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-rw-r--r--src/mesa/shader/slang/library/slang_vertex_builtin.gc28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/src/mesa/shader/slang/library/slang_vertex_builtin.gc
index 17e86d9a0ed..9ad5f35425b 100644
--- a/src/mesa/shader/slang/library/slang_vertex_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_vertex_builtin.gc
@@ -78,7 +78,7 @@ vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod)
vec4 coord4;
coord4.x = coord;
coord4.w = lod;
- __asm vec4_texb1d __retVal, sampler, coord4;
+ __asm vec4_tex_1d_bias __retVal, sampler, coord4;
}
vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod)
@@ -86,7 +86,7 @@ vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod
vec4 pcoord;
pcoord.x = coord.x / coord.y;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
}
vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod)
@@ -94,7 +94,7 @@ vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod
vec4 pcoord;
pcoord.x = coord.x / coord.z;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
}
@@ -104,7 +104,7 @@ vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod)
vec4 coord4;
coord4.xy = coord.xy;
coord4.w = lod;
- __asm vec4_texb2d __retVal, sampler, coord4;
+ __asm vec4_tex_2d_bias __retVal, sampler, coord4;
}
vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod)
@@ -112,7 +112,7 @@ vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod
vec4 pcoord;
pcoord.xy = coord.xy / coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
}
vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod)
@@ -120,7 +120,7 @@ vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod
vec4 pcoord;
pcoord.xy = coord.xy / coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
}
@@ -129,16 +129,16 @@ vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod)
vec4 coord4;
coord4.xyz = coord.xyz;
coord4.w = lod;
- __asm vec4_texb3d __retVal, sampler, coord4;
+ __asm vec4_tex_3d_bias __retVal, sampler, coord4;
}
vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod)
{
- // do projection here (there's no vec4_texbp3d instruction)
+ // do projection here (there's no vec4_tex_3d_bias_proj instruction)
vec4 pcoord;
pcoord.xyz = coord.xyz / coord.w;
pcoord.w = lod;
- __asm vec4_texb3d __retVal, sampler, pcoord;
+ __asm vec4_tex_3d_bias __retVal, sampler, pcoord;
}
@@ -147,7 +147,7 @@ vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texcube __retVal, sampler, coord4;
+ __asm vec4_tex_cube __retVal, sampler, coord4;
}
@@ -156,7 +156,7 @@ vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lo
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texb1d __retVal, sampler, coord4;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4;
}
vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord,
@@ -166,7 +166,7 @@ vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord,
pcoord.x = coord.x / coord.w;
pcoord.z = coord.z;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord;
}
@@ -175,7 +175,7 @@ vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lo
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texb2d __retVal, sampler, coord4;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4;
}
vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord,
@@ -185,6 +185,6 @@ vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord,
pcoord.xy = coord.xy / coord.w;
pcoord.z = coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord;
}