrayIndex = samplerIndex - samplerIndexOffset" << suffix
                    << ";\n";
                *samplerReference = TString("samplers") + suffix + "[samplerArrayIndex]";
            }
        }
        else
        {
            *textureReference = "x";
            *samplerReference = "s";
        }
    }
    
    void OutputTextureSizeFunctionBody(TInfoSinkBase &out,
                                       const TextureFunctionHLSL::TextureFunction &textureFunction,
                                       const TString &textureReference)
    {
        out << "int baseLevel = samplerMetadata[samplerIndex].baseLevel;\n";
        if (IsSampler3D(textureFunction.sampler) || IsSamplerArray(textureFunction.sampler) ||
            (IsIntegerSampler(textureFunction.sampler) && IsSamplerCube(textureFunction.sampler)))
        {
            // "depth" stores either the number of layers in an array texture or 3D depth
            out << "    uint width; uint height; uint depth; uint numberOfLevels;\n"
                << "    " << textureReference
                << ".GetDimensions(baseLevel + lod, width, height, depth, numberOfLevels);\n";
        }
        else if (IsSampler2D(textureFunction.sampler) || IsSamplerCube(textureFunction.sampler))
        {
            out << "    uint width; uint height; uint numberOfLevels;\n"
                << "    " << textureReference
                << ".GetDimensions(baseLevel + lod, width, height, numberOfLevels);\n";
        }
        else
            UNREACHABLE();
    
        if (strcmp(textureFunction.getReturnType(), "int3") == 0)
        {
            out << "    return int3(width, height, depth);";
        }
        else
        {
            out << "    return int2(width, height);";
        }
    }
    
    void ProjectTextureCoordinates(const TextureFunctionHLSL::TextureFunction &textureFunction,
                                   TString *texCoordX,
                                   TString *texCoordY,
                                   TString *texCoordZ)
    {
        if (textureFunction.proj)
        {
            TString proj("");
            switch (textureFunction.coords)
            {
                case 3:
                    proj = " / t.z";
                    break;
                case 4:
                    proj = " / t.w";
                    break;
                default:
                    UNREACHABLE();
            }
            *texCoordX = "(" + *texCoordX + proj + ")";
            *texCoordY = "(" + *texCoordY + proj + ")";
            *texCoordZ = "(" + *texCoordZ + proj + ")";
        }
    }
    
    void OutputIntegerTextureSampleFunctionComputations(
        TInfoSinkBase &out,
        const TextureFunctionHLSL::TextureFunction &textureFunction,
        const ShShaderOutput outputType,
        const TString &textureReference,
        TString *texCoordX,
        TString *texCoordY,
        TString *texCoordZ)
    {
        if (!IsIntegerSampler(textureFunction.sampler))
        {
            return;
        }
        if (IsSamplerCube(textureFunction.sampler))
        {
            out << "    float width; float height; float layers; float levels;\n";
    
            out << "    uint mip = 0;\n";
    
            out << "    " << textureReference
                << ".GetDimensions(mip, width, height, layers, levels);\n";
    
            out << "    bool xMajor = abs(t.x) > abs(t.y) && abs(t.x) > abs(t.z);\n";
            out << "    bool yMajor = abs(t.y) > abs(t.z) && abs(t.y) > abs(t.x);\n";
            out << "    bool zMajor = abs(t.z) > abs(t.x) && abs(t.z) > abs(t.y);\n";
            out << "    bool negative = (xMajor && t.x < 0.0f) || (yMajor && t.y < 0.0f) || "
                   "(zMajor && t.z < 0.0f);\n";
    
            // FACE_POSITIVE_X = 000b
            // FACE_NEGATIVE_X = 001b
            // FACE_POSITIVE_Y = 010b
            // FACE_NEGATIVE_Y = 011b
            // FACE_POSITIVE_Z = 100b
            // FACE_NEGATIVE_Z = 101b
            out << "    int face = (int)negative + (int)yMajor * 2 + (int)zMajor * 4;\n";
    
            out << "    float u = xMajor ? -t.z : (yMajor && t.y < 0.0f ? -t.x : t.x);\n";
            out << "    float v = yMajor ? t.z : (negative ? t.y : -t.y);\n";
            out << "    float m = xMajor ? t.x : (yMajor ? t.y : t.z);\n";
    
            out << "    t.x = (u * 0.5f / m) + 0.5f;\n";
            out << "    t.y = (v * 0.5f / m) + 0.5f;\n";
    
