glsl/builtins: Uncomment prototypes for texture*Offset functions.

This commit is contained in:
Kenneth Graunke 2011-01-08 23:53:51 -08:00
parent ba3de801ec
commit ca418cbde6
2 changed files with 0 additions and 20 deletions

View File

@ -635,7 +635,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
#if 0
/* textureOffset - no bias */
vec4 textureOffset( sampler1D sampler, float P, int offset);
ivec4 textureOffset(isampler1D sampler, float P, int offset);
@ -687,7 +686,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
#endif
/* texelFetch */
vec4 texelFetch( sampler1D sampler, int P, int lod);
@ -710,7 +708,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);
uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);
#if 0
/* texelFetchOffset */
vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset);
ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset);
@ -801,7 +798,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset);
uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset);
float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset);
#endif
/* textureProjLod */
vec4 textureProjLod( sampler1D sampler, vec2 P, float lod);
@ -825,7 +821,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);
float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
#if 0
/* textureProjLodOffset */
vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset);
ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset);
@ -847,7 +842,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);
float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset);
float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
#endif
/* textureGrad */
vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy);
@ -881,7 +875,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
#if 0
/* textureGradOffset */
vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off);
ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset);
@ -912,7 +905,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o);
float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
#endif
/* textureProjGrad */
vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy);
@ -936,7 +928,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
#if 0
/* textureProjGradOffset */
vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off);
ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off);
@ -958,7 +949,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o);
float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o);
#endif
/*
* The following texture functions are deprecated:

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@ -637,7 +637,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
#if 0
/* textureOffset - no bias */
vec4 textureOffset( sampler1D sampler, float P, int offset);
ivec4 textureOffset(isampler1D sampler, float P, int offset);
@ -689,7 +688,6 @@ ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
#endif
/* texelFetch */
vec4 texelFetch( sampler1D sampler, int P, int lod);
@ -712,7 +710,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);
uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);
#if 0
/* texelFetchOffset */
vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset);
ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset);
@ -803,7 +800,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset);
uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset);
float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset);
#endif
/* textureProjLod */
vec4 textureProjLod( sampler1D sampler, vec2 P, float lod);
@ -827,7 +823,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);
float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
#if 0
/* textureProjLodOffset */
vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset);
ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset);
@ -849,7 +844,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);
float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset);
float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
#endif
/* textureGrad */
vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy);
@ -883,7 +877,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
#if 0
/* textureGradOffset */
vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off);
ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset);
@ -914,7 +907,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o);
float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
#endif
/* textureProjGrad */
vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy);
@ -938,7 +930,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
#if 0
/* textureProjGradOffset */
vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off);
ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off);
@ -960,7 +951,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o);
float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o);
#endif
/*
* The following texture functions are deprecated: