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glsl/builtins: Fix ARB_texture_cube_map_array built-in availability.
This patch adds texture() for isamplerCubeArray and usamplerCubeArray,
which were entirely missing.
It also makes texture() with a LOD bias fragment shader specific. The
main GLSL specification explicitly says that texturing with LOD bias
should not be allowed for vertex shaders.
Affects Piglit's ARB_texture_cube_map_array/compiler/tex_bias-01.vert.
which tries to use bias in a vertex shader. Currently, it expects this
to pass (so this patch regresses the test), but I've sent a patch to
reverse the expected behavior (so this patch would fix the updated test):
http://lists.freedesktop.org/archives/piglit/2013-June/006123.html
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 15ca0ca1b6)
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2 changed files with 8 additions and 1 deletions
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#version 130
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#extension GL_ARB_texture_cube_map_array : enable
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vec4 texture( samplerCubeArray sampler, vec4 coord, float bias);
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ivec4 texture(isamplerCubeArray sampler, vec4 coord, float bias);
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uvec4 texture(usamplerCubeArray sampler, vec4 coord, float bias);
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@ -7,7 +7,8 @@ ivec3 textureSize(usamplerCubeArray sampler, int lod);
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ivec3 textureSize(samplerCubeArrayShadow sampler, int lod);
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vec4 texture( samplerCubeArray sampler, vec4 coord);
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vec4 texture( samplerCubeArray sampler, vec4 coord, float bias);
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ivec4 texture(isamplerCubeArray sampler, vec4 coord);
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uvec4 texture(usamplerCubeArray sampler, vec4 coord);
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float texture( samplerCubeArrayShadow sampler, vec4 P, float compare);
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vec4 textureGrad( samplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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