            // Mip level computation.
            if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
                textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD ||
                textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
            {
                if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT)
                {
                    out << "    float2 tSized = float2(t.x * width, t.y * height);\n"
                           "    float2 dx = ddx(tSized);\n"
                           "    float2 dy = ddy(tSized);\n"
                           "    float lod = 0.5f * log2(max(dot(dx, dx), dot(dy, dy)));\n";
                }
                else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
                {
                    // ESSL 3.00.6 spec section 8.8: "For the cube version, the partial
                    // derivatives of P are assumed to be in the coordinate system used before
                    // texture coordinates are projected onto the appropriate cube face."
                    // ddx[0] and ddy[0] are the derivatives of t.x passed into the function
                    // ddx[1] and ddy[1] are the derivatives of t.y passed into the function
                    // ddx[2] and ddy[2] are the derivatives of t.z passed into the function
                    // Determine the derivatives of u, v and m
                    out << "    float dudx = xMajor ? ddx[2] : (yMajor && t.y < 0.0f ? -ddx[0] "
                           ": ddx[0]);\n"
                           "    float dudy = xMajor ? ddy[2] : (yMajor && t.y < 0.0f ? -ddy[0] "
                           ": ddy[0]);\n"
                           "    float dvdx = yMajor ? ddx[2] : (negative ? ddx[1] : -ddx[1]);\n"
                           "    float dvdy = yMajor ? ddy[2] : (negative ? ddy[1] : -ddy[1]);\n"
                           "    float dmdx = xMajor ? ddx[0] : (yMajor ? ddx[1] : ddx[2]);\n"
                           "    float dmdy = xMajor ? ddy[0] : (yMajor ? ddy[1] : ddy[2]);\n";
                    // Now determine the derivatives of the face coordinates, using the
                    // derivatives calculated above.
                    // d / dx (u(x) * 0.5 / m(x) + 0.5)
                    // = 0.5 * (m(x) * u'(x) - u(x) * m'(x)) / m(x)^2
                    out << "    float dfacexdx = 0.5f * (m * dudx - u * dmdx) / (m * m);\n"
                           "    float dfaceydx = 0.5f * (m * dvdx - v * dmdx) / (m * m);\n"
                           "    float dfacexdy = 0.5f * (m * dudy - u * dmdy) / (m * m);\n"
                           "    float dfaceydy = 0.5f * (m * dvdy - v * dmdy) / (m * m);\n"
                           "    float2 sizeVec = float2(width, height);\n"
                           "    float2 faceddx = float2(dfacexdx, dfaceydx) * sizeVec;\n"
                           "    float2 faceddy = float2(dfacexdy, dfaceydy) * sizeVec;\n";
                    // Optimization: instead of: log2(max(length(faceddx), length(faceddy)))
                    // we compute: log2(max(length(faceddx)^2, length(faceddy)^2)) / 2
                    out << "    float lengthfaceddx2 = dot(faceddx, faceddx);\n"
                           "    float lengthfaceddy2 = dot(faceddy, faceddy);\n"
                           "    float lod = log2(max(lengthfaceddx2, lengthfaceddy2)) * 0.5f;\n";
                }
                out << "    mip = uint(min(max(round(lod), 0), levels - 1));\n"
                    << "    " << textureReference
                    << ".GetDimensions(mip, width, height, layers, levels);\n";
            }
    
            // Convert from normalized floating-point to integer
            *texCoordX = "int(floor(width * frac(" + *texCoordX + ")))";
            *texCoordY = "int(floor(height * frac(" + *texCoordY + ")))";
            *texCoordZ = "face";
        }
        else if (textureFunction.method != TextureFunctionHLSL::TextureFunction::FETCH)
        {
            if (IsSampler2D(textureFunction.sampler))
            {
                if (IsSamplerArray(textureFunction.sampler))
                {
                    out << "    float width; float height; float layers; float levels;\n";
    
                    if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
                    {
                        out << "    uint mip = 0;\n";
                    }
                    else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
                    {
                        out << "    uint mip = bias;\n";
                    }
                    else
                    {
    
                        out << "    " << textureReference
                            << ".GetDimensions(0, width, height, layers, levels);\n";
                        if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
                            textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                        {
                            out << "    float2 tSized = float2(t.x * width, t.y * height);\n"
                                   "    float dx = length(ddx(tSized));\n"
                                   "    float dy = length(ddy(tSized));\n"
                                   "    float lod = log2(max(dx, dy));\n";
    
