[Mesa-dev] [PATCH] glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
Eric Anholt
eric at anholt.net
Wed Nov 9 11:08:21 PST 2011
On Wed, 9 Nov 2011 08:36:52 -0800, Paul Berry <stereotype441 at gmail.com> wrote:
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> On 8 November 2011 10:40, Kenneth Graunke <kenneth at whitecape.org> wrote:
>
> > From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions":
> > "In all functions below, the bias parameter is optional for fragment
> > shaders. The bias parameter is not accepted in a vertex shader."
> >
> > This was a cut and paste mistake.
> >
> > Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> > ---
> > src/glsl/builtins/profiles/130.vert | 122
> > +---------------------------------
> > 1 files changed, 4 insertions(+), 118 deletions(-)
> > @@ -749,28 +670,6 @@ 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);
> > -
> >
>
> I can't help but notice that in the above section, the comment says
> "textureProjOffset", but the function declarations say "textureProj". Is
> this a bug? The GLSL spec clearly calls these functions
> "textureProjOffset". 130.frag seems to have a similar problem.
>
> (Aside: if this is a bug, it makes me worry that these texture lookup
> functions aren't very well tested in Piglit. Maybe I should go write a
> bunch of generated tests like I did for operators...)
Something that iterated texture calls over texture targets would be
awesome.
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