diff options
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rw-r--r-- | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 124 |
1 files changed, 81 insertions, 43 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 474535bfb1..1c099a673b 100644 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -42,74 +42,112 @@ varying vec4 gl_SecondaryColor; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; varying float gl_FogFragCoord; -// -// 8.7 Texture Lookup Functions -// -vec4 texture1D (sampler1D sampler, float coord, float bias) { - vec4 texel; - __asm vec4_tex1d texel, sampler, coord, bias; - return texel; + +//// 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_texb1d __retVal, sampler, coord4; } -vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) { - return texture1D (sampler, coord.s / coord.t, bias); +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_texb1d __retVal, sampler, pcoord; } -vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) { - return texture1D (sampler, coord.s / coord.q, bias); +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_texb1d __retVal, sampler, pcoord; } -//vec4 texture2D (sampler2D sampler, vec2 coord, float bias) { -// vec4 texel; -// __asm vec4_tex2d texel, sampler, coord, bias; -// return texel; -//} -//vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) { -// return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias); -//} +vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord.xy; + coord4.w = bias; + __asm vec4_texb2d __retVal, sampler, coord4; +} -//vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { -// return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), bias); -//} +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_texb2d __retVal, sampler, pcoord; +} -vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { - vec4 texel; - __asm vec4_tex3d texel, sampler, coord, bias; - return texel; +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_texb2d __retVal, sampler, pcoord; } -vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) { - return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); + +vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord.xyz; + coord4.w = bias; + __asm vec4_texb3d __retVal, sampler, coord4; } -vec4 textureCube (samplerCube sampler, vec3 coord, float bias) { - vec4 texel; - __asm vec4_texcube texel, sampler, coord, bias; - return texel; +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_texb3d __retVal, sampler, pcoord; } -vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) { - vec4 texel; - __asm vec4_shad1d texel, sampler, coord, bias; - return texel; + +vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) +{ + __asm vec4_texcube __retVal, sampler, coord, bias; } -vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) { + +vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) +{ + __asm vec4_shad1d __retVal, sampler, coord, bias; +} + +vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias) +{ return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias); } -vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) { - vec4 texel; - __asm vec4_shad2d texel, sampler, coord, bias; - return texel; +vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) +{ + __asm vec4_shad2d __retVal, sampler, coord, bias; } -vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { - return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); +vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias) +{ + return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); } + + + + // // 8.8 Fragment Processing Functions // |