                            if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                            {
                                out << "    lod += bias;\n";
                            }
                        }
                        else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
                        {
                            out << "    float2 sizeVec = float2(width, height);\n"
                                   "    float2 sizeDdx = ddx * sizeVec;\n"
                                   "    float2 sizeDdy = ddy * sizeVec;\n"
                                   "    float lod = log2(max(dot(sizeDdx, sizeDdx), "
                                   "dot(sizeDdy, sizeDdy))) * 0.5f;\n";
                        }
    
                        out << "    uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
                    }
    
                    out << "    " << textureReference
                        << ".GetDimensions(mip, width, height, layers, levels);\n";
                }
                else
                {
                    out << "    float width; float height; float levels;\n";
    
                    if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
                    {
                        out << "    uint mip = 0;\n";
                    }
                    else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
                    {
                        out << "    uint mip = bias;\n";
                    }
                    else
                    {
                        out << "    " << textureReference
                            << ".GetDimensions(0, width, height, levels);\n";
    
                        if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
                            textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                        {
                            out << "    float2 tSized = float2(t.x * width, t.y * height);\n"
                                   "    float dx = length(ddx(tSized));\n"
                                   "    float dy = length(ddy(tSized));\n"
                                   "    float lod = log2(max(dx, dy));\n";
    
                            if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                            {
                                out << "    lod += bias;\n";
                            }
                        }
                        else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
                        {
                            out << "    float2 sizeVec = float2(width, height);\n"
                                   "    float2 sizeDdx = ddx * sizeVec;\n"
                                   "    float2 sizeDdy = ddy * sizeVec;\n"
                                   "    float lod = log2(max(dot(sizeDdx, sizeDdx), "
                                   "dot(sizeDdy, sizeDdy))) * 0.5f;\n";
                        }
    
                        out << "    uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
                    }
    
                    out << "    " << textureReference
                        << ".GetDimensions(mip, width, height, levels);\n";
                }
            }
            else if (IsSampler3D(textureFunction.sampler))
            {
                out << "    float width; float height; float depth; float levels;\n";
    
                if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
                {
                    out << "    uint mip = 0;\n";
                }
                else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
                {
                    out << "    uint mip = bias;\n";
                }
                else
                {
                    out << "    " << textureReference
                        << ".GetDimensions(0, width, height, depth, levels);\n";
    
                    if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
                        textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                    {
                        out << "    float3 tSized = float3(t.x * width, t.y * height, t.z * depth);\n"
                               "    float dx = length(ddx(tSized));\n"
                               "    float dy = length(ddy(tSized));\n"
                               "    float lod = log2(max(dx, dy));\n";
    
                        if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
                        {
                            out << "    lod += bias;\n";
                        }
                    }
                    else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
                    {
                        out << "    float3 sizeVec = float3(width, height, depth);\n"
                               "    float3 sizeDdx = ddx * sizeVec;\n"
                               "    float3 sizeDdy = ddy * sizeVec;\n"
                               "    float lod = log2(max(dot(sizeDdx, sizeDdx), dot(sizeDdy, "
                               "sizeDdy))) * 0.5f;\n";
                    }
    
                    out << "    uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
                }
    
                out << "    " << textureReference
                    << ".GetDimensions(mip, width, height, depth, levels);\n";
            }
            else
                UNREACHABLE();
    
            OutputIntTexCoordWraps(out, textureFunction, texCoordX, texCoordY, texCoordZ);
        }
    }
    
    void OutputTextureSampleFunctionReturnStatement(
        TInfoSinkBase &out,
        const TextureFunctionHLSL::TextureFunction &textureFunction,
        const ShShaderOutput outputType,
        const TString &textureReference,
        const TString &samplerReference,
        const TString &texCoordX,
        const TString &texCoordY,
        const TString &texCoordZ)
    {
        out << "    return ";
    
