diff options
author | Kenneth Graunke <[email protected]> | 2011-01-08 23:53:51 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2011-01-31 11:10:59 -0800 |
commit | ca418cbde6377dd723c857582db2f8f3725ffdea (patch) | |
tree | e1f332f0c74a7b8e9e1ec76b314d212c6f0e4800 /src/glsl | |
parent | ba3de801ecb54bf980c338ef4f54097ca4ea60ee (diff) |
glsl/builtins: Uncomment prototypes for texture*Offset functions.
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/builtins/profiles/130.frag | 10 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/130.vert | 10 |
2 files changed, 0 insertions, 20 deletions
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index 329116f2a28..43653a906f8 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -635,7 +635,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -#if 0 /* textureOffset - no bias */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); @@ -687,7 +686,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias); uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias); float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias); -#endif /* texelFetch */ vec4 texelFetch( sampler1D sampler, int P, int lod); @@ -710,7 +708,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod); uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod); -#if 0 /* texelFetchOffset */ vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset); ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset); @@ -801,7 +798,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset); uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset); float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset); -#endif /* textureProjLod */ vec4 textureProjLod( sampler1D sampler, vec2 P, float lod); @@ -825,7 +821,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod); float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); -#if 0 /* textureProjLodOffset */ vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset); ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset); @@ -847,7 +842,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset); float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset); float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset); -#endif /* textureGrad */ vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy); @@ -881,7 +875,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureGradOffset */ vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off); ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset); @@ -912,7 +905,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o); float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); -#endif /* textureProjGrad */ vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy); @@ -936,7 +928,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureProjGradOffset */ vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off); ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off); @@ -958,7 +949,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o); float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o); -#endif /* * The following texture functions are deprecated: diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index 1c212ebb3c5..742dec6e6d5 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -637,7 +637,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -#if 0 /* textureOffset - no bias */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); @@ -689,7 +688,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias); uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias); float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias); -#endif /* texelFetch */ vec4 texelFetch( sampler1D sampler, int P, int lod); @@ -712,7 +710,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod); uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod); -#if 0 /* texelFetchOffset */ vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset); ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset); @@ -803,7 +800,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset); uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset); float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset); -#endif /* textureProjLod */ vec4 textureProjLod( sampler1D sampler, vec2 P, float lod); @@ -827,7 +823,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod); float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); -#if 0 /* textureProjLodOffset */ vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset); ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset); @@ -849,7 +844,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset); float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset); float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset); -#endif /* textureGrad */ vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy); @@ -883,7 +877,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureGradOffset */ vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off); ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset); @@ -914,7 +907,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o); float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); -#endif /* textureProjGrad */ vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy); @@ -938,7 +930,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureProjGradOffset */ vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off); ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off); @@ -960,7 +951,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o); float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o); -#endif /* * The following texture functions are deprecated: |