mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-22 07:00:12 +01:00
Acked-by: Jesse Natalie <jenatali@microsoft.com> Acked-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26707>
8623 lines
463 KiB
C++
8623 lines
463 KiB
C++
/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file builtin_functions.cpp
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*
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* Support for GLSL built-in functions.
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*
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* This file is split into several main components:
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*
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* 1. Availability predicates
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*
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* A series of small functions that check whether the current shader
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* supports the version/extensions required to expose a built-in.
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*
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* 2. Core builtin_builder class functionality
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*
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* 3. Lists of built-in functions
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*
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* The builtin_builder::create_builtins() function contains lists of all
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* built-in function signatures, where they're available, what types they
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* take, and so on.
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*
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* 4. Implementations of built-in function signatures
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*
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* A series of functions which create ir_function_signatures and emit IR
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* via ir_builder to implement them.
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*
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* 5. External API
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*
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* A few functions the rest of the compiler can use to interact with the
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* built-in function module. For example, searching for a built-in by
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* name and parameters.
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*/
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/**
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* Unfortunately, some versions of MinGW produce bad code if this file
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* is compiled with -O2 or -O3. The resulting driver will crash in random
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* places if the app uses GLSL.
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* The work-around is to disable optimizations for just this file. Luckily,
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* this code is basically just executed once.
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*
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* MinGW 4.6.3 (in Ubuntu 13.10) does not have this bug.
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* MinGW 5.3.1 (in Ubuntu 16.04) definitely has this bug.
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* MinGW 6.2.0 (in Ubuntu 16.10) definitely has this bug.
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* MinGW 7.3.0 (in Ubuntu 18.04) does not have this bug. Assume versions before 7.3.x are buggy
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*/
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#include "util/detect_cc.h"
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#if defined(__MINGW32__) && (DETECT_CC_GCC_VERSION < 703)
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#warning "disabling optimizations for this file to work around compiler bug"
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#pragma GCC optimize("O1")
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#endif
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#include <stdarg.h>
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#include <stdio.h>
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#include "util/simple_mtx.h"
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#include "main/consts_exts.h"
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#include "main/shader_types.h"
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#include "main/shaderobj.h"
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#include "ir_builder.h"
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#include "glsl_parser_extras.h"
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#include "program/prog_instruction.h"
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#include <math.h>
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#include "builtin_functions.h"
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#include "util/hash_table.h"
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#ifndef M_PIf
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#define M_PIf ((float) M_PI)
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#endif
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#ifndef M_PI_2f
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#define M_PI_2f ((float) M_PI_2)
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#endif
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#ifndef M_PI_4f
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#define M_PI_4f ((float) M_PI_4)
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#endif
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using namespace ir_builder;
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static simple_mtx_t builtins_lock = SIMPLE_MTX_INITIALIZER;
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/**
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* Availability predicates:
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* @{
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*/
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static bool
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always_available(const _mesa_glsl_parse_state *)
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{
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return true;
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}
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static bool
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compatibility_vs_only(const _mesa_glsl_parse_state *state)
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{
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return state->stage == MESA_SHADER_VERTEX &&
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(state->compat_shader || state->ARB_compatibility_enable) &&
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!state->es_shader;
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}
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static bool
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derivatives_only(const _mesa_glsl_parse_state *state)
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{
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return state->stage == MESA_SHADER_FRAGMENT ||
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(state->stage == MESA_SHADER_COMPUTE &&
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state->NV_compute_shader_derivatives_enable);
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}
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static bool
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gs_only(const _mesa_glsl_parse_state *state)
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{
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return state->stage == MESA_SHADER_GEOMETRY;
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}
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/* For texture functions moved to compat profile in GLSL 4.20 */
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static bool
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deprecated_texture(const _mesa_glsl_parse_state *state)
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{
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return state->compat_shader || !state->is_version(420, 0);
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}
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static bool
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deprecated_texture_derivatives_only(const _mesa_glsl_parse_state *state)
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{
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return (deprecated_texture(state) && derivatives_only(state)) || state->allow_vertex_texture_bias;
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}
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static bool
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v110(const _mesa_glsl_parse_state *state)
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{
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return !state->es_shader;
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}
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static bool
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v110_deprecated_texture(const _mesa_glsl_parse_state *state)
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{
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return !state->es_shader && deprecated_texture(state);
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}
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static bool
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v110_derivatives_only_deprecated_texture(const _mesa_glsl_parse_state *state)
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{
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return v110_deprecated_texture(state) &&
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derivatives_only(state);
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}
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static bool
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v120(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(120, 300);
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}
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static bool
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v130(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(130, 300);
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}
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static bool
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v130_desktop(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(130, 0);
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}
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static bool
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v460_desktop(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(460, 0);
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}
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static bool
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v130_derivatives_only(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(130, 300) &&
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derivatives_only(state);
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}
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static bool
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v140_or_es3(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(140, 300);
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}
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static bool
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v400_derivatives_only(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(400, 0) &&
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derivatives_only(state);
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}
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static bool
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texture_rectangle(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_texture_rectangle_enable;
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}
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static bool
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texture_external(const _mesa_glsl_parse_state *state)
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{
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return state->OES_EGL_image_external_enable;
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}
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static bool
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texture_external_es3(const _mesa_glsl_parse_state *state)
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{
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return state->OES_EGL_image_external_essl3_enable &&
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state->es_shader &&
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state->is_version(0, 300);
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}
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/** True if texturing functions with explicit LOD are allowed. */
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static bool
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lod_exists_in_stage(const _mesa_glsl_parse_state *state)
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{
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/* Texturing functions with "Lod" in their name exist:
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* - In the vertex shader stage (for all languages)
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* - In any stage for GLSL 1.30+ or GLSL ES 3.00
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* - In any stage for desktop GLSL with ARB_shader_texture_lod enabled.
