diff options
author | Brian Paul <brianp@vmware.com> | 2010-06-10 22:48:16 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2010-06-10 22:48:16 -0600 |
commit | f1c5043f94261fecd8a6e54fe37d786554affcdd (patch) | |
tree | 681dcd7ddafb3535629df2b3ccdaf693d1cfd5df /src/mesa/slang/library/slang_fragment_builtin.gc | |
parent | 7936e06657bc43de80ae4f56ee9db956e193d880 (diff) |
mesa: move shader/slang/* sources to main/slang/*
Reduce the source tree depth a bit.
Diffstat (limited to 'src/mesa/slang/library/slang_fragment_builtin.gc')
-rw-r--r-- | src/mesa/slang/library/slang_fragment_builtin.gc | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/src/mesa/slang/library/slang_fragment_builtin.gc b/src/mesa/slang/library/slang_fragment_builtin.gc new file mode 100644 index 0000000000..54a80ea0e0 --- /dev/null +++ b/src/mesa/slang/library/slang_fragment_builtin.gc @@ -0,0 +1,299 @@ +/* + * 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_input vec4 gl_FragCoord; +__fixed_input bool gl_FrontFacing; +__fixed_output vec4 gl_FragColor; +__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers]; +__fixed_output float gl_FragDepth; + +varying vec4 gl_Color; +varying vec4 gl_SecondaryColor; +varying vec4 gl_TexCoord[gl_MaxTextureCoords]; +varying float gl_FogFragCoord; + + + +//// 8.7 Texture Lookup Functions (with bias) + +vec4 texture1D(const sampler1D sampler, const float coord, const float bias) +{ + vec4 coord4; + coord4.x = coord; + coord4.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, coord4; +} + +vec4 texture1DProj(const sampler1D sampler, const vec2 coord, const float bias) +{ + // do projection here (there's no vec4_texbp1d instruction) + vec4 pcoord; + pcoord.x = coord.x / coord.y; + pcoord.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + +vec4 texture1DProj(const sampler1D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp1d instruction) + vec4 pcoord; + pcoord.x = coord.x / coord.z; + pcoord.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + + + + +vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord.xy; + coord4.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, coord4; +} + +vec4 texture2DProj(const sampler2D sampler, const vec3 coord, const float bias) +{ + // do projection here (there's no vec4_texbp2d instruction) + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + +vec4 texture2DProj(const sampler2D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp2d instruction) + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + + + + +vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord.xyz; + coord4.w = bias; + __asm vec4_tex_3d_bias __retVal, sampler, coord4; +} + +vec4 texture3DProj(const sampler3D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp3d instruction) + vec4 pcoord; + pcoord.xyz = coord.xyz / coord.w; + pcoord.w = bias; + __asm vec4_tex_3d_bias __retVal, sampler, pcoord; +} + + + + +vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_cube __retVal, sampler, coord4; +} + + + +vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.w; + pcoord.z = coord.z; + pcoord.w = bias; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; +} + +vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.z = coord.z; + pcoord.w = bias; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; +} + + + +//// GL_EXT_texture_array + +vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord) +{ + vec4 coord4; + coord4.xy = coord; + __asm vec4_tex_1d_array __retVal, sampler, coord4; +} + +vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = bias; + __asm vec4_tex_1d_array_bias __retVal, sampler, coord4; +} + +vec4 texure2DArray(const sampler2DArray sampler, const vec3 coord) +{ + vec4 coord4; + coord4.xyz = coord; + __asm vec4_tex_2d_array __retVal, sampler, coord4; +} + +vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_array_bias __retVal, sampler, coord4; +} + +vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord) +{ + vec4 coord4; + coord4.xy = coord; + __asm vec4_tex_1d_array_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = bias; + __asm vec4_tex_1d_array_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord) +{ + vec4 coord4; + coord4.xyz = coord; + __asm vec4_tex_2d_array_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_array_bias_shadow __retVal, sampler, coord4; +} + + + +// +// 8.8 Fragment Processing Functions +// + +float dFdx(const float p) +{ + __asm vec4_ddx __retVal.x, p.xxxx; +} + +vec2 dFdx(const vec2 p) +{ + __asm vec4_ddx __retVal.xy, p.xyyy; +} + +vec3 dFdx(const vec3 p) +{ + __asm vec4_ddx __retVal.xyz, p.xyzz; +} + +vec4 dFdx(const vec4 p) +{ + __asm vec4_ddx __retVal, p; +} + +float dFdy(const float p) +{ + __asm vec4_ddy __retVal.x, p.xxxx; +} + +vec2 dFdy(const vec2 p) +{ + __asm vec4_ddy __retVal.xy, p.xyyy; +} + +vec3 dFdy(const vec3 p) +{ + __asm vec4_ddy __retVal.xyz, p.xyzz; +} + +vec4 dFdy(const vec4 p) +{ + __asm vec4_ddy __retVal, p; +} + +float fwidth (const float p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec2 fwidth(const vec2 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec3 fwidth(const vec3 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec4 fwidth(const vec4 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + |