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/*
 * 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;
}