[Mesa-dev] [PATCH V2 2/5] glsl: Add new textureGather[Offset]() overloads for shadow samplers

Chris Forbes chrisf at ijw.co.nz
Mon Oct 14 10:30:53 CEST 2013


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 file changed, 10 insertions(+)

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)
-- 
1.8.4



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