From c0b59420eec5ffdf22a5919d38851c3620b97c09 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 20 Feb 2009 11:44:17 -0700 Subject: glsl: rename GLSL texture assembly instructions to be more legible --- .../shader/slang/library/slang_common_builtin.gc | 32 +++++++++++----------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'src/mesa/shader/slang/library/slang_common_builtin.gc') diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc index 230c57cea8..0643731daa 100644 --- a/src/mesa/shader/slang/library/slang_common_builtin.gc +++ b/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -1659,76 +1659,76 @@ bvec4 not (const bvec4 v) vec4 texture1D(const sampler1D sampler, const float coord) { - __asm vec4_tex1d __retVal, sampler, coord; + __asm vec4_tex_1d __retVal, sampler, coord; } vec4 texture1DProj(const sampler1D sampler, const vec2 coord) { // need to swizzle .y into .w - __asm vec4_texp1d __retVal, sampler, coord.xyyy; + __asm vec4_tex_1d_proj __retVal, sampler, coord.xyyy; } vec4 texture1DProj(const sampler1D sampler, const vec4 coord) { - __asm vec4_texp1d __retVal, sampler, coord; + __asm vec4_tex1d_proj __retVal, sampler, coord; } vec4 texture2D(const sampler2D sampler, const vec2 coord) { - __asm vec4_tex2d __retVal, sampler, coord; + __asm vec4_tex_2d __retVal, sampler, coord; } vec4 texture2DProj(const sampler2D sampler, const vec3 coord) { // need to swizzle 'z' into 'w'. - __asm vec4_texp2d __retVal, sampler, coord.xyzz; + __asm vec4_tex_2d_proj __retVal, sampler, coord.xyzz; } vec4 texture2DProj(const sampler2D sampler, const vec4 coord) { - __asm vec4_texp2d __retVal, sampler, coord; + __asm vec4_tex_2d_proj __retVal, sampler, coord; } vec4 texture3D(const sampler3D sampler, const vec3 coord) { - __asm vec4_tex3d __retVal, sampler, coord; + __asm vec4_tex_3d __retVal, sampler, coord; } vec4 texture3DProj(const sampler3D sampler, const vec4 coord) { - __asm vec4_texp3d __retVal, sampler, coord; + __asm vec4_tex_3d_proj __retVal, sampler, coord; } vec4 textureCube(const samplerCube sampler, const vec3 coord) { - __asm vec4_texcube __retVal, sampler, coord; + __asm vec4_tex_cube __retVal, sampler, coord; } vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord) { - __asm vec4_tex1d __retVal, sampler, coord; + __asm vec4_tex_1d __retVal, sampler, coord; } vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord) { // .s and .p will be divided by .q - __asm vec4_texp1d __retVal, sampler, coord; + __asm vec4_tex_1d_proj __retVal, sampler, coord; } vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord) { - __asm vec4_tex2d __retVal, sampler, coord; + __asm vec4_tex_2d __retVal, sampler, coord; } vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord) { // .s, .t and .p will be divided by .q - __asm vec4_texp2d __retVal, sampler, coord; + __asm vec4_tex_2d_proj __retVal, sampler, coord; } @@ -1741,12 +1741,12 @@ vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord) vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord) { // need to swizzle .y into .w - __asm vec4_texp_rect __retVal, sampler, coord.xyzz; + __asm vec4_tex_rect_proj __retVal, sampler, coord.xyzz; } vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord) { - __asm vec4_texp_rect __retVal, sampler, ccoord; + __asm vec4_tex_rect_proj __retVal, sampler, ccoord; } vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord) @@ -1756,7 +1756,7 @@ vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord) vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord) { - __asm vec4_texp_rect __retVal, sampler, coord; + __asm vec4_tex_rect_proj __retVal, sampler, coord; } -- cgit v1.2.3