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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