glsl: expose textureQueryLod in GLSL 4.00+ fragment shaders

See issue from the ARB_texture_query_lod spec for LOD vs Lod confusion:

    (3) The core specification uses the "Lod" spelling, not "LOD".  Should
        this extension be modified to use "Lod"?

      RESOLVED: The "Lod" spelling is the correct spelling for the core
      specification and the preferred spelling for use. However, use of
      "LOD" also exists, as the extension predated the core specification,
      so this extension won't remove use of "LOD".

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This commit is contained in:
Ilia Mirkin 2015-08-19 18:43:47 -04:00
parent 29e953b07b
commit ecebd3dbfc

View file

@ -135,6 +135,13 @@ v140(const _mesa_glsl_parse_state *state)
return state->is_version(140, 0);
}
static bool
v400_fs_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) &&
state->stage == MESA_SHADER_FRAGMENT;
}
static bool
es31(const _mesa_glsl_parse_state *state)
{
@ -691,7 +698,7 @@ private:
const glsl_type *stream_type);
B0(barrier)
B2(textureQueryLod);
BA2(textureQueryLod);
B1(textureQueryLevels);
B1(dFdx);
B1(dFdy);
@ -1977,40 +1984,77 @@ builtin_builder::create_builtins()
add_function("barrier", _barrier(), NULL);
add_function("textureQueryLOD",
_textureQueryLod(glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLod",
_textureQueryLod(v400_fs_only, glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(v400_fs_only, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(v400_fs_only, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLevels",
@ -4365,13 +4409,14 @@ builtin_builder::_barrier()
}
ir_function_signature *
builtin_builder::_textureQueryLod(const glsl_type *sampler_type,
builtin_builder::_textureQueryLod(builtin_available_predicate avail,
const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *coord = in_var(coord_type, "coord");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(glsl_type::vec2_type, texture_query_lod, 2, s, coord);
MAKE_SIG(glsl_type::vec2_type, avail, 2, s, coord);
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
tex->coordinate = var_ref(coord);