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*
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* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
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* don't need to explicitly check state->es_shader.
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*/
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return state->stage == MESA_SHADER_VERTEX ||
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state->is_version(130, 300) ||
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state->ARB_shader_texture_lod_enable ||
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state->EXT_gpu_shader4_enable;
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}
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static bool
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lod_deprecated_texture(const _mesa_glsl_parse_state *state)
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{
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return deprecated_texture(state) && lod_exists_in_stage(state);
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}
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static bool
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v110_lod_deprecated_texture(const _mesa_glsl_parse_state *state)
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{
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return !state->es_shader && lod_deprecated_texture(state);
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}
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static bool
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texture_buffer(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(140, 320) ||
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state->EXT_texture_buffer_enable ||
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state->OES_texture_buffer_enable;
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}
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static bool
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shader_texture_lod(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_shader_texture_lod_enable;
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}
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static bool
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shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_shader_texture_lod_enable &&
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state->ARB_texture_rectangle_enable;
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}
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static bool
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shader_bit_encoding(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(330, 300) ||
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state->ARB_shader_bit_encoding_enable ||
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state->ARB_gpu_shader5_enable;
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}
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static bool
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shader_integer_mix(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(450, 310) ||
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state->ARB_ES3_1_compatibility_enable ||
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(v130(state) && state->EXT_shader_integer_mix_enable);
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}
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static bool
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shader_packing_or_es3(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_shading_language_packing_enable ||
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state->is_version(420, 300);
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}
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static bool
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shader_packing_or_es3_or_gpu_shader5(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_shading_language_packing_enable ||
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state->ARB_gpu_shader5_enable ||
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state->is_version(400, 300);
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}
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static bool
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gpu_shader4(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable;
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}
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static bool
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gpu_shader4_integer(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable &&
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state->exts->EXT_texture_integer;
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}
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static bool
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gpu_shader4_array(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable &&
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state->exts->EXT_texture_array;
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}
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static bool
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gpu_shader4_array_integer(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_array(state) &&
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state->exts->EXT_texture_integer;
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}
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static bool
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gpu_shader4_rect(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable &&
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state->exts->NV_texture_rectangle;
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}
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static bool
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gpu_shader4_rect_integer(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_rect(state) &&
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state->exts->EXT_texture_integer;
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}
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static bool
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gpu_shader4_tbo(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable &&
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state->exts->EXT_texture_buffer_object;
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}
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static bool
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gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_tbo(state) &&
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state->exts->EXT_texture_integer;
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}
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static bool
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gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_gpu_shader4_enable &&
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derivatives_only(state);
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}
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static bool
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gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_derivs_only(state) &&
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state->exts->EXT_texture_integer;
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}
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static bool
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gpu_shader4_array_derivs_only(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_derivs_only(state) &&
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state->exts->EXT_texture_array;
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}
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static bool
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gpu_shader4_array_integer_derivs_only(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader4_array_derivs_only(state) &&
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state->exts->EXT_texture_integer;
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}
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static bool
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v130_or_gpu_shader4(const _mesa_glsl_parse_state *state)
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{
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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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return state->is_version(400, 0) || state->ARB_gpu_shader5_enable;
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}
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static bool
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gpu_shader5_es(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(400, 320) ||
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state->ARB_gpu_shader5_enable ||
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state->EXT_gpu_shader5_enable ||
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state->OES_gpu_shader5_enable;
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}
