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-rw-r--r--src/mesa/slang/library/slang_fragment_builtin.gc299
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diff --git a/src/mesa/slang/library/slang_fragment_builtin.gc b/src/mesa/slang/library/slang_fragment_builtin.gc
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@@ -1,299 +0,0 @@
-/*
- * 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));
-}
-