mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-25 15:10:10 +01:00
glsl: Add remaining *sampler2DRect* texture functions.
Fixes the new piglit texelFetch() tests on these. Note that the rest of the new functions are not tested (same as the non-2DRect versions of most of them).
This commit is contained in:
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3 changed files with 158 additions and 0 deletions
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@ -540,6 +540,12 @@ uvec4 texture(usampler2DArray sampler, vec3 P);
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float texture(sampler1DArrayShadow sampler, vec3 P);
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float texture(sampler2DArrayShadow sampler, vec4 P);
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vec4 texture( sampler2DRect sampler, vec2 P);
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ivec4 texture(isampler2DRect sampler, vec2 P);
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uvec4 texture(usampler2DRect sampler, vec2 P);
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float texture(sampler2DRectShadow sampler, vec3 P);
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/* texture - bias variants */
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vec4 texture( sampler1D sampler, float P, float bias);
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ivec4 texture(isampler1D sampler, float P, float bias);
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@ -593,6 +599,15 @@ uvec4 textureProj(usampler3D sampler, vec4 P);
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float textureProj(sampler1DShadow sampler, vec4 P);
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float textureProj(sampler2DShadow sampler, vec4 P);
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vec4 textureProj( sampler2DRect sampler, vec3 P);
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ivec4 textureProj(isampler2DRect sampler, vec3 P);
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uvec4 textureProj(usampler2DRect sampler, vec3 P);
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vec4 textureProj( sampler2DRect sampler, vec4 P);
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ivec4 textureProj(isampler2DRect sampler, vec4 P);
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uvec4 textureProj(usampler2DRect sampler, vec4 P);
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float textureProj(sampler2DRectShadow sampler, vec4 P);
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/* textureProj - bias variants */
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vec4 textureProj( sampler1D sampler, vec2 P, float bias);
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ivec4 textureProj(isampler1D sampler, vec2 P, float bias);
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@ -658,6 +673,12 @@ uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);
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ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);
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uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);
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vec4 textureOffset( sampler2DRect sampler, vec2 P, ivec2 offset);
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ivec4 textureOffset(isampler2DRect sampler, vec2 P, ivec2 offset);
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uvec4 textureOffset(usampler2DRect sampler, vec2 P, ivec2 offset);
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float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
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float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
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float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
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@ -710,6 +731,10 @@ uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod);
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ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod);
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uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod);
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vec4 texelFetch( sampler2DRect sampler, ivec2 P);
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ivec4 texelFetch(isampler2DRect sampler, ivec2 P);
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uvec4 texelFetch(usampler2DRect sampler, ivec2 P);
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vec4 texelFetch( sampler1DArray sampler, ivec2 P, int lod);
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ivec4 texelFetch(isampler1DArray sampler, ivec2 P, int lod);
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uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
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@ -735,6 +760,10 @@ uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset);
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ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset);
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uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset);
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vec4 texelFetchOffset( sampler2DRect sampler, ivec2 P, ivec2 offset);
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ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset);
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uvec4 texelFetchOffset(usampler2DRect sampler, ivec2 P, ivec2 offset);
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vec4 texelFetchOffset( sampler1DArray sampler, ivec2 P, int lod, int offset);
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ivec4 texelFetchOffset(isampler1DArray sampler, ivec2 P, int lod, int offset);
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uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset);
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@ -762,6 +791,15 @@ uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
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ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
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uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
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vec4 textureProjOffset( sampler2DRect sampler, vec3 P, ivec2 offset);
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ivec4 textureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset);
