[Mesa-dev] [PATCH 2/3] glsl: Add compiler support for ARB_shader_texture_lod.

Ian Romanick idr at freedesktop.org
Mon Apr 25 15:05:05 PDT 2011


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On 04/22/2011 12:02 PM, Kenneth Graunke wrote:
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
>  .../builtins/profiles/ARB_shader_texture_lod.frag  |   64 ++++++++++++++++++++
>  .../builtins/profiles/ARB_shader_texture_lod.vert  |   46 ++++++++++++++
>  src/glsl/builtins/tools/texture_builtins.py        |   64 ++++++++++++++++++++
>  src/glsl/glcpp/glcpp-parse.y                       |    4 +
>  src/glsl/glsl_parser_extras.cpp                    |    8 +++
>  src/glsl/glsl_parser_extras.h                      |    2 +
>  6 files changed, 188 insertions(+), 0 deletions(-)
>  create mode 100644 src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
>  create mode 100644 src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
> 
> diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
> new file mode 100644
> index 0000000..fefd707
> --- /dev/null
> +++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
> @@ -0,0 +1,64 @@
> +/*
> + * The existing isotropic vertex texture functions are added to the
> + * built-in functions for fragment shaders.
> + */
> +vec4 texture1DLod    (sampler1D sampler, float coord, float lod);
> +vec4 texture1DProjLod(sampler1D sampler, vec2  coord, float lod);
> +vec4 texture1DProjLod(sampler1D sampler, vec4  coord, float lod);
> +vec4 texture2DLod    (sampler2D sampler, vec2 coord, float lod);
> +vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
> +vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
> +vec4 texture3DLod    (sampler3D sampler, vec3 coord, float lod);
> +vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
> +vec4 textureCubeLod  (sampler3D sampler, vec3 coord, float lod);
> +vec4 shadow1DLod    (sampler1DShadow sampler, vec3 coord, float lod);
> +vec4 shadow2DLod    (sampler2DShadow sampler, vec3 coord, float lod);
> +vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
> +vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
> +
> +/* New anisotropic texture functions, providing explicit derivatives: */
> +vec4 texture1DGradARB        (sampler1D sampler,
> +                              float P, float dPdx, float dPdy);
> +vec4 texture1DProjGradARB    (sampler1D sampler,
> +                              vec2  P, float dPdx, float dPdy);
> +vec4 texture1DProjGradARB    (sampler1D sampler,
> +                              vec4  P, float dPdx, float dPdy);
> +
> +vec4 texture2DGradARB        (sampler2D sampler,
> +                              vec2  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DProjGradARB    (sampler2D sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DProjGradARB    (sampler2D sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +vec4 texture3DGradARB        (sampler3D sampler,
> +                              vec3  P, vec3  dPdx, vec3  dPdy);
> +vec4 texture3DProjGradARB    (sampler3D sampler,
> +                              vec4  P, vec3  dPdx, vec3  dPdy);
> +
> +vec4 textureCubeGradARB      (samplerCube sampler,
> +                              vec3  P, vec3  dPdx, vec3  dPdy);
> +
> +vec4 shadow1DGradARB         (sampler1DShadow sampler,
> +                              vec3  P, float dPdx, float dPdy);
> +vec4 shadow1DProjGradARB     (sampler1DShadow sampler,
> +                              vec4  P, float dPdx, float dPdy);
> +
> +vec4 shadow2DGradARB         (sampler2DShadow sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 shadow2DProjGradARB     (sampler2DShadow sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +#ifdef GL_ARB_texture_rectangle
> +vec4 texture2DRectGradARB    (sampler2DRect sampler,
> +                              vec2  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DRectProjGradARB(sampler2DRect sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DRectProjGradARB(sampler2DRect sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +vec4 shadow2DRectGradARB     (sampler2DRectShadow sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +#endif
> diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
> new file mode 100644
> index 0000000..edfed26
> --- /dev/null
> +++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
> @@ -0,0 +1,46 @@
> +/* New anisotropic texture functions, providing explicit derivatives: */
> +vec4 texture1DGradARB        (sampler1D sampler,
> +                              float P, float dPdx, float dPdy);
> +vec4 texture1DProjGradARB    (sampler1D sampler,
> +                              vec2  P, float dPdx, float dPdy);
> +vec4 texture1DProjGradARB    (sampler1D sampler,
> +                              vec4  P, float dPdx, float dPdy);
> +
> +vec4 texture2DGradARB        (sampler2D sampler,
> +                              vec2  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DProjGradARB    (sampler2D sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DProjGradARB    (sampler2D sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +vec4 texture3DGradARB        (sampler3D sampler,
> +                              vec3  P, vec3  dPdx, vec3  dPdy);
> +vec4 texture3DProjGradARB    (sampler3D sampler,
> +                              vec4  P, vec3  dPdx, vec3  dPdy);
