[Mesa-dev] [PATCH 1/2] glsl: Fix misnamed textureProjOffset prototypes in built-in profiles.

Paul Berry stereotype441 at gmail.com
Thu Nov 10 10:21:41 PST 2011


On 9 November 2011 22:07, Kenneth Graunke <kenneth at whitecape.org> wrote:

> Due to a cut and paste error, these were accidentally misnamed
> textureProj() rather than textureProjOffset().
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
>  src/glsl/builtins/profiles/130.frag |   84
> +++++++++++++++++-----------------
>  src/glsl/builtins/profiles/130.vert |   40 ++++++++--------
>  2 files changed, 62 insertions(+), 62 deletions(-)
>
> diff --git a/src/glsl/builtins/profiles/130.frag
> b/src/glsl/builtins/profiles/130.frag
> index 1f212c1..91913ea 100644
> --- a/src/glsl/builtins/profiles/130.frag
> +++ b/src/glsl/builtins/profiles/130.frag
> @@ -726,48 +726,48 @@ ivec4 texelFetchOffset(isampler2DArray sampler,
> ivec3 P, int lod, ivec2 offset);
>  uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2
> offset);
>
>  /* textureProjOffset - no bias */
> - vec4 textureProj( sampler1D sampler, vec2 P, int offset);
> -ivec4 textureProj(isampler1D sampler, vec2 P, int offset);
> -uvec4 textureProj(usampler1D sampler, vec2 P, int offset);
> - vec4 textureProj( sampler1D sampler, vec4 P, int offset);
> -ivec4 textureProj(isampler1D sampler, vec4 P, int offset);
> -uvec4 textureProj(usampler1D sampler, vec4 P, int offset);
> -
> - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset);
> -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset);
> -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset);
> - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset);
> -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset);
> -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset);
> -
> - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset);
> -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset);
> -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset);
> -
> -float textureProj(sampler1DShadow sampler, vec4 P, int offset);
> -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset);
> -
> -/* textureProjOffset - bias variants */
> - vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias);
> -ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias);
> -uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias);
> - vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias);
> -ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias);
> -uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias);
> -
> - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias);
> -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias);
> -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias);
> - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias);
> -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias);
> -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias);
> -
> - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias);
> -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias);
> -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias);
> -
> -float textureProj(sampler1DShadow sampler, vec4 P, int offset, float
> bias);
> -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float
> bias);
> + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset);
> +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset);
> +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset);
> + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset);
> +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset);
> +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset);
> +
> + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
> +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset);
> +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset);
> + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
> +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset);
> +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
> +
> + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset);
> +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
> +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
> +
> +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
> +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
> +
> +/* textureProjOffsetOffset - bias variants */
> + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float
> bias);
> +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float
> bias);
> +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float
> bias);
> + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float
> bias);
> +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float
> bias);
> +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float
> bias);
> +
> + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float
> bias);
> +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float
> bias);
> +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float
> bias);
> + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float
> bias);
> +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float
> bias);
> +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float
> bias);
> +
> + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float
> bias);
> +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float
> bias);
> +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float
> bias);
> +
> +float textureProjOffset(sampler1DShadow s, vec4 P, int offset, float
> bias);
> +float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float
> bias);
>
>  /* textureLodOffset */
>  vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset);
> diff --git a/src/glsl/builtins/profiles/130.vert
> b/src/glsl/builtins/profiles/130.vert
> index bf8caec..df629a6 100644
> --- a/src/glsl/builtins/profiles/130.vert
> +++ b/src/glsl/builtins/profiles/130.vert
> @@ -649,26 +649,26 @@ ivec4 texelFetchOffset(isampler2DArray sampler,
> ivec3 P, int lod, ivec2 offset);
>  uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2
> offset);
>
>  /* textureProjOffset */
> - vec4 textureProj( sampler1D sampler, vec2 P, int offset);
> -ivec4 textureProj(isampler1D sampler, vec2 P, int offset);
> -uvec4 textureProj(usampler1D sampler, vec2 P, int offset);
> - vec4 textureProj( sampler1D sampler, vec4 P, int offset);
> -ivec4 textureProj(isampler1D sampler, vec4 P, int offset);
> -uvec4 textureProj(usampler1D sampler, vec4 P, int offset);
> -
> - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset);
> -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset);
> -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset);
> - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset);
> -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset);
> -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset);
> -
> - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset);
> -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset);
> -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset);
> -
> -float textureProj(sampler1DShadow sampler, vec4 P, int offset);
> -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset);
> + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset);
> +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset);
> +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset);
> + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset);
> +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset);
> +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset);
> +
> + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
> +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset);
> +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset);
> + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
> +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset);
> +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
> +
> + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset);
> +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
> +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
> +
> +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
> +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
>
>  /* textureLodOffset */
>  vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset);
> --
> 1.7.7.2
>
>
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
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