Module: Mesa
Branch: master
Commit: de8948a0b6675a70ed035ef75267e2bb8c6814ce
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=de8948a0b6675a70ed035ef75267e2bb8c6814ce

Author: Chris Forbes <[email protected]>
Date:   Thu Oct 10 21:38:43 2013 +1300

glsl: add signatures for textureGatherOffsets()

Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>

---

 src/glsl/builtin_functions.cpp |   30 ++++++++++++++++++++++++++++++
 1 files changed, 30 insertions(+), 0 deletions(-)

diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 1b23677..45fff4c 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -1968,6 +1968,36 @@ builtin_builder::create_builtins()
                 _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
                 NULL);
 
+   add_function("textureGatherOffsets",
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, 
glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+                _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, 
glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | 
TEX_COMPONENT),
+
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+                _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, 
glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+                NULL);
+
    F(dFdx)
    F(dFdy)
    F(fwidth)

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