diff options
author | Eric Anholt <[email protected]> | 2012-04-13 15:43:41 -0700 |
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committer | Eric Anholt <[email protected]> | 2012-04-16 11:59:29 -0700 |
commit | acd4024e0a0096c351a7143f908e029df53b1fdf (patch) | |
tree | 985cc06ae2cc23af5d2653140852a1040ace90f3 /src/glsl/builtins/profiles/140.frag | |
parent | b9fed9f3d537f4f28ea19996fe34463d15831411 (diff) |
glsl: Add remaining *sampler2DRect* texture functions.
Fixes the new piglit texelFetch() tests on these. Note that the rest
of the new functions are not tested (same as the non-2DRect versions
of most of them).
Diffstat (limited to 'src/glsl/builtins/profiles/140.frag')
-rw-r--r-- | src/glsl/builtins/profiles/140.frag | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/140.frag b/src/glsl/builtins/profiles/140.frag index 3eeecd1d72c..5b2ed6d981d 100644 --- a/src/glsl/builtins/profiles/140.frag +++ b/src/glsl/builtins/profiles/140.frag @@ -540,6 +540,12 @@ uvec4 texture(usampler2DArray sampler, vec3 P); float texture(sampler1DArrayShadow sampler, vec3 P); float texture(sampler2DArrayShadow sampler, vec4 P); + vec4 texture( sampler2DRect sampler, vec2 P); +ivec4 texture(isampler2DRect sampler, vec2 P); +uvec4 texture(usampler2DRect sampler, vec2 P); + +float texture(sampler2DRectShadow sampler, vec3 P); + /* texture - bias variants */ vec4 texture( sampler1D sampler, float P, float bias); ivec4 texture(isampler1D sampler, float P, float bias); @@ -593,6 +599,15 @@ uvec4 textureProj(usampler3D sampler, vec4 P); float textureProj(sampler1DShadow sampler, vec4 P); float textureProj(sampler2DShadow sampler, vec4 P); + vec4 textureProj( sampler2DRect sampler, vec3 P); +ivec4 textureProj(isampler2DRect sampler, vec3 P); +uvec4 textureProj(usampler2DRect sampler, vec3 P); + vec4 textureProj( sampler2DRect sampler, vec4 P); +ivec4 textureProj(isampler2DRect sampler, vec4 P); +uvec4 textureProj(usampler2DRect sampler, vec4 P); + +float textureProj(sampler2DRectShadow sampler, vec4 P); + /* textureProj - bias variants */ vec4 textureProj( sampler1D sampler, vec2 P, float bias); ivec4 textureProj(isampler1D sampler, vec2 P, float bias); @@ -658,6 +673,12 @@ uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset); ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset); uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset); + vec4 textureOffset( sampler2DRect sampler, vec2 P, ivec2 offset); +ivec4 textureOffset(isampler2DRect sampler, vec2 P, ivec2 offset); +uvec4 textureOffset(usampler2DRect sampler, vec2 P, ivec2 offset); + +float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset); + float textureOffset(sampler1DShadow sampler, vec3 P, int offset); float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset); @@ -710,6 +731,10 @@ uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod); ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod); uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod); + vec4 texelFetch( sampler2DRect sampler, ivec2 P); +ivec4 texelFetch(isampler2DRect sampler, ivec2 P); +uvec4 texelFetch(usampler2DRect sampler, ivec2 P); + vec4 texelFetch( sampler1DArray sampler, ivec2 P, int lod); ivec4 texelFetch(isampler1DArray sampler, ivec2 P, int lod); uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); @@ -735,6 +760,10 @@ uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset); ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset); uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset); + vec4 texelFetchOffset( sampler2DRect sampler, ivec2 P, ivec2 offset); +ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset); +uvec4 texelFetchOffset(usampler2DRect sampler, ivec2 P, ivec2 offset); + vec4 texelFetchOffset( sampler1DArray sampler, ivec2 P, int lod, int offset); ivec4 texelFetchOffset(isampler1DArray sampler, ivec2 P, int lod, int offset); uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset); @@ -762,6 +791,15 @@ uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset); ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset); uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset); + vec4 textureProjOffset( sampler2DRect sampler, vec3 P, ivec2 offset); +ivec4 textureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset); +uvec4 textureProjOffset(usampler2DRect sampler, vec3 P, ivec2 offset); + vec4 textureProjOffset( sampler2DRect sampler, vec4 P, ivec2 offset); +ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset); +uvec4 textureProjOffset(usampler2DRect sampler, vec4 P, ivec2 offset); + +float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset); + float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); @@ -874,6 +912,12 @@ uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); + vec4 textureGrad( sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); +ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); +uvec4 textureGrad(usampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); + +float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); + float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy); float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy); @@ -902,6 +946,12 @@ uvec4 textureGradOffset(usampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); ivec4 textureGradOffset(isampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset); uvec4 textureGradOffset(usampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset); + vec4 textureGradOffset( sampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); +ivec4 textureGradOffset(isampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); +uvec4 textureGradOffset(usampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); + +float textureGradOffset(sampler2DRectShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off); + float textureGradOffset(sampler1DShadow s, vec3 P, float dx, float dy, int off); float textureGradOffset(sampler2DShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off); @@ -935,6 +985,15 @@ uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); + vec4 textureProjGrad( sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); +ivec4 textureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); +uvec4 textureProjGrad(usampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); + vec4 textureProjGrad( sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); +ivec4 textureProjGrad(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); +uvec4 textureProjGrad(usampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); + +float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); + float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); @@ -953,6 +1012,15 @@ uvec4 textureProjGradOffset(usampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off); ivec4 textureProjGradOffset(isampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off); uvec4 textureProjGradOffset(usampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off); + vec4 textureProjGradOffset( sampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); +ivec4 textureProjGradOffset(isampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); +uvec4 textureProjGradOffset(usampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); + vec4 textureProjGradOffset( sampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); +ivec4 textureProjGradOffset(isampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); +uvec4 textureProjGradOffset(usampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); + +float textureProjGradOffset(sampler2DRectShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); + vec4 textureProjGradOffset( sampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); ivec4 textureProjGradOffset(isampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); |