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-rw-r--r--src/mesa/shader/slang/library/slang_common_builtin.gc66
1 files changed, 54 insertions, 12 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc
index 42a5d723b4..103bbc4b9d 100644
--- a/src/mesa/shader/slang/library/slang_common_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -1660,26 +1660,68 @@ vec4 textureCube(const samplerCube sampler, const vec3 coord)
-vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {
- vec4 texel;
- __asm vec4_shad1d texel, sampler, coord, 0.0;
- return texel;
+vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex1d __retVal, sampler, coord;
+}
+
+vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
+{
+ vec4 pcoord;
+ pcoord.x = coord.x / coord.w;
+ pcoord.z = coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex1d __retVal, sampler, pcoord;
+}
+
+vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex2d __retVal, sampler, coord;
+}
+
+vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
+{
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ pcoord.z = coord.z;
+ __asm vec4_tex2d __retVal, sampler, pcoord;
}
-vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {
- return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));
+
+//// GL_ARB_texture_rectangle:
+vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
+{
+ __asm vec4_tex_rect __retVal, sampler, coord;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
+{
+ // do projection here
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.z;
+ __asm vec4_texp_rect __retVal, sampler, pcoord;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
+{
+ // do projection here
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ __asm vec4_texp_rect __retVal, sampler, pcoord;
}
-vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {
- vec4 texel;
- __asm vec4_shad2d texel, sampler, coord, 0.0;
- return texel;
+vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
+{
+// XXX to do
}
-vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {
- return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));
+vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
+{
+// XXX to do
}
+
+
//
// 8.9 Noise Functions
//