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static bool
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gpu_shader5_or_OES_texture_cube_map_array(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(400, 320) ||
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state->ARB_gpu_shader5_enable ||
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state->EXT_texture_cube_map_array_enable ||
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state->OES_texture_cube_map_array_enable;
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}
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static bool
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es31_not_gs5(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(0, 310) && !gpu_shader5_es(state);
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}
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static bool
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gpu_shader5_or_es31(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(400, 310) || state->ARB_gpu_shader5_enable;
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}
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|
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static bool
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shader_packing_or_es31_or_gpu_shader5(const _mesa_glsl_parse_state *state)
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{
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return state->ARB_shading_language_packing_enable ||
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state->ARB_gpu_shader5_enable ||
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state->is_version(400, 310);
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}
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static bool
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gpu_shader5_or_es31_or_integer_functions(const _mesa_glsl_parse_state *state)
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{
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return gpu_shader5_or_es31(state) ||
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state->MESA_shader_integer_functions_enable;
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}
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static bool
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fs_interpolate_at(const _mesa_glsl_parse_state *state)
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{
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return state->stage == MESA_SHADER_FRAGMENT &&
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(state->is_version(400, 320) ||
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state->ARB_gpu_shader5_enable ||
|
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state->OES_shader_multisample_interpolation_enable);
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}
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|
|
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static bool
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texture_array_lod(const _mesa_glsl_parse_state *state)
|
|
{
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return lod_exists_in_stage(state) &&
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(state->EXT_texture_array_enable ||
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(state->EXT_gpu_shader4_enable &&
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state->exts->EXT_texture_array));
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}
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static bool
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texture_array(const _mesa_glsl_parse_state *state)
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{
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return state->EXT_texture_array_enable ||
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(state->EXT_gpu_shader4_enable &&
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state->exts->EXT_texture_array);
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}
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static bool
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texture_array_derivs_only(const _mesa_glsl_parse_state *state)
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{
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return derivatives_only(state) &&
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texture_array(state);
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}
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static bool
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texture_multisample(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(150, 310) ||
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state->ARB_texture_multisample_enable;
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}
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|
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static bool
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texture_multisample_array(const _mesa_glsl_parse_state *state)
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{
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return state->is_version(150, 320) ||
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state->ARB_texture_multisample_enable ||
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state->OES_texture_storage_multisample_2d_array_enable;
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}
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|
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static bool
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texture_samples_identical(const _mesa_glsl_parse_state *state)
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{
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return texture_multisample(state) &&
|
|
state->EXT_shader_samples_identical_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_samples_identical_array(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_multisample_array(state) &&
|
|
state->EXT_shader_samples_identical_enable;
|
|
}
|
|
|
|
static bool
|
|
derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_texture_cube_map_array() &&
|
|
derivatives_only(state);
|
|
}
|
|
|
|
static bool
|
|
texture_cube_map_array(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_texture_cube_map_array();
|
|
}
|
|
|
|
static bool
|
|
v130_or_gpu_shader4_and_tex_cube_map_array(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_cube_map_array(state) &&
|
|
v130_or_gpu_shader4(state) &&
|
|
state->EXT_texture_shadow_lod_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_query_levels(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->is_version(430, 0) ||
|
|
state->ARB_texture_query_levels_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_query_lod(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return derivatives_only(state) &&
|
|
(state->ARB_texture_query_lod_enable ||
|
|
state->EXT_texture_query_lod_enable);
|
|
}
|
|
|
|
static bool
|
|
texture_gather_cube_map_array(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->is_version(400, 320) ||
|
|
state->ARB_texture_gather_enable ||
|
|
state->ARB_gpu_shader5_enable ||
|
|
state->EXT_texture_cube_map_array_enable ||
|
|
state->OES_texture_cube_map_array_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_texture4(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->AMD_texture_texture4_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_gather_or_es31(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->is_version(400, 310) ||
|
|
state->ARB_texture_gather_enable ||
|
|
state->ARB_gpu_shader5_enable;
|
|
}
|
|
|
|
/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5.
|
|
* used for relaxation of const offset requirements.
|
|
*/
|
|
static bool
|
|
texture_gather_only_or_es31(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return !state->is_version(400, 320) &&
|
|
!state->ARB_gpu_shader5_enable &&
|
|
!state->EXT_gpu_shader5_enable &&
|
|
!state->OES_gpu_shader5_enable &&
|
|
(state->ARB_texture_gather_enable ||
|
|
state->is_version(0, 310));
|
|
}
|
|
|
|
/* Desktop GL or OES_standard_derivatives */
|
|
static bool
|
|
derivatives(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return derivatives_only(state) &&
|
|
(state->is_version(110, 300) ||
|
|
state->OES_standard_derivatives_enable ||
|
|
state->consts->AllowGLSLRelaxedES);
|
|
}
|
|
|
|
static bool
|
|
derivative_control(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return derivatives_only(state) &&
|
|
(state->is_version(450, 0) ||
|
|
state->ARB_derivative_control_enable);
|
|
}
|
|
|
|
/** True if sampler3D exists */
|
|
static bool
|
|
tex3d(const _mesa_glsl_parse_state *state)
|
|
{
|
|
/* sampler3D exists in all desktop GLSL versions, GLSL ES 1.00 with the
|
|
* OES_texture_3D extension, and in GLSL ES 3.00.
|
|
*/
|
|
return (!state->es_shader ||
|
|
state->OES_texture_3D_enable ||
|
|
state->language_version >= 300) && deprecated_texture(state);
|
|
}
|
|
|
|
static bool
|
|
derivatives_tex3d(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return (!state->es_shader || state->OES_texture_3D_enable) &&
|
|
derivatives_only(state) && deprecated_texture(state);
|
|
}
|
|
|
|
static bool
|
|
