diff options
author | Michal Krol <mjkrol@gmail.org> | 2006-03-21 10:37:40 +0000 |
---|---|---|
committer | Michal Krol <mjkrol@gmail.org> | 2006-03-21 10:37:40 +0000 |
commit | 071357096e682e9af59ad45ea5abc444ab431837 (patch) | |
tree | 99fba2183fe97981f7c309d99b206b39e43f5bec /src/mesa/shader/slang/library/slang_vertex_builtin.gc | |
parent | 519b23b21f9cd6945fd17cdb26e7a6f531cdeec0 (diff) |
GLSL fixes:
- generate error on NULL pointers in glShaderSourceARB;
- reinstall program object, if current, in glLinkProgramARB;
- vertex and fragment shaders are optional in program object;
- floor asm was wrongly computed for x86 back-end;
- allow for (void) idiom in function prototypes;
- all fixed-state uniforms are updated;
- local variable initializers are working;
- implement texture* and shadow* functions for vertex processor;
- generate error if too many arguments in general constructor;
- trim unused data in general constructor;
- struct r-value field select was badly relocated;
Changes:
- add derived state gl_fog_attrib::_Scale;
- add derived state gl_light::_CosCutoffNeg;
Diffstat (limited to 'src/mesa/shader/slang/library/slang_vertex_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_vertex_builtin.gc | 68 |
1 files changed, 45 insertions, 23 deletions
diff --git a/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/src/mesa/shader/slang/library/slang_vertex_builtin.gc index 2b5953a032..37555ebd1b 100755 --- a/src/mesa/shader/slang/library/slang_vertex_builtin.gc +++ b/src/mesa/shader/slang/library/slang_vertex_builtin.gc @@ -1,10 +1,26 @@ - -// -// TODO: -// - what to do with ftransform? can it stay in the current form? -// - implement texture1DLod, texture2DLod, texture3DLod, textureCubeLod, -// - implement shadow1DLod, shadow2DLod, -// +/*
+ * 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 @@ -48,8 +64,9 @@ vec4 ftransform () { // vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
- // XXX: - return vec4 (0.0); + vec4 texel;
+ __asm vec4_tex1d texel, sampler, coord, lod;
+ return texel; }
vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) { @@ -61,8 +78,9 @@ vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) { } vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {
- // XXX: - return vec4 (0.0); + vec4 texel;
+ __asm vec4_tex2d texel, sampler, coord, lod;
+ return texel; }
vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {
@@ -74,30 +92,34 @@ vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) { } vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {
- // XXX: - return vec4 (0.0); + vec4 texel;
+ __asm vec4_tex3d texel, sampler, coord, lod;
+ return texel; } vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {
return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), lod); } vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {
- // XXX: - return vec4 (0.0); + vec4 texel;
+ __asm vec4_texcube texel, sampler, coord, lod;
+ return texel; } vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {
- // XXX: - return vec4 (0.0); + vec4 texel;
+ __asm vec4_shad1d texel, sampler, coord, lod;
+ return texel; } -vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
- // XXX: - return vec4 (0.0); -}
- vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {
- return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod); + return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod);
+}
+
+vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
+ vec4 texel;
+ __asm vec4_shad2d texel, sampler, coord, lod;
+ return texel; }
vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {
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