> +
> +vec4 textureCubeGradARB      (samplerCube sampler,
> +                              vec3  P, vec3  dPdx, vec3  dPdy);
> +
> +vec4 shadow1DGradARB         (sampler1DShadow sampler,
> +                              vec3  P, float dPdx, float dPdy);
> +vec4 shadow1DProjGradARB     (sampler1DShadow sampler,
> +                              vec4  P, float dPdx, float dPdy);
> +
> +vec4 shadow2DGradARB         (sampler2DShadow sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 shadow2DProjGradARB     (sampler2DShadow sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +#ifdef GL_ARB_texture_rectangle
> +vec4 texture2DRectGradARB    (sampler2DRect sampler,
> +                              vec2  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DRectProjGradARB(sampler2DRect sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 texture2DRectProjGradARB(sampler2DRect sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +
> +vec4 shadow2DRectGradARB     (sampler2DRectShadow sampler,
> +                              vec3  P, vec2  dPdx, vec2  dPdy);
> +vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
> +                              vec4  P, vec2  dPdx, vec2  dPdy);
> +#endif
> diff --git a/src/glsl/builtins/tools/texture_builtins.py b/src/glsl/builtins/tools/texture_builtins.py
> index 2fbe790..a4054ca 100755
> --- a/src/glsl/builtins/tools/texture_builtins.py
> +++ b/src/glsl/builtins/tools/texture_builtins.py
> @@ -369,6 +369,70 @@ def generate_texture_functions(fs):
>      generate_sigs("", "tex", "2DArrayShadow")
>      end_function(fs, "shadow2DArray")
>  
> +    # ARB_shader_texture_lod extension
> +    start_function("texture1DGradARB")
> +    generate_fiu_sigs("txd", "1D")
> +    end_function(fs, "texture1DGradARB")
> +
> +    start_function("texture2DGradARB")
> +    generate_fiu_sigs("txd", "2D")
> +    end_function(fs, "texture2DGradARB")
> +
> +    start_function("texture3DGradARB")
> +    generate_fiu_sigs("txd", "3D")
> +    end_function(fs, "texture3DGradARB")
> +
> +    start_function("textureCubeGradARB")
> +    generate_fiu_sigs("txd", "Cube")
> +    end_function(fs, "textureCubeGradARB")
> +
> +    start_function("texture1DProjGradARB")
> +    generate_fiu_sigs("txd", "1D", True)
> +    generate_fiu_sigs("txd", "1D", True, 2)
> +    end_function(fs, "texture1DProjGradARB")
> +
> +    start_function("texture2DProjGradARB")
> +    generate_fiu_sigs("txd", "2D", True)
> +    generate_fiu_sigs("txd", "2D", True, 1)
> +    end_function(fs, "texture2DProjGradARB")
> +
> +    start_function("texture3DProjGradARB")
> +    generate_fiu_sigs("txd", "3D", True)
> +    end_function(fs, "texture3DProjGradARB")
> +
> +    start_function("shadow1DGradARB")
> +    generate_sigs("", "txd", "1DShadow", False, 1)
> +    end_function(fs, "shadow1DGradARB")
> +
> +    start_function("shadow1DProjGradARB")
> +    generate_sigs("", "txd", "1DShadow", True, 1)
> +    end_function(fs, "shadow1DProjGradARB")
> +
> +    start_function("shadow2DGradARB")
> +    generate_sigs("", "txd", "2DShadow", False)
> +    end_function(fs, "shadow2DGradARB")
> +
> +    start_function("shadow2DProjGradARB")
> +    generate_sigs("", "txd", "2DShadow", True)
> +    end_function(fs, "shadow2DProjGradARB")
> +
> +    start_function("texture2DRectGradARB")
> +    generate_sigs("", "txd", "2DRect")
> +    end_function(fs, "texture2DRectGradARB")
> +
> +    start_function("texture2DRectProjGradARB")
> +    generate_sigs("", "txd", "2DRect", True)
> +    generate_sigs("", "txd", "2DRect", True, 1)
> +    end_function(fs, "texture2DRectProjGradARB")
> +
> +    start_function("shadow2DRectGradARB")
> +    generate_sigs("", "txd", "2DRectShadow", False)
> +    end_function(fs, "shadow2DRectGradARB")
> +
> +    start_function("shadow2DRectProjGradARB")
> +    generate_sigs("", "txd", "2DRectShadow", True)
> +    end_function(fs, "shadow2DRectProjGradARB")
> +
>      # Deprecated (110/120 style) functions with silly names:
>      start_function("texture1D")
>      generate_sigs("", "tex", "1D")
> diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
> index 6f15e85..0a35e88 100644
> --- a/src/glsl/glcpp/glcpp-parse.y
> +++ b/src/glsl/glcpp/glcpp-parse.y
> @@ -1128,6 +1128,10 @@ glcpp_parser_create (const struct gl_extensions *extensions, int api)
>  
>  	   if (extensions->ARB_explicit_attrib_location)
>  	      add_builtin_define(parser, "GL_ARB_explicit_attrib_location", 1);
> +
> +	   if (extensions->ARB_shader_texture_lod)
> +	      add_builtin_define(parser, "GL_ARB_shader_texture_lod", 1);
> +
>  	   if (extensions->AMD_conservative_depth)
>  	      add_builtin_define(parser, "GL_AMD_conservative_depth", 1);
>  	}
> diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
> index 5bb3a6f..e95e595 100644
> --- a/src/glsl/glsl_parser_extras.cpp
> +++ b/src/glsl/glsl_parser_extras.cpp
> @@ -240,6 +240,14 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
>        state->EXT_texture_array_warn = (ext_mode == extension_warn);
>  
>        unsupported = !state->extensions->EXT_texture_array;
> +   } else if (strcmp(name, "GL_ARB_shader_texture_lod") == 0) {
> +      /* Force ARB_texture_rectangle to be on so sampler2DRects are defined */
> +      state->ARB_texture_rectangle_enable = true;

Isn't this always enabled anyway?

> +
> +      state->ARB_shader_texture_lod_enable = (ext_mode != extension_disable);
> +      state->ARB_shader_texture_lod_warn = (ext_mode == extension_warn);
> +
> +      unsupported = !state->extensions->ARB_shader_texture_lod;
>     } else if (strcmp(name, "GL_ARB_shader_stencil_export") == 0) {
>        state->ARB_shader_stencil_export_enable = (ext_mode != extension_disable);
>        state->ARB_shader_stencil_export_warn = (ext_mode == extension_warn);
> diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
> index 6df0e16..9abc90f 100644
> --- a/src/glsl/glsl_parser_extras.h
> +++ b/src/glsl/glsl_parser_extras.h
> @@ -168,6 +168,8 @@ struct _mesa_glsl_parse_state {
>     unsigned ARB_texture_rectangle_warn:1;
>     unsigned EXT_texture_array_enable:1;
>     unsigned EXT_texture_array_warn:1;
> +   unsigned ARB_shader_texture_lod_enable:1;
> +   unsigned ARB_shader_texture_lod_warn:1;
>     unsigned ARB_shader_stencil_export_enable:1;
>     unsigned ARB_shader_stencil_export_warn:1;
>     unsigned AMD_conservative_depth_enable:1;

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