tex3d_lod(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return tex3d(state) && lod_exists_in_stage(state);
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_counters(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_atomic_counters();
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_counter_ops(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_atomic_counter_ops_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_counter_ops_or_v460_desktop(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_atomic_counter_ops_enable || v460_desktop(state);
|
|
}
|
|
|
|
static bool
|
|
shader_ballot(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_ballot_enable;
|
|
}
|
|
|
|
static bool
|
|
supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_fragment_shader_interlock_enable;
|
|
}
|
|
|
|
static bool
|
|
supports_nv_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->NV_fragment_shader_interlock_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_clock(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_clock_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_clock_int64(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_clock_enable &&
|
|
(state->ARB_gpu_shader_int64_enable ||
|
|
state->AMD_gpu_shader_int64_enable);
|
|
}
|
|
|
|
static bool
|
|
shader_storage_buffer_object(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_shader_storage_buffer_objects();
|
|
}
|
|
|
|
static bool
|
|
shader_trinary_minmax(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->AMD_shader_trinary_minmax_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_image_load_store(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return (state->is_version(420, 310) ||
|
|
state->ARB_shader_image_load_store_enable ||
|
|
state->EXT_shader_image_load_store_enable);
|
|
}
|
|
|
|
static bool
|
|
shader_image_load_store_ext(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->EXT_shader_image_load_store_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_image_atomic(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return (state->is_version(420, 320) ||
|
|
state->ARB_shader_image_load_store_enable ||
|
|
state->EXT_shader_image_load_store_enable ||
|
|
state->OES_shader_image_atomic_enable);
|
|
}
|
|
|
|
static bool
|
|
shader_image_atomic_exchange_float(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return (state->is_version(450, 320) ||
|
|
state->ARB_ES3_1_compatibility_enable ||
|
|
state->OES_shader_image_atomic_enable ||
|
|
state->NV_shader_atomic_float_enable);
|
|
}
|
|
|
|
static bool
|
|
shader_image_atomic_add_float(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->NV_shader_atomic_float_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_image_size(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->is_version(430, 310) ||
|
|
state->ARB_shader_image_size_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_samples(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->is_version(450, 0) ||
|
|
state->ARB_shader_texture_image_samples_enable;
|
|
}
|
|
|
|
static bool
|
|
gs_streams(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return gpu_shader5(state) && gs_only(state);
|
|
}
|
|
|
|
static bool
|
|
fp64(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_double();
|
|
}
|
|
|
|
static bool
|
|
int64_avail(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_int64();
|
|
}
|
|
|
|
static bool
|
|
int64_fp64(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_int64() && state->has_double();
|
|
}
|
|
|
|
static bool
|
|
compute_shader(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->stage == MESA_SHADER_COMPUTE;
|
|
}
|
|
|
|
static bool
|
|
compute_shader_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->has_compute_shader();
|
|
}
|
|
|
|
static bool
|
|
buffer_atomics_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return compute_shader(state) || shader_storage_buffer_object(state);
|
|
}
|
|
|
|
static bool
|
|
buffer_int64_atomics_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->NV_shader_atomic_int64_enable &&
|
|
buffer_atomics_supported(state);
|
|
}
|
|
|
|
static bool
|
|
barrier_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return compute_shader(state) ||
|
|
state->stage == MESA_SHADER_TESS_CTRL;
|
|
}
|
|
|
|
static bool
|
|
vote(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_shader_group_vote_enable;
|
|
}
|
|
|
|
static bool
|
|
vote_ext(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->EXT_shader_group_vote_enable;
|
|
}
|
|
|
|
static bool
|
|
vote_or_v460_desktop(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->EXT_shader_group_vote_enable || state->ARB_shader_group_vote_enable || v460_desktop(state);
|
|
}
|
|
|
|
static bool
|
|
NV_shader_atomic_float_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->extensions->NV_shader_atomic_float;
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_float_add(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->NV_shader_atomic_float_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_float_exchange(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->NV_shader_atomic_float_enable ||
|
|
state->INTEL_shader_atomic_float_minmax_enable;
|
|
}
|
|
|
|
static bool
|
|
INTEL_shader_atomic_float_minmax_supported(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->extensions->INTEL_shader_atomic_float_minmax;
|
|
}
|
|
|
|
static bool
|
|
shader_atomic_float_minmax(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->INTEL_shader_atomic_float_minmax_enable;
|
|
}
|
|
|
|
static bool
|
|
demote_to_helper_invocation(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->EXT_demote_to_helper_invocation_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_integer_functions2(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->INTEL_shader_integer_functions2_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_integer_functions2_int64(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->INTEL_shader_integer_functions2_enable && state->has_int64();
|
|
}
|
|
|
|
static bool
|
|
sparse_enabled(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
v130_desktop_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return v130_desktop(state) && state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_cube_map_array(state) && state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
v130_derivatives_only_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return v130_derivatives_only(state) && state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
derivatives_texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_gather_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return (gpu_shader5(state) || state->ARB_texture_gather_enable) &&
|
|
state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
gpu_shader5_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return gpu_shader5(state) && state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_multisample_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_multisample(state) &&
|
|
state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_multisample_array_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_multisample_array(state) &&
|
|
state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
shader_image_load_store_and_sparse(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return shader_image_load_store(state) &&
|
|
state->ARB_sparse_texture2_enable;
|
|
}
|
|
|
|
static bool
|
|
v130_desktop_and_clamp(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return v130_desktop(state) && state->ARB_sparse_texture_clamp_enable;
|
|
}
|
|
|
|
static bool
|
|
texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable;
|
|
}
|
|
|
|
static bool
|
|
v130_derivatives_only_and_clamp(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return v130_derivatives_only(state) && state->ARB_sparse_texture_clamp_enable;
|
|
}
|
|
|
|
static bool
|
|
derivatives_texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state)
|
|
{
|
|
return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable;
|
|
}
|
|
|
|
/** @} */
|
|
|
|
/******************************************************************************/
|
|
|
|
namespace {
|
|
|
|
/**
|
|
* builtin_builder: A singleton object representing the core of the built-in
|
|
* function module.
|
|
*
|
|
* It generates IR for every built-in function signature, and organizes them
|
|
* into functions.
|
|
*/
|
|
class builtin_builder {
|
|
public:
|
|
builtin_builder();
|
|
~builtin_builder();
|
|
|
|
void initialize();
|
|
void release();
|
|
ir_function_signature *find(_mesa_glsl_parse_state *state,
|
|
const char *name, exec_list *actual_parameters);
|
|
|
|
/**
|
|
* A shader to hold all the built-in signatures; created by this module.
|
|
*
|
|
* This includes signatures for every built-in, regardless of version or
|
|
* enabled extensions. The availability predicate associated with each
|
|
* signature allows matching_signature() to filter out the irrelevant ones.
|
|
*/
|
|
gl_shader *shader;
|
|
|
|
private:
|
|
void *mem_ctx;
|
|
|
|
void create_shader();
|
|
void create_intrinsics();
|
|
void create_builtins();
|
|
|
|
/**
|
|
* IR builder helpers:
|
|
*
|
|
* These convenience functions assist in emitting IR, but don't necessarily
|
|
* fit in ir_builder itself. Many of them rely on having a mem_ctx class
|
|
* member available.
|
|
*/
|
|
ir_variable *in_var(const glsl_type *type, const char *name);
|
|
ir_variable *in_mediump_var(const glsl_type *type, const char *name);
|
|
ir_variable *in_highp_var(const glsl_type *type, const char *name);
|
|
ir_variable *out_var(const glsl_type *type, const char *name);
|
|
ir_variable *out_lowp_var(const glsl_type *type, const char *name);
|
|
ir_variable *out_highp_var(const glsl_type *type, const char *name);
|
|
ir_variable *as_highp(ir_factory &body, ir_variable *var);
|
|
ir_constant *imm(float f, unsigned vector_elements=1);
|
|
ir_constant *imm(bool b, unsigned vector_elements=1);
|
|
ir_constant *imm(int i, unsigned vector_elements=1);
|
|
ir_constant *imm(unsigned u, unsigned vector_elements=1);
|
|
ir_constant *imm(double d, unsigned vector_elements=1);
|
|
ir_constant *imm(const glsl_type *type, const ir_constant_data &);
|
|
ir_dereference_variable *var_ref(ir_variable *var);
|
|
ir_dereference_array *array_ref(ir_variable *var, int i);
|
|
ir_swizzle *matrix_elt(ir_variable *var, int col, int row);
|
|
ir_dereference_record *record_ref(ir_variable *var, const char *field);
|
|
|
|
ir_expression *asin_expr(ir_variable *x, float p0, float p1);
|
|
void do_atan(ir_factory &body, const glsl_type *type, ir_variable *res, operand y_over_x);
|
|
|
|
/**
|
|
* Call function \param f with parameters specified as the linked
|
|
* list \param params of \c ir_variable objects. \param ret should
|
|
* point to the ir_variable that will hold the function return
|
|
* value, or be \c NULL if the function has void return type.
|
|
*/
|
|
ir_call *call(ir_function *f, ir_variable *ret, exec_list params);
|
|
|
|
/** Create a new function and add the given signatures. */
|
|
void add_function(const char *name, ...);
|
|
|
|
typedef ir_function_signature *(builtin_builder::*image_prototype_ctr)(const glsl_type *image_type,
|
|
unsigned num_arguments,
|
|
unsigned flags);
|
|
|
|
/**
|
|
* Create a new image built-in function for all known image types.
|
|
* \p flags is a bitfield of \c image_function_flags flags.
|
|
*/
|
|
void add_image_function(const char *name,
|
|
const char *intrinsic_name,
|
|
image_prototype_ctr prototype,
|
|
unsigned num_arguments,
|
|
unsigned flags,
|
|
enum ir_intrinsic_id id);
|
|
|
|
/**
|
|
* Create new functions for all known image built-ins and types.
|
|
* If \p glsl is \c true, use the GLSL built-in names and emit code
|
|
* to call into the actual compiler intrinsic. If \p glsl is
|
|
* false, emit a function prototype with no body for each image
|
|
* intrinsic name.
|
|
*/
|
|
void add_image_functions(bool glsl);
|
|
|
|
ir_function_signature *new_sig(const glsl_type *return_type,
|
|
builtin_available_predicate avail,
|
|
int num_params, ...);
|
|
|
|
/**
|
|
* Function signature generators:
|
|
* @{
|
|
*/
|
|
ir_function_signature *unop(builtin_available_predicate avail,
|
|
ir_expression_operation opcode,
|
|
const glsl_type *return_type,
|
|
const glsl_type *param_type);
|
|
ir_function_signature *unop_precision(builtin_available_predicate avail,
|
|
ir_expression_operation opcode,
|
|
const glsl_type *return_type,
|
|
const glsl_type *param_type, uint32_t precision);
|
|
ir_function_signature *binop(builtin_available_predicate avail,
|
|
ir_expression_operation opcode,
|
|
const glsl_type *return_type,
|
|
const glsl_type *param0_type,
|
|
const glsl_type *param1_type,
|
|
bool swap_operands = false);
|
|
|
|
#define B0(X) ir_function_signature *_##X();
|
|
#define B1(X) ir_function_signature *_##X(const glsl_type *);
|
|
#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *);
|
|
#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *, const glsl_type *);
|
|
#define BA1(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *);
|
|
#define BA2(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *, const glsl_type *);
|
|
B1(radians)
|
|
B1(degrees)
|
|
B1(sin)
|
|
B1(cos)
|
|
B1(tan)
|
|
B1(asin)
|
|
B1(acos)
|
|
B1(atan2)
|
|
B1(atan)
|
|
B1(sinh)
|
|
B1(cosh)
|
|
B1(tanh)
|
|
B1(asinh)
|
|
B1(acosh)
|
|
B1(atanh)
|
|
B1(pow)
|
|
B1(exp)
|
|
B1(log)
|
|
B1(exp2)
|
|
B1(log2)
|
|
BA1(sqrt)
|
|
BA1(inversesqrt)
|
|
BA1(abs)
|
|
BA1(sign)
|
|
BA1(floor)
|
|
BA1(truncate)
|
|
BA1(trunc)
|
|
BA1(round)
|
|
BA1(roundEven)
|
|
BA1(ceil)
|
|
BA1(fract)
|
|
BA2(mod)
|
|
BA1(modf)
|
|
BA2(min)
|
|
BA2(max)
|
|
BA2(clamp)
|
|
BA2(mix_lrp)
|
|
ir_function_signature *_mix_sel(builtin_available_predicate avail,
|
|
const glsl_type *val_type,
|
|
const glsl_type *blend_type);
|
|
BA2(step)
|
|
BA2(smoothstep)
|
|
BA1(isnan)
|
|
BA1(isinf)
|
|
B1(floatBitsToInt)
|
|
B1(floatBitsToUint)
|
|
B1(intBitsToFloat)
|
|
B1(uintBitsToFloat)
|
|
|
|
BA1(doubleBitsToInt64)
|
|
BA1(doubleBitsToUint64)
|
|
BA1(int64BitsToDouble)
|
|
BA1(uint64BitsToDouble)
|
|
|
|
ir_function_signature *_packUnorm2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_packSnorm2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_packUnorm4x8(builtin_available_predicate avail);
|
|
ir_function_signature *_packSnorm4x8(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackUnorm2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackSnorm2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail);
|
|
ir_function_signature *_packHalf2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail);
|
|
ir_function_signature *_packDouble2x32(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackDouble2x32(builtin_available_predicate avail);
|
|
ir_function_signature *_packInt2x32(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackInt2x32(builtin_available_predicate avail);
|
|
ir_function_signature *_packUint2x32(builtin_available_predicate avail);
|
|
ir_function_signature *_unpackUint2x32(builtin_available_predicate avail);
|
|
|
|
BA1(length)
|
|
BA1(distance);
|
|
BA1(dot);
|
|
BA1(cross);
|
|
BA1(normalize);
|
|
B0(ftransform);
|
|
BA1(faceforward);
|
|
BA1(reflect);
|
|
BA1(refract);
|
|
BA1(matrixCompMult);
|
|
BA1(outerProduct);
|
|
BA1(determinant_mat2);
|
|
BA1(determinant_mat3);
|
|
BA1(determinant_mat4);
|
|
BA1(inverse_mat2);
|
|
BA1(inverse_mat3);
|
|
BA1(inverse_mat4);
|
|
BA1(transpose);
|
|
BA1(lessThan);
|
|
BA1(lessThanEqual);
|
|
BA1(greaterThan);
|
|
BA1(greaterThanEqual);
|
|
BA1(equal);
|
|
BA1(notEqual);
|
|
B1(any);
|
|
B1(all);
|
|
B1(not);
|
|
BA2(textureSize);
|
|
BA1(textureSamples);
|
|
|
|
B0(is_sparse_texels_resident);
|
|
B0(is_sparse_texels_resident_intrinsic);
|
|
|
|
/** Flags to _texture() */
|
|
#define TEX_PROJECT 1
|
|
#define TEX_OFFSET 2
|
|
#define TEX_COMPONENT 4
|
|
#define TEX_OFFSET_NONCONST 8
|
|
#define TEX_OFFSET_ARRAY 16
|
|
#define TEX_SPARSE 32
|
|
#define TEX_CLAMP 64
|
|
|
|
ir_function_signature *_texture(ir_texture_opcode opcode,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *return_type,
|
|
const glsl_type *sampler_type,
|
|
const glsl_type *coord_type,
|
|
int flags = 0);
|
|
ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *x,
|
|
int flags = 0);
|
|
ir_function_signature *_texelFetch(builtin_available_predicate avail,
|
|
const glsl_type *return_type,
|
|
const glsl_type *sampler_type,
|
|
const glsl_type *coord_type,
|
|
const glsl_type *offset_type = NULL,
|
|
bool sparse = false);
|
|
|
|
B0(EmitVertex)
|
|
B0(EndPrimitive)
|
|
ir_function_signature *_EmitStreamVertex(builtin_available_predicate avail,
|
|
const glsl_type *stream_type);
|
|
ir_function_signature *_EndStreamPrimitive(builtin_available_predicate avail,
|
|
const glsl_type *stream_type);
|
|
B0(barrier)
|
|
|
|
BA2(textureQueryLod);
|
|
BA1(textureQueryLevels);
|
|
BA2(textureSamplesIdentical);
|
|
B1(dFdx);
|
|
B1(dFdy);
|
|
B1(fwidth);
|
|
B1(dFdxCoarse);
|
|
B1(dFdyCoarse);
|
|
B1(fwidthCoarse);
|
|
B1(dFdxFine);
|
|
B1(dFdyFine);
|
|
B1(fwidthFine);
|
|
B1(noise1);
|
|
B1(noise2);
|
|
B1(noise3);
|
|
B1(noise4);
|
|
|
|
B1(bitfieldExtract)
|
|
B1(bitfieldInsert)
|
|
B1(bitfieldReverse)
|
|
B1(bitCount)
|
|
B1(findLSB)
|
|
B1(findMSB)
|
|
BA1(countLeadingZeros)
|
|
BA1(countTrailingZeros)
|
|
BA1(fma)
|
|
B2(ldexp)
|
|
B2(frexp)
|
|
B2(dfrexp)
|
|
B1(uaddCarry)
|
|
B1(usubBorrow)
|
|
BA1(addSaturate)
|
|
BA1(subtractSaturate)
|
|
BA1(absoluteDifference)
|
|
BA1(average)
|
|
BA1(averageRounded)
|
|
B1(mulExtended)
|
|
BA1(multiply32x16)
|
|
B1(interpolateAtCentroid)
|
|
B1(interpolateAtOffset)
|
|
B1(interpolateAtSample)
|
|
|
|
ir_function_signature *_atomic_counter_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_atomic_counter_intrinsic1(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_atomic_counter_intrinsic2(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_atomic_counter_op(const char *intrinsic,
|
|
builtin_available_predicate avail);
|
|
ir_function_signature *_atomic_counter_op1(const char *intrinsic,
|
|
builtin_available_predicate avail);
|
|
ir_function_signature *_atomic_counter_op2(const char *intrinsic,
|
|
builtin_available_predicate avail);
|
|
|
|
ir_function_signature *_atomic_intrinsic2(builtin_available_predicate avail,
|
|
const glsl_type *type,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_atomic_op2(const char *intrinsic,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *type);
|
|
ir_function_signature *_atomic_intrinsic3(builtin_available_predicate avail,
|
|
const glsl_type *type,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_atomic_op3(const char *intrinsic,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *type);
|
|
|
|
B1(min3)
|
|
B1(max3)
