Mesa (master): glsl/builtins: Uncomment prototypes for texture*Offset functions.
Kenneth Graunke
kwg at kemper.freedesktop.org
Mon Jan 31 19:53:20 UTC 2011
Module: Mesa
Branch: master
Commit: ca418cbde6377dd723c857582db2f8f3725ffdea
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=ca418cbde6377dd723c857582db2f8f3725ffdea
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Sat Jan 8 23:53:51 2011 -0800
glsl/builtins: Uncomment prototypes for texture*Offset functions.
---
src/glsl/builtins/profiles/130.frag | 10 ----------
src/glsl/builtins/profiles/130.vert | 10 ----------
2 files changed, 0 insertions(+), 20 deletions(-)
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag
index 329116f..43653a9 100644
--- a/src/glsl/builtins/profiles/130.frag
+++ b/src/glsl/builtins/profiles/130.frag
@@ -635,7 +635,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
-#if 0
/* textureOffset - no bias */
vec4 textureOffset( sampler1D sampler, float P, int offset);
ivec4 textureOffset(isampler1D sampler, float P, int offset);
@@ -687,7 +686,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
-#endif
/* texelFetch */
vec4 texelFetch( sampler1D sampler, int P, int lod);
@@ -710,7 +708,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);
uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);
-#if 0
/* texelFetchOffset */
vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset);
ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset);
@@ -801,7 +798,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset);
uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset);
float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset);
-#endif
/* textureProjLod */
vec4 textureProjLod( sampler1D sampler, vec2 P, float lod);
@@ -825,7 +821,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);
float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
-#if 0
/* textureProjLodOffset */
vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset);
ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset);
@@ -847,7 +842,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);
float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset);
float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
-#endif
/* textureGrad */
vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy);
@@ -881,7 +875,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
-#if 0
/* textureGradOffset */
vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off);
ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset);
@@ -912,7 +905,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o);
float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
-#endif
/* textureProjGrad */
vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy);
@@ -936,7 +928,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
-#if 0
/* textureProjGradOffset */
vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off);
ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off);
@@ -958,7 +949,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o);
float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o);
-#endif
/*
* The following texture functions are deprecated:
diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert
index 1c212eb..742dec6 100644
--- a/src/glsl/builtins/profiles/130.vert
+++ b/src/glsl/builtins/profiles/130.vert
@@ -637,7 +637,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
-#if 0
/* textureOffset - no bias */
vec4 textureOffset( sampler1D sampler, float P, int offset);
ivec4 textureOffset(isampler1D sampler, float P, int offset);
@@ -689,7 +688,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
-#endif
/* texelFetch */
vec4 texelFetch( sampler1D sampler, int P, int lod);
@@ -712,7 +710,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);
uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);
-#if 0
/* texelFetchOffset */
vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset);
ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset);
@@ -803,7 +800,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset);
uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset);
float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset);
-#endif
/* textureProjLod */
vec4 textureProjLod( sampler1D sampler, vec2 P, float lod);
@@ -827,7 +823,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);
float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
-#if 0
/* textureProjLodOffset */
vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset);
ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset);
@@ -849,7 +844,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);
float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset);
float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
-#endif
/* textureGrad */
vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy);
@@ -883,7 +877,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
-#if 0
/* textureGradOffset */
vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off);
ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset);
@@ -914,7 +907,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o);
float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
-#endif
/* textureProjGrad */
vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy);
@@ -938,7 +930,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
-#if 0
/* textureProjGradOffset */
vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off);
ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off);
@@ -960,7 +951,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o);
float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o);
-#endif
/*
* The following texture functions are deprecated:
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