summaryrefslogtreecommitdiffstats
path: root/src/mesa/slang/library/slang_vertex_builtin.gc
blob: 0c67c2ef20dacd69e605a8011e911833dad4d89d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
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;
}