|
|
B1(mid3)
|
|
|
|
ir_function_signature *_image_prototype(const glsl_type *image_type,
|
|
unsigned num_arguments,
|
|
unsigned flags);
|
|
ir_function_signature *_image_size_prototype(const glsl_type *image_type,
|
|
unsigned num_arguments,
|
|
unsigned flags);
|
|
ir_function_signature *_image_samples_prototype(const glsl_type *image_type,
|
|
unsigned num_arguments,
|
|
unsigned flags);
|
|
ir_function_signature *_image(image_prototype_ctr prototype,
|
|
const glsl_type *image_type,
|
|
const char *intrinsic_name,
|
|
unsigned num_arguments,
|
|
unsigned flags,
|
|
enum ir_intrinsic_id id);
|
|
|
|
ir_function_signature *_memory_barrier_intrinsic(
|
|
builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_memory_barrier(const char *intrinsic_name,
|
|
builtin_available_predicate avail);
|
|
|
|
ir_function_signature *_ballot_intrinsic();
|
|
ir_function_signature *_ballot();
|
|
ir_function_signature *_read_first_invocation_intrinsic(const glsl_type *type);
|
|
ir_function_signature *_read_first_invocation(const glsl_type *type);
|
|
ir_function_signature *_read_invocation_intrinsic(const glsl_type *type);
|
|
ir_function_signature *_read_invocation(const glsl_type *type);
|
|
|
|
|
|
ir_function_signature *_invocation_interlock_intrinsic(
|
|
builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_invocation_interlock(
|
|
const char *intrinsic_name,
|
|
builtin_available_predicate avail);
|
|
|
|
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
|
|
const glsl_type *type);
|
|
ir_function_signature *_shader_clock(builtin_available_predicate avail,
|
|
const glsl_type *type);
|
|
|
|
ir_function_signature *_vote_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id);
|
|
ir_function_signature *_vote(const char *intrinsic_name,
|
|
builtin_available_predicate avail);
|
|
|
|
ir_function_signature *_helper_invocation_intrinsic();
|
|
ir_function_signature *_helper_invocation();
|
|
|
|
#undef B0
|
|
#undef B1
|
|
#undef B2
|
|
#undef B3
|
|
#undef BA1
|
|
#undef BA2
|
|
/** @} */
|
|
};
|
|
|
|
enum image_function_flags {
|
|
IMAGE_FUNCTION_EMIT_STUB = (1 << 0),
|
|
IMAGE_FUNCTION_RETURNS_VOID = (1 << 1),
|
|
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE = (1 << 2),
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE = (1 << 3),
|
|
IMAGE_FUNCTION_READ_ONLY = (1 << 4),
|
|
IMAGE_FUNCTION_WRITE_ONLY = (1 << 5),
|
|
IMAGE_FUNCTION_AVAIL_ATOMIC = (1 << 6),
|
|
IMAGE_FUNCTION_MS_ONLY = (1 << 7),
|
|
IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE = (1 << 8),
|
|
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD = (1 << 9),
|
|
IMAGE_FUNCTION_EXT_ONLY = (1 << 10),
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE = (1 << 11),
|
|
IMAGE_FUNCTION_SPARSE = (1 << 12),
|
|
};
|
|
|
|
} /* anonymous namespace */
|
|
|
|
/**
|
|
* Core builtin_builder functionality:
|
|
* @{
|
|
*/
|
|
builtin_builder::builtin_builder()
|
|
: shader(NULL)
|
|
{
|
|
mem_ctx = NULL;
|
|
}
|
|
|
|
builtin_builder::~builtin_builder()
|
|
{
|
|
simple_mtx_lock(&builtins_lock);
|
|
|
|
ralloc_free(mem_ctx);
|
|
mem_ctx = NULL;
|
|
|
|
ralloc_free(shader);
|
|
shader = NULL;
|
|
|
|
simple_mtx_unlock(&builtins_lock);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::find(_mesa_glsl_parse_state *state,
|
|
const char *name, exec_list *actual_parameters)
|
|
{
|
|
/* The shader currently being compiled requested a built-in function;
|
|
* it needs to link against builtin_builder::shader in order to get them.
|
|
*
|
|
* Even if we don't find a matching signature, we still need to do this so
|
|
* that the "no matching signature" error will list potential candidates
|
|
* from the available built-ins.
|
|
*/
|
|
state->uses_builtin_functions = true;
|
|
|
|
ir_function *f = shader->symbols->get_function(name);
|
|
if (f == NULL)
|
|
return NULL;
|
|
|
|
ir_function_signature *sig =
|
|
f->matching_signature(state, actual_parameters, true);
|
|
if (sig == NULL)
|
|
return NULL;
|
|
|
|
return sig;
|
|
}
|
|
|
|
void
|
|
builtin_builder::initialize()
|
|
{
|
|
/* If already initialized, don't do it again. */
|
|
if (mem_ctx != NULL)
|
|
return;
|
|
|
|
glsl_type_singleton_init_or_ref();
|
|
|
|
mem_ctx = ralloc_context(NULL);
|
|
create_shader();
|
|
create_intrinsics();
|
|
create_builtins();
|
|
}
|
|
|
|
void
|
|
builtin_builder::release()
|
|
{
|
|
ralloc_free(mem_ctx);
|
|
mem_ctx = NULL;
|
|
|
|
ralloc_free(shader);
|
|
shader = NULL;
|
|
|
|
glsl_type_singleton_decref();
|
|
}
|
|
|
|
void
|
|
builtin_builder::create_shader()
|
|
{
|
|
/* The target doesn't actually matter. There's no target for generic
|
|
* GLSL utility code that could be linked against any stage, so just
|
|
* arbitrarily pick GL_VERTEX_SHADER.
