diff options
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index ec282924ec..b4c5aa3ec2 100755 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -29,7 +29,7 @@ // // Writing to gl_FragDepth will establish the depth value for the fragment being processed. If // depth buffering is enabled, and a shader does not write gl_FragDepth, then the fixed function -// value for depth will be used as the fragment’s depth value. If a shader statically assigns +// value for depth will be used as the fragment's depth value. If a shader statically assigns // a value to gl_FragDepth, and there is an execution path through the shader that does not set // gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the // shader that take that path. That is, if a shader statically contains a write gl_FragDepth, then @@ -56,7 +56,7 @@ // and it holds the window relative coordinates x, y, z, and 1/w values for the fragment. This // value is the result of the fixed functionality that interpolates primitives after vertex // processing to generate fragments. The z component is the depth value that would be used for -// the fragment’s depth if a shader contained no writes to gl_FragDepth. This is useful for +// the fragment's depth if a shader contained no writes to gl_FragDepth. This is useful for // invariance if a shader conditionally computes gl_FragDepth but otherwise wants the fixed // functionality fragment depth. // @@ -68,11 +68,11 @@ // as follows: // -vec4 gl_FragCoord; -bool gl_FrontFacing; -vec4 gl_FragColor; -vec4 gl_FragData[gl_MaxDrawBuffers]; -float gl_FragDepth; +__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; // // However, they do not behave like variables with no qualifier; their behavior is as described @@ -80,7 +80,7 @@ float gl_FragDepth; // // -// Unlike user-defined varying variables, the built-in varying variables don’t have a strict +// Unlike user-defined varying variables, the built-in varying variables don't have a strict // one-to-one correspondence between the vertex language and the fragment language. Two sets are // provided, one for each language. Their relationship is described below. // @@ -116,14 +116,14 @@ varying float gl_FogFragCoord; // // The built-in functions basically fall into three categories: // -// • They expose some necessary hardware functionality in a convenient way such as accessing +// * They expose some necessary hardware functionality in a convenient way such as accessing // a texture map. There is no way in the language for these functions to be emulated by a shader. // -// • They represent a trivial operation (clamp, mix, etc.) that is very simple for the user +// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user // to write, but they are very common and may have direct hardware support. It is a very hard // problem for the compiler to map expressions to complex assembler instructions. // -// • They represent an operation graphics hardware is likely to accelerate at some point. The +// * They represent an operation graphics hardware is likely to accelerate at some point. The // trigonometry functions fall into this category. // // Many of the functions are similar to the same named ones in common C libraries, but they support @@ -162,13 +162,13 @@ varying float gl_FogFragCoord; // running in a fragment shader, the LOD computed by the implementation is used to do the texture // lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. // -// The built-ins suffixed with “Lod” are allowed only in a vertex shader. For the “Lod” functions, +// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, // lod is directly used as the level of detail. // // // Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound -// to sampler. For the projective (“Proj”) versions, the texture coordinate coord.s is divided by +// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by // the last component of coord. // // XXX @@ -184,7 +184,7 @@ vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) { // // Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound -// to sampler. For the projective (“Proj”) versions, the texture coordinate (coord.s, coord.t) is +// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is // divided by the last component of coord. The third component of coord is ignored for the vec4 // coord variant. // @@ -201,7 +201,7 @@ vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { // // Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound -// to sampler. For the projective (“Proj”) versions, the texture coordinate is divided by coord.q. +// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. // // XXX vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { @@ -226,9 +226,9 @@ vec4 textureCube (samplerCube sampler, vec3 coord, float bias) { // Use texture coordinate coord to do a depth comparison lookup on the depth texture bound // to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd // component of coord (coord.p) is used as the R value. The texture bound to sampler must be a -// depth texture, or results are undefined. For the projective (“Proj”) version of each built-in, +// depth texture, or results are undefined. For the projective ("Proj") version of each built-in, // the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The -// second component of coord is ignored for the “1D” variants. +// second component of coord is ignored for the "1D" variants. // // XXX vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) { |