        // HLSL intrinsic
        if (outputType == SH_HLSL_3_0_OUTPUT)
        {
            switch (textureFunction.sampler)
            {
                case EbtSampler2D:
                case EbtSamplerExternalOES:
                    out << "tex2D";
                    break;
                case EbtSamplerCube:
                    out << "texCUBE";
                    break;
                default:
                    UNREACHABLE();
            }
    
            switch (textureFunction.method)
            {
                case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                    out << "(" << samplerReference << ", ";
                    break;
                case TextureFunctionHLSL::TextureFunction::BIAS:
                    out << "bias(" << samplerReference << ", ";
                    break;
                case TextureFunctionHLSL::TextureFunction::LOD:
                    out << "lod(" << samplerReference << ", ";
                    break;
                case TextureFunctionHLSL::TextureFunction::LOD0:
                    out << "lod(" << samplerReference << ", ";
                    break;
                case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                    out << "lod(" << samplerReference << ", ";
                    break;
                default:
                    UNREACHABLE();
            }
        }
        else if (outputType == SH_HLSL_4_1_OUTPUT || outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
        {
            OutputHLSL4SampleFunctionPrefix(out, textureFunction, textureReference, samplerReference);
        }
        else
            UNREACHABLE();
    
        const int hlslCoords = GetHLSLCoordCount(textureFunction, outputType);
    
        out << GetSamplerCoordinateTypeString(textureFunction, hlslCoords) << "(" << texCoordX << ", "
            << texCoordY;
    
        if (outputType == SH_HLSL_3_0_OUTPUT)
        {
            if (hlslCoords >= 3)
            {
                if (textureFunction.coords < 3)
                {
                    out << ", 0";
                }
                else
                {
                    out << ", " << texCoordZ;
                }
            }
    
            if (hlslCoords == 4)
            {
                switch (textureFunction.method)
                {
                    case TextureFunctionHLSL::TextureFunction::BIAS:
                        out << ", bias";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD:
                        out << ", lod";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD0:
                        out << ", 0";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                        out << ", bias";
                        break;
                    default:
                        UNREACHABLE();
                }
            }
    
            out << ")";
        }
        else if (outputType == SH_HLSL_4_1_OUTPUT || outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
        {
            if (hlslCoords >= 3)
            {
                ASSERT(!IsIntegerSampler(textureFunction.sampler) ||
                       !IsSamplerCube(textureFunction.sampler) || texCoordZ == "face");
                out << ", " << texCoordZ;
            }
    
            if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
            {
                if (IsIntegerSampler(textureFunction.sampler))
                {
                    out << ", mip)";
                }
                else if (IsShadowSampler(textureFunction.sampler))
                {
                    // Compare value
                    if (textureFunction.proj)
                    {
                        // According to ESSL 3.00.4 sec 8.8 p95 on textureProj:
                        // The resulting third component of P' in the shadow forms is used as
                        // Dref
                        out << "), " << texCoordZ;
                    }
                    else
                    {
                        switch (textureFunction.coords)
                        {
                            case 3:
                                out << "), t.z";
                                break;
                            case 4:
                                out << "), t.w";
                                break;
                            default:
                                UNREACHABLE();
                        }
                    }
                }
                else
                {
                    out << "), ddx, ddy";
                }
            }
            else if (IsIntegerSampler(textureFunction.sampler) ||
                     textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
            {
                out << ", mip)";
            }
            else if (IsShadowSampler(textureFunction.sampler))
            {
                // Compare value
                if (textureFunction.proj)
                {
                    // According to ESSL 3.00.4 sec 8.8 p95 on textureProj:
                    // The resulting third component of P' in the shadow forms is used as Dref
                    out << "), " << texCoordZ;
                }
                else
                {
                    switch (textureFunction.coords)
                    {
                        case 3:
                            out << "), t.z";
                            break;
                        case 4:
                            out << "), t.w";
                            break;
                        default:
                            UNREACHABLE();
                    }
                }
            }
            else
            {
                switch (textureFunction.method)
                {
                    case TextureFunctionHLSL::TextureFunction::IMPLICIT:
                        out << ")";
                        break;
                    case TextureFunctionHLSL::TextureFunction::BIAS:
                        out << "), bias";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD:
                        out << "), lod";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD0:
                        out << "), 0";
                        break;
                    case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
                        out << "), bias";
                        break;
                    default:
                        UNREACHABLE();
                }
            }
    
            if (textureFunction.offset &&
                (!IsIntegerSampler(textureFunction.sampler) ||
                 textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH))
            {
                out << ", offset";
            }
        }
        else
            UNREACHABLE();
    
        out << ");\n";  // Close the sample function call and return statement
    }
    
    }  // Anonymous namespace
    
    TString TextureFunctionHLSL::TextureFunction::name() const
    {
        TString name = "gl_texture";
    
