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Wed Nov 9 08:13:04 PST 2011


br>
&quot;In all functions below, the bias parameter is optional for fragment<b=
r>
=A0shaders. =A0The bias parameter is not accepted in a vertex shader.&quot;=
<br>
<br>
This was a cut and paste mistake.<br>
<br>
Signed-off-by: Kenneth Graunke &lt;<a href=3D"mailto:kenneth at whitecape.org"=
>kenneth at whitecape.org</a>&gt;<br>
---<br>
=A0src/glsl/builtins/profiles/130.vert | =A0122 +--------------------------=
-------<br>
=A01 files changed, 4 insertions(+), 118 deletions(-)<br>
<br>
diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profil=
es/130.vert<br>
index df17ede..bf8caec 100644<br>
--- a/src/glsl/builtins/profiles/130.vert<br>
+++ b/src/glsl/builtins/profiles/130.vert<br>
@@ -496,7 +496,7 @@ ivec3 textureSize(usampler2DArray sampler, int lod);<br=
>
=A0ivec2 textureSize(sampler1DArrayShadow sampler, int lod);<br>
=A0ivec3 textureSize(sampler2DArrayShadow sampler, int lod);<br>
<br>
-/* texture - no bias */<br>
+/* texture */<br>
 =A0vec4 texture( sampler1D sampler, float P);<br>
=A0ivec4 texture(isampler1D sampler, float P);<br>
=A0uvec4 texture(usampler1D sampler, float P);<br>
@@ -528,38 +528,7 @@ uvec4 texture(usampler2DArray sampler, vec3 P);<br>
=A0float texture(sampler1DArrayShadow sampler, vec3 P);<br>
=A0float texture(sampler2DArrayShadow sampler, vec4 P);<br>
<br>
-/* texture - bias variants */<br>
- vec4 texture( sampler1D sampler, float P, float bias);<br>
-ivec4 texture(isampler1D sampler, float P, float bias);<br>
-uvec4 texture(usampler1D sampler, float P, float bias);<br>
-<br>
- vec4 texture( sampler2D sampler, vec2 P, float bias);<br>
-ivec4 texture(isampler2D sampler, vec2 P, float bias);<br>
-uvec4 texture(usampler2D sampler, vec2 P, float bias);<br>
-<br>
- vec4 texture( sampler3D sampler, vec3 P, float bias);<br>
-ivec4 texture(isampler3D sampler, vec3 P, float bias);<br>
-uvec4 texture(usampler3D sampler, vec3 P, float bias);<br>
-<br>
- vec4 texture( samplerCube sampler, vec3 P, float bias);<br>
-ivec4 texture(isamplerCube sampler, vec3 P, float bias);<br>
-uvec4 texture(usamplerCube sampler, vec3 P, float bias);<br>
-<br>
-float texture(sampler1DShadow =A0 sampler, vec3 P, float bias);<br>
-float texture(sampler2DShadow =A0 sampler, vec3 P, float bias);<br>
-float texture(samplerCubeShadow sampler, vec4 P, float bias);<br>
-<br>
- vec4 texture( sampler1DArray sampler, vec2 P, float bias);<br>
-ivec4 texture(isampler1DArray sampler, vec2 P, float bias);<br>
-uvec4 texture(usampler1DArray sampler, vec2 P, float bias);<br>
-<br>
- vec4 texture( sampler2DArray sampler, vec3 P, float bias);<br>
-ivec4 texture(isampler2DArray sampler, vec3 P, float bias);<br>
-uvec4 texture(usampler2DArray sampler, vec3 P, float bias);<br>
-<br>
-float texture(sampler1DArrayShadow sampler, vec3 P, float bias);<br>
-<br>
-/* textureProj - no bias */<br>
+/* textureProj */<br>
 =A0vec4 textureProj( sampler1D sampler, vec2 P);<br>
=A0ivec4 textureProj(isampler1D sampler, vec2 P);<br>
=A0uvec4 textureProj(usampler1D sampler, vec2 P);<br>
@@ -581,28 +550,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P);<br>
=A0float textureProj(sampler1DShadow sampler, vec4 P);<br>
=A0float textureProj(sampler2DShadow sampler, vec4 P);<br>
<br>
-/* textureProj - bias variants */<br>
- vec4 textureProj( sampler1D sampler, vec2 P, float bias);<br>
-ivec4 textureProj(isampler1D sampler, vec2 P, float bias);<br>
-uvec4 textureProj(usampler1D sampler, vec2 P, float bias);<br>
- vec4 textureProj( sampler1D sampler, vec4 P, float bias);<br>
-ivec4 textureProj(isampler1D sampler, vec4 P, float bias);<br>
-uvec4 textureProj(usampler1D sampler, vec4 P, float bias);<br>
-<br>
- vec4 textureProj( sampler2D sampler, vec3 P, float bias);<br>
-ivec4 textureProj(isampler2D sampler, vec3 P, float bias);<br>
-uvec4 textureProj(usampler2D sampler, vec3 P, float bias);<br>
- vec4 textureProj( sampler2D sampler, vec4 P, float bias);<br>
-ivec4 textureProj(isampler2D sampler, vec4 P, float bias);<br>
-uvec4 textureProj(usampler2D sampler, vec4 P, float bias);<br>
-<br>
- vec4 textureProj( sampler3D sampler, vec4 P, float bias);<br>
-ivec4 textureProj(isampler3D sampler, vec4 P, float bias);<br>
-uvec4 textureProj(usampler3D sampler, vec4 P, float bias);<br>
-<br>
-float textureProj(sampler1DShadow sampler, vec4 P, float bias);<br>
-float textureProj(sampler2DShadow sampler, vec4 P, float bias);<br>
-<br>
=A0/* textureLod */<br>
 =A0vec4 textureLod( sampler1D sampler, float P, float lod);<br>
=A0ivec4 textureLod(isampler1D sampler, float P, float lod);<br>
@@ -633,7 +580,7 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float=
 lod);<br>
<br>
=A0float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);<br>
<br>
-/* textureOffset - no bias */<br>
+/* textureOffset */<br>
 =A0vec4 textureOffset( sampler1D sampler, float P, int offset);<br>
=A0ivec4 textureOffset(isampler1D sampler, float P, int offset);<br>
=A0uvec4 textureOffset(usampler1D sampler, float P, int offset);<br>
@@ -659,32 +606,6 @@ uvec4 textureOffset(usampler2DArray sampler, vec3 P, i=
vec2 offset);<br>
<br>
=A0float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);<b=
r>
<br>
-/* textureOffset - bias variants */<br>
- vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);<=
br>
-ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);<=
br>
-uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);<=
br>
-<br>
- vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);=
<br>
-ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);=
<br>
-uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);=
<br>
-<br>
- vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);=
<br>
-ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);=
<br>
-uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);=
<br>
-<br>
-float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bia=
s);<br>
-float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float b=
ias);<br>
-<br>
- vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bia=
s);<br>
-ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bia=
s);<br>
-uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bia=
s);<br>
-<br>
- vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float b=
ias);<br>
-ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float b=
ias);<br>
-uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float b=
ias);<br>
-<br>
-float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float b=
ias);<br>
-<br>
=A0/* texelFetch */<br>
 =A0vec4 texelFetch( sampler1D sampler, int P, int lod);<br>
=A0ivec4 texelFetch(isampler1D sampler, int P, int lod);<br>
@@ -727,7 +648,7 @@ uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P=
, int lod, int offset);<br>
=A0ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 =
offset);<br>
=A0uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 =
offset);<br>
<br>
-/* textureProjOffset - no bias */<br>
+/* textureProjOffset */<br>
 =A0vec4 textureProj( sampler1D sampler, vec2 P, int offset);<br>
=A0ivec4 textureProj(isampler1D sampler, vec2 P, int offset);<br>
=A0uvec4 textureProj(usampler1D sampler, vec2 P, int offset);<br>
@@ -749,28 +670,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 of=
fset);<br>
=A0float textureProj(sampler1DShadow sampler, vec4 P, int offset);<br>
=A0float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset);<br>
<br>
-/* textureProjOffset - bias variants */<br>
- vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias);<br>
-ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias);<br>
-uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias);<br>
- vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias);<br>
-ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias);<br>
-uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias);<br>
-<br>
- vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias);<b=
r>
-ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias);<b=
r>
-uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias);<b=
r>
- vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias);<b=
r>
-ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias);<b=
r>
-uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias);<b=
r>
-<br>
- vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias);<b=
r>
-ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias);<b=
r>
-uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias);<b=
r>
-<br>
-float textureProj(sampler1DShadow sampler, vec4 P, int offset, float bias)=
;<br>
-float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float bia=
s);<br>
-<br></blockquote><div><br>I can&#39;t help but notice that in the above se=
ction, the comment says &quot;textureProjOffset&quot;, but the function dec=
larations say &quot;textureProj&quot;.=A0 Is this a bug?=A0 The GLSL spec c=
learly calls these functions &quot;textureProjOffset&quot;.=A0 130.frag see=
ms to have a similar problem.<br>
<br>(Aside: if this is a bug, it makes me worry that these texture lookup f=
unctions aren&#39;t very well tested in Piglit.=A0 Maybe I should go write =
a bunch of generated tests like I did for operators...)<br>=A0</div><blockq=
uote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left:=
 1px solid rgb(204, 204, 204); padding-left: 1ex;">

=A0/* textureLodOffset */<br>
 =A0vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offse=
t);<br>
=A0ivec4 textureLodOffset(isampler1D sampler, float P, float lod, int offse=
t);<br>
@@ -954,9 +853,6 @@ float textureProjGradOffset(sampler2DShadow s, vec4 P, =
vec2 dx, vec2 dy, vec2 o)<br>
=A0vec4 texture1D =A0 =A0 =A0 (sampler1D sampler, float coord);<br>
=A0vec4 texture1DProj =A0 (sampler1D sampler, vec2 =A0coord);<br>
=A0vec4 texture1DProj =A0 (sampler1D sampler, vec4 =A0coord);<br>
-vec4 texture1D =A0 =A0 =A0 (sampler1D sampler, float coord, float bias);<b=
r>
-vec4 texture1DProj =A0 (sampler1D sampler, vec2 =A0coord, float bias);<br>
-vec4 texture1DProj =A0 (sampler1D sampler, vec4 =A0coord, float bias);<br>
=A0vec4 texture1DLod =A0 =A0(sampler1D sampler, float coord, float lod);<br=
>
=A0vec4 texture1DProjLod(sampler1D sampler, vec2 =A0coord, float lod);<br>
=A0vec4 texture1DProjLod(sampler1D sampler, vec4 =A0coord, float lod);<br>
@@ -964,32 +860,22 @@ vec4 texture1DProjLod(sampler1D sampler, vec4 =A0coor=
d, float lod);<br>
=A0vec4 texture2D =A0 =A0 =A0 (sampler2D sampler, vec2 coord);<br>
=A0vec4 texture2DProj =A0 (sampler2D sampler, vec3 coord);<br>
=A0vec4 texture2DProj =A0 (sampler2D sampler, vec4 coord);<br>
-vec4 texture2D =A0 =A0 =A0 (sampler2D sampler, vec2 coord, float bias);<br=
>
-vec4 texture2DProj =A0 (sampler2D sampler, vec3 coord, float bias);<br>
-vec4 texture2DProj =A0 (sampler2D sampler, vec4 coord, float bias);<br>
=A0vec4 texture2DLod =A0 =A0(sampler2D sampler, vec2 coord, float lod);<br>
=A0vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);<br>
=A0vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);<br>
<br>
=A0vec4 texture3D =A0 =A0 =A0 (sampler3D sampler, vec3 coord);<br>
=A0vec4 texture3DProj =A0 (sampler3D sampler, vec4 coord);<br>
-vec4 texture3D =A0 =A0 =A0 (sampler3D sampler, vec3 coord, float bias);<br=
>
-vec4 texture3DProj =A0 (sampler3D sampler, vec4 coord, float bias);<br>
=A0vec4 texture3DLod =A0 =A0(sampler3D sampler, vec3 coord, float lod);<br>
=A0vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);<br>
<br>
=A0vec4 textureCube =A0 =A0 (samplerCube sampler, vec3 coord);<br>
-vec4 textureCube =A0 =A0 (samplerCube sampler, vec3 coord, float bias);<br=
>
=A0vec4 textureCubeLod =A0(samplerCube sampler, vec3 coord, float lod);<br>
<br>
=A0vec4 shadow1D =A0 =A0 =A0 (sampler1DShadow sampler, vec3 coord);<br>
=A0vec4 shadow2D =A0 =A0 =A0 (sampler2DShadow sampler, vec3 coord);<br>
=A0vec4 shadow1DProj =A0 (sampler1DShadow sampler, vec4 coord);<br>
=A0vec4 shadow2DProj =A0 (sampler2DShadow sampler, vec4 coord);<br>
-vec4 shadow1D =A0 =A0 =A0 (sampler1DShadow sampler, vec3 coord, float bias=
);<br>
-vec4 shadow2D =A0 =A0 =A0 (sampler2DShadow sampler, vec3 coord, float bias=
);<br>
-vec4 shadow1DProj =A0 (sampler1DShadow sampler, vec4 coord, float bias);<b=
r>
-vec4 shadow2DProj =A0 (sampler2DShadow sampler, vec4 coord, float bias);<b=
r>
=A0vec4 shadow1DLod =A0 =A0(sampler1DShadow sampler, vec3 coord, float lod)=
;<br>
=A0vec4 shadow2DLod =A0 =A0(sampler2DShadow sampler, vec3 coord, float lod)=
;<br>
=A0vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);<br=
>
<span class=3D"HOEnZb"><font color=3D"#888888">--<br>
1.7.7.1<br>
<br></font></span></blockquote><div><br>Other than the above comment, this =
patch is:<br><br>Reviewed-by: Paul Berry &lt;<a href=3D"mailto:stereotype44=
1 at gmail.com">stereotype441 at gmail.com</a>&gt;<br></div></div>

--0015175924e22fac6b04b14fe5c5--


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