Mesa (master): glsl: Add new textureGather[Offset]() overloads for shadow samplers
Chris Forbes
chrisf at kemper.freedesktop.org
Sat Oct 26 09:28:56 UTC 2013
Module: Mesa
Branch: master
Commit: 43e3ae112f170f33e435fcabb899c6f9e13ddf99
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=43e3ae112f170f33e435fcabb899c6f9e13ddf99
Author: Chris Forbes <chrisf at ijw.co.nz>
Date: Thu Oct 10 19:35:36 2013 +1300
glsl: Add new textureGather[Offset]() overloads for shadow samplers
Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
Reviewed-by: Eric Anholt <eric at anholt.net>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/builtin_functions.cpp | 10 ++++++++++
1 files changed, 10 insertions(+), 0 deletions(-)
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index ef8b7bb..deedddb 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -1921,6 +1921,12 @@ builtin_builder::create_builtins()
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type),
NULL);
add_function("textureGatherOffset",
@@ -1955,6 +1961,10 @@ builtin_builder::create_builtins()
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
NULL);
F(dFdx)
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