        // We need to include full the sampler type in the function name to make the signature unique
        // on D3D11, where samplers are passed to texture functions as indices.
        name += TextureTypeSuffix(this->sampler);
    
        if (proj)
        {
            name += "Proj";
        }
    
        if (offset)
        {
            name += "Offset";
        }
    
        switch (method)
        {
            case IMPLICIT:
                break;
            case BIAS:
                break;  // Extra parameter makes the signature unique
            case LOD:
                name += "Lod";
                break;
            case LOD0:
                name += "Lod0";
                break;
            case LOD0BIAS:
                name += "Lod0";
                break;  // Extra parameter makes the signature unique
            case SIZE:
                name += "Size";
                break;
            case FETCH:
                name += "Fetch";
                break;
            case GRAD:
                name += "Grad";
                break;
            default:
                UNREACHABLE();
        }
    
        return name;
    }
    
    const char *TextureFunctionHLSL::TextureFunction::getReturnType() const
    {
        if (method == TextureFunction::SIZE)
        {
            switch (sampler)
            {
                case EbtSampler2D:
                case EbtISampler2D:
                case EbtUSampler2D:
                case EbtSampler2DShadow:
                case EbtSamplerCube:
                case EbtISamplerCube:
                case EbtUSamplerCube:
                case EbtSamplerCubeShadow:
                case EbtSamplerExternalOES:
                    return "int2";
                case EbtSampler3D:
                case EbtISampler3D:
                case EbtUSampler3D:
                case EbtSampler2DArray:
                case EbtISampler2DArray:
                case EbtUSampler2DArray:
                case EbtSampler2DArrayShadow:
                    return "int3";
                default:
                    UNREACHABLE();
            }
        }
        else  // Sampling function
        {
            switch (sampler)
            {
                case EbtSampler2D:
                case EbtSampler3D:
                case EbtSamplerCube:
                case EbtSampler2DArray:
                case EbtSamplerExternalOES:
                    return "float4";
                case EbtISampler2D:
                case EbtISampler3D:
                case EbtISamplerCube:
                case EbtISampler2DArray:
                    return "int4";
                case EbtUSampler2D:
                case EbtUSampler3D:
                case EbtUSamplerCube:
                case EbtUSampler2DArray:
                    return "uint4";
                case EbtSampler2DShadow:
                case EbtSamplerCubeShadow:
                case EbtSampler2DArrayShadow:
                    return "float";
                default:
                    UNREACHABLE();
            }
        }
        return "";
    }
    
    bool TextureFunctionHLSL::TextureFunction::operator<(const TextureFunction &rhs) const
    {
        if (sampler < rhs.sampler)
            return true;
        if (sampler > rhs.sampler)
            return false;
    
        if (coords < rhs.coords)
            return true;
        if (coords > rhs.coords)
            return false;
    
        if (!proj && rhs.proj)
            return true;
        if (proj && !rhs.proj)
            return false;
    
        if (!offset && rhs.offset)
            return true;
        if (offset && !rhs.offset)
            return false;
    
        if (method < rhs.method)
            return true;
        if (method > rhs.method)
            return false;
    
        return false;
    }
    
    TString TextureFunctionHLSL::useTextureFunction(const TString &name,
                                                    TBasicType samplerType,
                                                    int coords,
                                                    size_t argumentCount,
                                                    bool lod0,
                                                    sh::GLenum shaderType)
    {
        TextureFunction textureFunction;
        textureFunction.sampler = samplerType;
        textureFunction.coords  = coords;
        textureFunction.method  = TextureFunction::IMPLICIT;
        textureFunction.proj    = false;
        textureFunction.offset  = false;
    
        if (name == "texture2D" || name == "textureCube" || name == "texture")
        {
            textureFunction.method = TextureFunction::IMPLICIT;
        }
        else if (name == "texture2DProj" || name == "textureProj")
        {
            textureFunction.method = TextureFunction::IMPLICIT;
            textureFunction.proj   = true;
        }
        else if (name == "texture2DLod" || name == "textureCubeLod" || name == "textureLod" ||
                 name == "texture2DLodEXT" || name == "textureCubeLodEXT")
        {
            textureFunction.method = TextureFunction::LOD;
        }
        else if (name == "texture2DProjLod" || name == "textureProjLod" ||
                 name == "texture2DProjLodEXT")
        {
            textureFunction.method = TextureFunction::LOD;
            textureFunction.proj   = true;
        }
        else if (name == "textureSize")
        {
            textureFunction.method = TextureFunction::SIZE;
        }
        else if (name == "textureOffset")
        {
            textureFunction.method = TextureFunction::IMPLICIT;
            textureFunction.offset = true;
        }
        else if (name == "textureProjOffset")
        {
            textureFunction.method = TextureFunction::IMPLICIT;
            textureFunction.offset = true;
            textureFunction.proj   = true;
        }
        else if (name == "textureLodOffset")
        {
            textureFunction.method = TextureFunction::LOD;
            textureFunction.offset = true;
        }
        else if (name == "textureProjLodOffset")
        {
            textureFunction.method = TextureFunction::LOD;
            textureFunction.proj   = true;
            textureFunction.offset = true;
        }
        else if (name == "texelFetch")
        {
            textureFunction.method = TextureFunction::FETCH;
        }
        else if (name == "texelFetchOffset")
        {
            textureFunction.method = TextureFunction::FETCH;
            textureFunction.offset = true;
        }
        else if (name == "textureGrad" || name == "texture2DGradEXT")
        {
            textureFunction.method = TextureFunction::GRAD;
        }
        else if (name == "textureGradOffset")
        {
            textureFunction.method = TextureFunction::GRAD;
            textureFunction.offset = true;
        }
        else if (name == "textureProjGrad" || name == "texture2DProjGradEXT" ||
                 name == "textureCubeGradEXT")
        {
            textureFunction.method = TextureFunction::GRAD;
            textureFunction.proj   = true;
        }
        else if (name == "textureProjGradOffset")
        {
            textureFunction.method = TextureFunction::GRAD;
            textureFunction.proj   = true;
            textureFunction.offset = true;
        }
        else
            UNREACHABLE();
    
        if (textureFunction.method ==
            TextureFunction::IMPLICIT)  // Could require lod 0 or have a bias argument
        {
            size_t mandatoryArgumentCount = 2;  // All functions have sampler and coordinate arguments
    
            if (textureFunction.offset)
            {
                mandatoryArgumentCount++;
            }
    
            bool bias = (argumentCount > mandatoryArgumentCount);  // Bias argument is optional
    
            if (lod0 || shaderType == GL_VERTEX_SHADER)
            {
                if (bias)
                {
                    textureFunction.method = TextureFunction::LOD0BIAS;
                }
                else
                {
                    textureFunction.method = TextureFunction::LOD0;
                }
            }
            else if (bias)
            {
                textureFunction.method = TextureFunction::BIAS;
            }
        }
    
        mUsesTexture.insert(textureFunction);
        return textureFunction.name();
    }
    
    void TextureFunctionHLSL::textureFunctionHeader(TInfoSinkBase &out, const ShShaderOutput outputType)
    {
        for (const TextureFunction &textureFunction : mUsesTexture)
        {
            // Function header
            out << textureFunction.getReturnType() << " " << textureFunction.name() << "(";
    
            OutputTextureFunctionArgumentList(out, textureFunction, outputType);
    
            out << ")\n"
                   "{\n";
    
            // In some cases we use a variable to store the texture/sampler objects, but to work around
            // a D3D11 compiler bug related to discard inside a loop that is conditional on texture
            // sampling we need to call the function directly on references to the texture and sampler
            // arrays. The bug was found using dEQP-GLES3.functional.shaders.discard*loop_texture*
            // tests.
            TString textureReference;
            TString samplerReference;
            GetTextureReference(out, textureFunction, outputType, &textureReference, &samplerReference);
    
            if (textureFunction.method == TextureFunction::SIZE)
            {
                OutputTextureSizeFunctionBody(out, textureFunction, textureReference);
            }
            else
            {
                TString texCoordX("t.x");
                TString texCoordY("t.y");
                TString texCoordZ("t.z");
                ProjectTextureCoordinates(textureFunction, &texCoordX, &texCoordY, &texCoordZ);
                OutputIntegerTextureSampleFunctionComputations(out, textureFunction, outputType,
                                                               textureReference, &texCoordX, &texCoordY,
                                                               &texCoordZ);
                OutputTextureSampleFunctionReturnStatement(out, textureFunction, outputType,
                                                           textureReference, samplerReference,
                                                           texCoordX, texCoordY, texCoordZ);
            }
    
            out << "}\n"
                   "\n";
        }
    }
    
    }  // namespace sh