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authorIlia Mirkin <[email protected]>2015-08-19 18:43:47 -0400
committerIlia Mirkin <[email protected]>2015-08-20 21:05:19 -0400
commitecebd3dbfcb769b44e99733279c8fb0745818708 (patch)
treeb8de241c8198e4077f1c454d6d3c844976f5e92a
parent29e953b07b8c1e4d27f53c4a1430154a3d67f896 (diff)
glsl: expose textureQueryLod in GLSL 4.00+ fragment shaders
See issue from the ARB_texture_query_lod spec for LOD vs Lod confusion: (3) The core specification uses the "Lod" spelling, not "LOD". Should this extension be modified to use "Lod"? RESOLVED: The "Lod" spelling is the correct spelling for the core specification and the preferred spelling for use. However, use of "LOD" also exists, as the extension predated the core specification, so this extension won't remove use of "LOD". Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/glsl/builtin_functions.cpp119
1 files changed, 82 insertions, 37 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 05dbe2e0745..57bed86e5e5 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -136,6 +136,13 @@ v140(const _mesa_glsl_parse_state *state)
}
static bool
+v400_fs_only(const _mesa_glsl_parse_state *state)
+{
+ return state->is_version(400, 0) &&
+ state->stage == MESA_SHADER_FRAGMENT;
+}
+
+static bool
es31(const _mesa_glsl_parse_state *state)
{
return state->is_version(0, 310);
@@ -691,7 +698,7 @@ private:
const glsl_type *stream_type);
B0(barrier)
- B2(textureQueryLod);
+ BA2(textureQueryLod);
B1(textureQueryLevels);
B1(dFdx);
B1(dFdy);
@@ -1977,40 +1984,77 @@ builtin_builder::create_builtins()
add_function("barrier", _barrier(), NULL);
add_function("textureQueryLOD",
- _textureQueryLod(glsl_type::sampler1D_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::isampler1D_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::usampler1D_type, glsl_type::float_type),
-
- _textureQueryLod(glsl_type::sampler2D_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::isampler2D_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::usampler2D_type, glsl_type::vec2_type),
-
- _textureQueryLod(glsl_type::sampler3D_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::isampler3D_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::usampler3D_type, glsl_type::vec3_type),
-
- _textureQueryLod(glsl_type::samplerCube_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::isamplerCube_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::usamplerCube_type, glsl_type::vec3_type),
-
- _textureQueryLod(glsl_type::sampler1DArray_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::isampler1DArray_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::usampler1DArray_type, glsl_type::float_type),
-
- _textureQueryLod(glsl_type::sampler2DArray_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::isampler2DArray_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::usampler2DArray_type, glsl_type::vec2_type),
-
- _textureQueryLod(glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
-
- _textureQueryLod(glsl_type::sampler1DShadow_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
- _textureQueryLod(glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
- _textureQueryLod(glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
- _textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::sampler1D_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isampler1D_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usampler1D_type, glsl_type::float_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::sampler2D_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isampler2D_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usampler2D_type, glsl_type::vec2_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::sampler3D_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isampler3D_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usampler3D_type, glsl_type::vec3_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::samplerCube_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isamplerCube_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usamplerCube_type, glsl_type::vec3_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::sampler1DArray_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isampler1DArray_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usampler1DArray_type, glsl_type::float_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
+
+ _textureQueryLod(texture_query_lod, glsl_type::sampler1DShadow_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
+ _textureQueryLod(texture_query_lod, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
+ _textureQueryLod(texture_query_lod, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
+ _textureQueryLod(texture_query_lod, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
+ NULL);
+
+ add_function("textureQueryLod",
+ _textureQueryLod(v400_fs_only, glsl_type::sampler1D_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isampler1D_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usampler1D_type, glsl_type::float_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::sampler2D_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isampler2D_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usampler2D_type, glsl_type::vec2_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::sampler3D_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isampler3D_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usampler3D_type, glsl_type::vec3_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::samplerCube_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isamplerCube_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usamplerCube_type, glsl_type::vec3_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::sampler1DArray_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isampler1DArray_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usampler1DArray_type, glsl_type::float_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
+
+ _textureQueryLod(v400_fs_only, glsl_type::sampler1DShadow_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
+ _textureQueryLod(v400_fs_only, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
+ _textureQueryLod(v400_fs_only, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
+ _textureQueryLod(v400_fs_only, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLevels",
@@ -4365,13 +4409,14 @@ builtin_builder::_barrier()
}
ir_function_signature *
-builtin_builder::_textureQueryLod(const glsl_type *sampler_type,
+builtin_builder::_textureQueryLod(builtin_available_predicate avail,
+ const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *coord = in_var(coord_type, "coord");
/* The sampler and coordinate always exist; add optional parameters later. */
- MAKE_SIG(glsl_type::vec2_type, texture_query_lod, 2, s, coord);
+ MAKE_SIG(glsl_type::vec2_type, avail, 2, s, coord);
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
tex->coordinate = var_ref(coord);