Mesa (master): glsl: Add ARB_gpu_shader5 textureGatherOffset signatures
Chris Forbes
chrisf at kemper.freedesktop.org
Sat Oct 26 09:28:55 UTC 2013
Module: Mesa
Branch: master
Commit: 00235402a0a341426c0ef292209489e0922309eb
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=00235402a0a341426c0ef292209489e0922309eb
Author: Chris Forbes <chrisf at ijw.co.nz>
Date: Sun Oct 6 13:23:59 2013 +1300
glsl: Add ARB_gpu_shader5 textureGatherOffset signatures
- gsampler2DRect
- optional `comp` parameter
Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/builtin_functions.cpp | 16 ++++++++++++++++
1 files changed, 16 insertions(+), 0 deletions(-)
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index d40888d..aa40876 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -1919,6 +1919,22 @@ builtin_builder::create_builtins()
_texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
NULL);
F(dFdx)
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