diff options
Diffstat (limited to 'src/mesa/slang/library/slang_vertex_builtin.gc')
-rw-r--r-- | src/mesa/slang/library/slang_vertex_builtin.gc | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/src/mesa/slang/library/slang_vertex_builtin.gc b/src/mesa/slang/library/slang_vertex_builtin.gc new file mode 100644 index 00000000000..0c67c2ef20d --- /dev/null +++ b/src/mesa/slang/library/slang_vertex_builtin.gc @@ -0,0 +1,210 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.10, rev. 59 +// + +__fixed_output vec4 gl_Position; +__fixed_output float gl_PointSize; +__fixed_output vec4 gl_ClipVertex; + +attribute vec4 gl_Color; +attribute vec4 gl_SecondaryColor; +attribute vec3 gl_Normal; +attribute vec4 gl_Vertex; +attribute vec4 gl_MultiTexCoord0; +attribute vec4 gl_MultiTexCoord1; +attribute vec4 gl_MultiTexCoord2; +attribute vec4 gl_MultiTexCoord3; +attribute vec4 gl_MultiTexCoord4; +attribute vec4 gl_MultiTexCoord5; +attribute vec4 gl_MultiTexCoord6; +attribute vec4 gl_MultiTexCoord7; +attribute float gl_FogCoord; + +varying vec4 gl_FrontColor; +varying vec4 gl_BackColor; +varying vec4 gl_FrontSecondaryColor; +varying vec4 gl_BackSecondaryColor; +varying vec4 gl_TexCoord[gl_MaxTextureCoords]; +varying float gl_FogFragCoord; + +// +// Geometric Functions +// + +vec4 ftransform() +{ + __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx + + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy + + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz + + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww; +} + + + +// +// 8.7 Texture Lookup Functions +// These are pretty much identical to the ones in slang_fragment_builtin.gc +// When used in a vertex program, the texture sample instructions should not +// be using a LOD term so it's effectively zero. Adding 'lod' to that does +// what we want. +// + +vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod) +{ + vec4 coord4; + coord4.x = coord; + coord4.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, coord4; +} + +vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.y; + pcoord.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + +vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.z; + pcoord.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + + + +vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod) +{ + vec4 coord4; + coord4.xy = coord.xy; + coord4.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, coord4; +} + +vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + +vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + + +vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord.xyz; + coord4.w = lod; + __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_tex_3d_bias_proj instruction) + vec4 pcoord; + pcoord.xyz = coord.xyz / coord.w; + pcoord.w = lod; + __asm vec4_tex_3d_bias __retVal, sampler, pcoord; +} + + +vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_cube __retVal, sampler, coord4; +} + + +vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord, + const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.w; + pcoord.z = coord.z; + pcoord.w = lod; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; +} + + +vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord, + const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.z = coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; +} + + +//// GL_EXT_texture_array + +vec4 texture1DArrayLod(const sampler1DArray sampler, const vec2 coord, const float lod) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = lod; + __asm vec4_tex_1d_array_bias __retVal, sampler, coord4; +} + + +vec4 texture2DArrayLod(const sampler2DArray sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_2d_array_bias __retVal, sampler, coord4; +} + |