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uvec4 textureProjOffset(usampler2DRect sampler, vec3 P, ivec2 offset);
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vec4 textureProjOffset( sampler2DRect sampler, vec4 P, ivec2 offset);
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ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset);
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uvec4 textureProjOffset(usampler2DRect sampler, vec4 P, ivec2 offset);
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float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset);
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float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
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float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
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@ -874,6 +912,12 @@ uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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vec4 textureGrad( sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureGrad(usampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy);
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float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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@ -902,6 +946,12 @@ uvec4 textureGradOffset(usampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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ivec4 textureGradOffset(isampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
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uvec4 textureGradOffset(usampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
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vec4 textureGradOffset( sampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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ivec4 textureGradOffset(isampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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uvec4 textureGradOffset(usampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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float textureGradOffset(sampler2DRectShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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float textureGradOffset(sampler1DShadow s, vec3 P, float dx, float dy, int off);
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float textureGradOffset(sampler2DShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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@ -935,6 +985,15 @@ uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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vec4 textureProjGrad( sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureProjGrad(usampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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vec4 textureProjGrad( sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureProjGrad(usampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
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float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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@ -953,6 +1012,15 @@ uvec4 textureProjGradOffset(usampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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vec4 textureProjGradOffset( sampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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vec4 textureProjGradOffset( sampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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float textureProjGradOffset(sampler2DRectShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
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vec4 textureProjGradOffset( sampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
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ivec4 textureProjGradOffset(isampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
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uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
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@ -540,6 +540,12 @@ uvec4 texture(usampler2DArray sampler, vec3 P);
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float texture(sampler1DArrayShadow sampler, vec3 P);
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float texture(sampler2DArrayShadow sampler, vec4 P);
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vec4 texture( sampler2DRect sampler, vec2 P);
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ivec4 texture(isampler2DRect sampler, vec2 P);
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uvec4 texture(usampler2DRect sampler, vec2 P);
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float texture(sampler2DRectShadow sampler, vec3 P);
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/* textureProj */
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vec4 textureProj( sampler1D sampler, vec2 P);
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ivec4 textureProj(isampler1D sampler, vec2 P);
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@ -562,6 +568,15 @@ uvec4 textureProj(usampler3D sampler, vec4 P);
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float textureProj(sampler1DShadow sampler, vec4 P);
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float textureProj(sampler2DShadow sampler, vec4 P);
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vec4 textureProj( sampler2DRect sampler, vec3 P);
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ivec4 textureProj(isampler2DRect sampler, vec3 P);
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uvec4 textureProj(usampler2DRect sampler, vec3 P);
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vec4 textureProj( sampler2DRect sampler, vec4 P);
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ivec4 textureProj(isampler2DRect sampler, vec4 P);
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uvec4 textureProj(usampler2DRect sampler, vec4 P);
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float textureProj(sampler2DRectShadow sampler, vec4 P);
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/* textureLod */
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vec4 textureLod( sampler1D sampler, float P, float lod);
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ivec4 textureLod(isampler1D sampler, float P, float lod);
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@ -605,6 +620,12 @@ uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);
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ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);
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uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);
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vec4 textureOffset( sampler2DRect sampler, vec2 P, ivec2 offset);
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ivec4 textureOffset(isampler2DRect sampler, vec2 P, ivec2 offset);
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uvec4 textureOffset(usampler2DRect sampler, vec2 P, ivec2 offset);
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float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
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float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
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float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
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@ -631,6 +652,10 @@ uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod);
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ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod);
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uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod);
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vec4 texelFetch( sampler2DRect sampler, ivec2 P);
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ivec4 texelFetch(isampler2DRect sampler, ivec2 P);
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uvec4 texelFetch(usampler2DRect sampler, ivec2 P);
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vec4 texelFetch( sampler1DArray sampler, ivec2 P, int lod);
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ivec4 texelFetch(isampler1DArray sampler, ivec2 P, int lod);
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uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
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@ -656,6 +681,10 @@ uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset);
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ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset);
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uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset);
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vec4 texelFetchOffset( sampler2DRect sampler, ivec2 P, ivec2 offset);
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ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset);
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uvec4 texelFetchOffset(usampler2DRect sampler, ivec2 P, ivec2 offset);
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vec4 texelFetchOffset( sampler1DArray sampler, ivec2 P, int lod, int offset);
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ivec4 texelFetchOffset(isampler1DArray sampler, ivec2 P, int lod, int offset);
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uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset);
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@ -683,6 +712,15 @@ uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
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ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
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uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
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vec4 textureProjOffset( sampler2DRect sampler, vec3 P, ivec2 offset);
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ivec4 textureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset);
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uvec4 textureProjOffset(usampler2DRect sampler, vec3 P, ivec2 offset);
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vec4 textureProjOffset( sampler2DRect sampler, vec4 P, ivec2 offset);
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ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset);
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uvec4 textureProjOffset(usampler2DRect sampler, vec4 P, ivec2 offset);
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float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset);
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float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
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float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
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@ -773,6 +811,12 @@ uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
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vec4 textureGrad( sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureGrad(usampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy);
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float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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@ -801,6 +845,12 @@ uvec4 textureGradOffset(usampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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ivec4 textureGradOffset(isampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
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uvec4 textureGradOffset(usampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
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vec4 textureGradOffset( sampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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ivec4 textureGradOffset(isampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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uvec4 textureGradOffset(usampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
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float textureGradOffset(sampler2DRectShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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float textureGradOffset(sampler1DShadow s, vec3 P, float dx, float dy, int off);
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float textureGradOffset(sampler2DShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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@ -834,6 +884,15 @@ uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
