meta: Expand texture coordinate from vec3 to vec4
This will be necessary to support cubemap array textures because they use all four components. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -471,7 +471,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
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vs_source =
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vs_source =
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"attribute vec2 position;\n"
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"attribute vec2 position;\n"
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"attribute vec3 textureCoords;\n"
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"attribute vec3 textureCoords;\n"
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"varying vec3 texCoords;\n"
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"varying vec4 texCoords;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" texCoords = textureCoords;\n"
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@ -484,7 +484,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
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"precision highp float;\n"
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"precision highp float;\n"
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"#endif\n"
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"#endif\n"
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"uniform %s texSampler;\n"
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"uniform %s texSampler;\n"
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"varying vec3 texCoords;\n"
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"varying vec4 texCoords;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" gl_FragColor = %s(texSampler, %s);\n"
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" gl_FragColor = %s(texSampler, %s);\n"
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@ -497,8 +497,8 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
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vs_source = ralloc_asprintf(mem_ctx,
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vs_source = ralloc_asprintf(mem_ctx,
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"#version %s\n"
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"#version %s\n"
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"in vec2 position;\n"
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"in vec2 position;\n"
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"in vec3 textureCoords;\n"
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"in vec4 textureCoords;\n"
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"out vec3 texCoords;\n"
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"out vec4 texCoords;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" texCoords = textureCoords;\n"
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@ -511,7 +511,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
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"precision highp float;\n"
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"precision highp float;\n"
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"#endif\n"
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"#endif\n"
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"uniform %s texSampler;\n"
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"uniform %s texSampler;\n"
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"in vec3 texCoords;\n"
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"in vec4 texCoords;\n"
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"out vec4 out_color;\n"
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"out vec4 out_color;\n"
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"\n"
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"\n"
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"void main()\n"
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"void main()\n"
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@ -3371,12 +3371,12 @@ setup_texture_sampler(GLenum target, struct sampler_table *table)
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*/
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*/
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table->sampler_3d.type = "sampler3D";
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table->sampler_3d.type = "sampler3D";
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table->sampler_3d.func = "texture3D";
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table->sampler_3d.func = "texture3D";
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table->sampler_3d.texcoords = "texCoords";
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table->sampler_3d.texcoords = "texCoords.xyz";
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return &table->sampler_3d;
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return &table->sampler_3d;
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case GL_TEXTURE_CUBE_MAP:
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case GL_TEXTURE_CUBE_MAP:
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table->sampler_cubemap.type = "samplerCube";
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table->sampler_cubemap.type = "samplerCube";
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table->sampler_cubemap.func = "textureCube";
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table->sampler_cubemap.func = "textureCube";
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table->sampler_cubemap.texcoords = "texCoords";
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table->sampler_cubemap.texcoords = "texCoords.xyz";
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return &table->sampler_cubemap;
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return &table->sampler_cubemap;
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case GL_TEXTURE_1D_ARRAY:
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case GL_TEXTURE_1D_ARRAY:
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table->sampler_1d_array.type = "sampler1DArray";
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table->sampler_1d_array.type = "sampler1DArray";
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@ -3386,7 +3386,7 @@ setup_texture_sampler(GLenum target, struct sampler_table *table)
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case GL_TEXTURE_2D_ARRAY:
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case GL_TEXTURE_2D_ARRAY:
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table->sampler_2d_array.type = "sampler2DArray";
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table->sampler_2d_array.type = "sampler2DArray";
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table->sampler_2d_array.func = "texture2DArray";
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table->sampler_2d_array.func = "texture2DArray";
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table->sampler_2d_array.texcoords = "texCoords";
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table->sampler_2d_array.texcoords = "texCoords.xyz";
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return &table->sampler_2d_array;
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return &table->sampler_2d_array;
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default:
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default:
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_mesa_problem(NULL, "Unexpected texture target 0x%x in"
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_mesa_problem(NULL, "Unexpected texture target 0x%x in"
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