diff options
author | Kenneth Graunke <[email protected]> | 2011-10-26 13:12:18 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2011-11-10 22:51:19 -0800 |
commit | 2eb43bbb77f42b461632a622647874c22d7b9a5a (patch) | |
tree | f52795e60765f759043394be557598fc45a986f5 /src/glsl | |
parent | 51b1d412ec5d0699d182b895daacb3b78da328ad (diff) |
glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
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 <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/builtins/profiles/130.vert | 122 |
1 files changed, 4 insertions, 118 deletions
diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index df17ede3e80..bf8caec8793 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -496,7 +496,7 @@ ivec3 textureSize(usampler2DArray sampler, int lod); ivec2 textureSize(sampler1DArrayShadow sampler, int lod); ivec3 textureSize(sampler2DArrayShadow sampler, int lod); -/* texture - no bias */ +/* texture */ vec4 texture( sampler1D sampler, float P); ivec4 texture(isampler1D sampler, float P); uvec4 texture(usampler1D sampler, float P); @@ -528,38 +528,7 @@ uvec4 texture(usampler2DArray sampler, vec3 P); float texture(sampler1DArrayShadow sampler, vec3 P); float texture(sampler2DArrayShadow sampler, vec4 P); -/* texture - bias variants */ - vec4 texture( sampler1D sampler, float P, float bias); -ivec4 texture(isampler1D sampler, float P, float bias); -uvec4 texture(usampler1D sampler, float P, float bias); - - vec4 texture( sampler2D sampler, vec2 P, float bias); -ivec4 texture(isampler2D sampler, vec2 P, float bias); -uvec4 texture(usampler2D sampler, vec2 P, float bias); - - vec4 texture( sampler3D sampler, vec3 P, float bias); -ivec4 texture(isampler3D sampler, vec3 P, float bias); -uvec4 texture(usampler3D sampler, vec3 P, float bias); - - vec4 texture( samplerCube sampler, vec3 P, float bias); -ivec4 texture(isamplerCube sampler, vec3 P, float bias); -uvec4 texture(usamplerCube sampler, vec3 P, float bias); - -float texture(sampler1DShadow sampler, vec3 P, float bias); -float texture(sampler2DShadow sampler, vec3 P, float bias); -float texture(samplerCubeShadow sampler, vec4 P, float bias); - - vec4 texture( sampler1DArray sampler, vec2 P, float bias); -ivec4 texture(isampler1DArray sampler, vec2 P, float bias); -uvec4 texture(usampler1DArray sampler, vec2 P, float bias); - - vec4 texture( sampler2DArray sampler, vec3 P, float bias); -ivec4 texture(isampler2DArray sampler, vec3 P, float bias); -uvec4 texture(usampler2DArray sampler, vec3 P, float bias); - -float texture(sampler1DArrayShadow sampler, vec3 P, float bias); - -/* textureProj - no bias */ +/* textureProj */ vec4 textureProj( sampler1D sampler, vec2 P); ivec4 textureProj(isampler1D sampler, vec2 P); uvec4 textureProj(usampler1D sampler, vec2 P); @@ -581,28 +550,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P); float textureProj(sampler1DShadow sampler, vec4 P); float textureProj(sampler2DShadow sampler, vec4 P); -/* textureProj - bias variants */ - vec4 textureProj( sampler1D sampler, vec2 P, float bias); -ivec4 textureProj(isampler1D sampler, vec2 P, float bias); -uvec4 textureProj(usampler1D sampler, vec2 P, float bias); - vec4 textureProj( sampler1D sampler, vec4 P, float bias); -ivec4 textureProj(isampler1D sampler, vec4 P, float bias); -uvec4 textureProj(usampler1D sampler, vec4 P, float bias); - - vec4 textureProj( sampler2D sampler, vec3 P, float bias); -ivec4 textureProj(isampler2D sampler, vec3 P, float bias); -uvec4 textureProj(usampler2D sampler, vec3 P, float bias); - vec4 textureProj( sampler2D sampler, vec4 P, float bias); -ivec4 textureProj(isampler2D sampler, vec4 P, float bias); -uvec4 textureProj(usampler2D sampler, vec4 P, float bias); - - vec4 textureProj( sampler3D sampler, vec4 P, float bias); -ivec4 textureProj(isampler3D sampler, vec4 P, float bias); -uvec4 textureProj(usampler3D sampler, vec4 P, float bias); - -float textureProj(sampler1DShadow sampler, vec4 P, float bias); -float textureProj(sampler2DShadow sampler, vec4 P, float bias); - /* textureLod */ vec4 textureLod( sampler1D sampler, float P, float lod); ivec4 textureLod(isampler1D sampler, float P, float lod); @@ -633,7 +580,7 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -/* textureOffset - no bias */ +/* textureOffset */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); uvec4 textureOffset(usampler1D sampler, float P, int offset); @@ -659,32 +606,6 @@ uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset); float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); -/* textureOffset - bias variants */ - vec4 textureOffset( sampler1D sampler, float P, int offset, float bias); -ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias); -uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias); - - vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); -ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias); -uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias); - - vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias); -ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias); -uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias); - -float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias); -float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); - - vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias); -ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias); -uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias); - - vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias); -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); - /* texelFetch */ vec4 texelFetch( sampler1D sampler, int P, int lod); ivec4 texelFetch(isampler1D sampler, int P, int lod); @@ -727,7 +648,7 @@ uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset); ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset); uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset); -/* textureProjOffset - no bias */ +/* textureProjOffset */ vec4 textureProj( sampler1D sampler, vec2 P, int offset); ivec4 textureProj(isampler1D sampler, vec2 P, int offset); uvec4 textureProj(usampler1D sampler, vec2 P, int offset); @@ -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); - /* textureLodOffset */ vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset); ivec4 textureLodOffset(isampler1D sampler, float P, float lod, int offset); @@ -954,9 +853,6 @@ float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o) vec4 texture1D (sampler1D sampler, float coord); vec4 texture1DProj (sampler1D sampler, vec2 coord); vec4 texture1DProj (sampler1D sampler, vec4 coord); -vec4 texture1D (sampler1D sampler, float coord, float bias); -vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); -vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); vec4 texture1DLod (sampler1D sampler, float coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); @@ -964,32 +860,22 @@ vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); vec4 texture2D (sampler2D sampler, vec2 coord); vec4 texture2DProj (sampler2D sampler, vec3 coord); vec4 texture2DProj (sampler2D sampler, vec4 coord); -vec4 texture2D (sampler2D sampler, vec2 coord, float bias); -vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); -vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); vec4 texture3D (sampler3D sampler, vec3 coord); vec4 texture3DProj (sampler3D sampler, vec4 coord); -vec4 texture3D (sampler3D sampler, vec3 coord, float bias); -vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); vec4 textureCube (samplerCube sampler, vec3 coord); -vec4 textureCube (samplerCube sampler, vec3 coord, float bias); vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); vec4 shadow1D (sampler1DShadow sampler, vec3 coord); vec4 shadow2D (sampler2DShadow sampler, vec3 coord); vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord); vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord); -vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); -vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias); -vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias); -vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias); vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod); vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); |