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vec4 textureProjGrad( sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureProjGrad(usampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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vec4 textureProjGrad( sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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ivec4 textureProjGrad(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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uvec4 textureProjGrad(usampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
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float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
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@ -852,6 +911,15 @@ uvec4 textureProjGradOffset(usampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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vec4 textureProjGradOffset( sampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
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vec4 textureProjGradOffset( sampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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ivec4 textureProjGradOffset(isampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
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uvec4 textureProjGradOffset(usampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
|
||||
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||||
float textureProjGradOffset(sampler2DRectShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o);
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||||
|
||||
vec4 textureProjGradOffset( sampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
|
||||
ivec4 textureProjGradOffset(isampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
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||||
uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
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|
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@ -177,6 +177,8 @@ def generate_texture_functions(fs):
|
|||
generate_sigs("", "tex", "CubeShadow", Single);
|
||||
generate_sigs("", "tex", "1DArrayShadow", Single);
|
||||
generate_sigs("", "tex", "2DArrayShadow", Single);
|
||||
generate_fiu_sigs("tex", "2DRect")
|
||||
generate_sigs("", "tex", "2DRectShadow", Single);
|
||||
|
||||
generate_fiu_sigs("txb", "1D")
|
||||
generate_fiu_sigs("txb", "2D")
|
||||
|
|
@ -199,6 +201,9 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("tex", "3D", Proj)
|
||||
generate_sigs("", "tex", "1DShadow", Proj | Single, 1);
|
||||
generate_sigs("", "tex", "2DShadow", Proj | Single);
|
||||
generate_fiu_sigs("tex", "2DRect", Proj)
|
||||
generate_fiu_sigs("tex", "2DRect", Proj, 1)
|
||||
generate_sigs("", "tex", "2DRectShadow", Proj | Single);
|
||||
|
||||
generate_fiu_sigs("txb", "1D", Proj)
|
||||
generate_fiu_sigs("txb", "1D", Proj, 2)
|
||||
|
|
@ -236,6 +241,8 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("tex", "1D", Offset)
|
||||
generate_fiu_sigs("tex", "2D", Offset)
|
||||
generate_fiu_sigs("tex", "3D", Offset)
|
||||
generate_fiu_sigs("tex", "2DRect", Offset)
|
||||
generate_sigs("", "tex", "2DRectShadow", Offset | Single);
|
||||
generate_fiu_sigs("tex", "1DArray", Offset)
|
||||
generate_fiu_sigs("tex", "2DArray", Offset)
|
||||
generate_sigs("", "tex", "1DShadow", Offset | Single, 1);
|
||||
|
|
@ -256,6 +263,7 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txf", "1D")
|
||||
generate_fiu_sigs("txf", "2D")
|
||||
generate_fiu_sigs("txf", "3D")
|
||||
generate_fiu_sigs("txf", "2DRect")
|
||||
generate_fiu_sigs("txf", "1DArray")
|
||||
generate_fiu_sigs("txf", "2DArray")
|
||||
generate_fiu_sigs("txf", "Buffer")
|
||||
|
|
@ -265,6 +273,7 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txf", "1D", Offset)
|
||||
generate_fiu_sigs("txf", "2D", Offset)
|
||||
generate_fiu_sigs("txf", "3D", Offset)
|
||||
generate_fiu_sigs("txf", "2DRect", Offset)
|
||||
generate_fiu_sigs("txf", "1DArray", Offset)
|
||||
generate_fiu_sigs("txf", "2DArray", Offset)
|
||||
end_function(fs, "texelFetchOffset")
|
||||
|
|
@ -275,6 +284,9 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("tex", "2D", Proj | Offset)
|
||||
generate_fiu_sigs("tex", "2D", Proj | Offset, 1)
|
||||
generate_fiu_sigs("tex", "3D", Proj | Offset)
|
||||
generate_fiu_sigs("tex", "2DRect", Proj | Offset)
|
||||
generate_fiu_sigs("tex", "2DRect", Proj | Offset, 1)
|
||||
generate_sigs("", "tex", "2DRectShadow", Proj | Offset | Single);
|
||||
generate_sigs("", "tex", "1DShadow", Proj | Offset | Single, 1);
|
||||
generate_sigs("", "tex", "2DShadow", Proj | Offset | Single);
|
||||
|
||||
|
|
@ -314,6 +326,8 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txd", "Cube")
|
||||
generate_fiu_sigs("txd", "1DArray")
|
||||
generate_fiu_sigs("txd", "2DArray")
|
||||
generate_fiu_sigs("txd", "2DRect")
|
||||
generate_sigs("", "txd", "2DRectShadow", Single);
|
||||
generate_sigs("", "txd", "1DShadow", Single, 1);
|
||||
generate_sigs("", "txd", "2DShadow", Single);
|
||||
generate_sigs("", "txd", "CubeShadow", Single);
|
||||
|
|
@ -325,6 +339,8 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txd", "1D", Offset)
|
||||
generate_fiu_sigs("txd", "2D", Offset)
|
||||
generate_fiu_sigs("txd", "3D", Offset)
|
||||
generate_fiu_sigs("txd", "2DRect", Offset)
|
||||
generate_sigs("", "txd", "2DRectShadow", Offset | Single);
|
||||
generate_fiu_sigs("txd", "1DArray", Offset)
|
||||
generate_fiu_sigs("txd", "2DArray", Offset)
|
||||
generate_sigs("", "txd", "1DShadow", Offset | Single, 1);
|
||||
|
|
@ -339,6 +355,9 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txd", "2D", Proj)
|
||||
generate_fiu_sigs("txd", "2D", Proj, 1)
|
||||
generate_fiu_sigs("txd", "3D", Proj)
|
||||
generate_fiu_sigs("txd", "2DRect", Proj)
|
||||
generate_fiu_sigs("txd", "2DRect", Proj, 1)
|
||||
generate_sigs("", "txd", "2DRectShadow", Proj | Single);
|
||||
generate_sigs("", "txd", "1DShadow", Proj | Single, 1);
|
||||
generate_sigs("", "txd", "2DShadow", Proj | Single);
|
||||
end_function(fs, "textureProjGrad")
|
||||
|
|
@ -349,6 +368,9 @@ def generate_texture_functions(fs):
|
|||
generate_fiu_sigs("txd", "2D", Proj | Offset)
|
||||
generate_fiu_sigs("txd", "2D", Proj | Offset, 1)
|
||||
generate_fiu_sigs("txd", "3D", Proj | Offset)
|
||||
generate_fiu_sigs("txd", "2DRect", Proj | Offset)
|
||||
generate_fiu_sigs("txd", "2DRect", Proj | Offset, 1)
|
||||
generate_sigs("", "txd", "2DRectShadow", Proj | Offset | Single);
|
||||
generate_sigs("", "txd", "1DShadow", Proj | Offset | Single, 1);
|
||||
generate_sigs("", "txd", "2DShadow", Proj | Offset | Single);
|
||||
end_function(fs, "textureProjGradOffset")
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue