glsl: Add builtin functions for EXT_texture_shadow_lod
With the help of Sagar, Ian and Ivan. v2: Fix dependencies (Ian Romanick) v3: 1) fix function name (Marek Olsak) 2) Add check for extension enable (Marek Olsak) Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -364,6 +364,13 @@ v130_or_gpu_shader4(const _mesa_glsl_parse_state *state)
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return state->is_version(130, 300) || state->EXT_gpu_shader4_enable;
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}
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static bool
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v130_or_gpu_shader4_and_tex_shadow_lod(const _mesa_glsl_parse_state *state)
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{
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return v130_or_gpu_shader4(state) &&
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state->EXT_texture_shadow_lod_enable;
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}
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static bool
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gpu_shader5(const _mesa_glsl_parse_state *state)
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{
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@ -491,6 +498,14 @@ texture_cube_map_array(const _mesa_glsl_parse_state *state)
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return state->has_texture_cube_map_array();
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}
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static bool
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v130_or_gpu_shader4_and_tex_cube_map_array(const _mesa_glsl_parse_state *state)
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{
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return texture_cube_map_array(state) &&
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v130_or_gpu_shader4(state) &&
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state->EXT_texture_shadow_lod_enable;
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}
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static bool
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texture_query_levels(const _mesa_glsl_parse_state *state)
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{
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@ -2211,6 +2226,11 @@ builtin_builder::create_builtins()
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_texture(ir_txb, derivatives_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
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_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
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_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
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_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
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_textureCubeArrayShadow(ir_tex, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
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_textureCubeArrayShadow(ir_txb, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
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NULL);
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add_function("textureLod",
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@ -2246,6 +2266,9 @@ builtin_builder::create_builtins()
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_texture(ir_txl, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
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_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
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_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
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_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
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_textureCubeArrayShadow(ir_txl, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
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NULL);
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add_function("textureOffset",
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@ -2311,6 +2334,8 @@ builtin_builder::create_builtins()
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_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
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_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
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_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
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_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
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NULL);
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add_function("texture1DOffset",
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@ -2729,6 +2754,7 @@ builtin_builder::create_builtins()
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_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
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_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
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_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
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NULL);
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add_function("texture1DLodOffset",
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