|
|
*/
|
|
shader = _mesa_new_shader(0, MESA_SHADER_VERTEX);
|
|
shader->symbols = new(mem_ctx) glsl_symbol_table;
|
|
}
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
* Create ir_function and ir_function_signature objects for each
|
|
* intrinsic.
|
|
*/
|
|
void
|
|
builtin_builder::create_intrinsics()
|
|
{
|
|
add_function("__intrinsic_atomic_read",
|
|
_atomic_counter_intrinsic(shader_atomic_counters,
|
|
ir_intrinsic_atomic_counter_read),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_increment",
|
|
_atomic_counter_intrinsic(shader_atomic_counters,
|
|
ir_intrinsic_atomic_counter_increment),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_predecrement",
|
|
_atomic_counter_intrinsic(shader_atomic_counters,
|
|
ir_intrinsic_atomic_counter_predecrement),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_atomic_add",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_add),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_add),
|
|
_atomic_intrinsic2(NV_shader_atomic_float_supported,
|
|
&glsl_type_builtin_float,
|
|
ir_intrinsic_generic_atomic_add),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_add),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_add),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_min",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_min),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_min),
|
|
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
|
|
&glsl_type_builtin_float,
|
|
ir_intrinsic_generic_atomic_min),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t,
|
|
ir_intrinsic_generic_atomic_min),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_min),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_min),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_max",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_max),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_max),
|
|
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
|
|
&glsl_type_builtin_float,
|
|
ir_intrinsic_generic_atomic_max),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t,
|
|
ir_intrinsic_generic_atomic_max),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_max),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_max),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_and",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_and),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_and),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t,
|
|
ir_intrinsic_generic_atomic_and),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_and),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_and),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_or",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_or),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_or),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t,
|
|
ir_intrinsic_generic_atomic_or),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_or),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_or),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_xor",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_xor),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_xor),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t,
|
|
ir_intrinsic_generic_atomic_xor),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_xor),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_xor),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_exchange",
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_exchange),
|
|
_atomic_intrinsic2(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_exchange),
|
|
_atomic_intrinsic2(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_exchange),
|
|
_atomic_intrinsic2(NV_shader_atomic_float_supported,
|
|
&glsl_type_builtin_float,
|
|
ir_intrinsic_generic_atomic_exchange),
|
|
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_exchange),
|
|
NULL);
|
|
add_function("__intrinsic_atomic_comp_swap",
|
|
_atomic_intrinsic3(buffer_atomics_supported,
|
|
&glsl_type_builtin_uint,
|
|
ir_intrinsic_generic_atomic_comp_swap),
|
|
_atomic_intrinsic3(buffer_atomics_supported,
|
|
&glsl_type_builtin_int,
|
|
ir_intrinsic_generic_atomic_comp_swap),
|
|
_atomic_intrinsic3(buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t,
|
|
ir_intrinsic_generic_atomic_comp_swap),
|
|
_atomic_intrinsic3(INTEL_shader_atomic_float_minmax_supported,
|
|
&glsl_type_builtin_float,
|
|
ir_intrinsic_generic_atomic_comp_swap),
|
|
_atomic_counter_intrinsic2(shader_atomic_counter_ops_or_v460_desktop,
|
|
ir_intrinsic_atomic_counter_comp_swap),
|
|
NULL);
|
|
|
|
add_image_functions(false);
|
|
|
|
add_function("__intrinsic_memory_barrier",
|
|
_memory_barrier_intrinsic(shader_image_load_store,
|
|
ir_intrinsic_memory_barrier),
|
|
NULL);
|
|
add_function("__intrinsic_group_memory_barrier",
|
|
_memory_barrier_intrinsic(compute_shader,
|
|
ir_intrinsic_group_memory_barrier),
|
|
NULL);
|
|
add_function("__intrinsic_memory_barrier_atomic_counter",
|
|
_memory_barrier_intrinsic(compute_shader_supported,
|
|
ir_intrinsic_memory_barrier_atomic_counter),
|
|
NULL);
|
|
add_function("__intrinsic_memory_barrier_buffer",
|
|
_memory_barrier_intrinsic(compute_shader_supported,
|
|
ir_intrinsic_memory_barrier_buffer),
|
|
NULL);
|
|
add_function("__intrinsic_memory_barrier_image",
|
|
_memory_barrier_intrinsic(compute_shader_supported,
|
|
ir_intrinsic_memory_barrier_image),
|
|
NULL);
|
|
add_function("__intrinsic_memory_barrier_shared",
|
|
_memory_barrier_intrinsic(compute_shader,
|
|
ir_intrinsic_memory_barrier_shared),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_begin_invocation_interlock",
|
|
_invocation_interlock_intrinsic(
|
|
supports_arb_fragment_shader_interlock,
|
|
ir_intrinsic_begin_invocation_interlock), NULL);
|
|
|
|
add_function("__intrinsic_end_invocation_interlock",
|
|
_invocation_interlock_intrinsic(
|
|
supports_arb_fragment_shader_interlock,
|
|
ir_intrinsic_end_invocation_interlock), NULL);
|
|
|
|
add_function("__intrinsic_shader_clock",
|
|
_shader_clock_intrinsic(shader_clock,
|
|
&glsl_type_builtin_uvec2),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_vote_all",
|
|
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_all),
|
|
NULL);
|
|
add_function("__intrinsic_vote_any",
|
|
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_any),
|
|
NULL);
|
|
add_function("__intrinsic_vote_eq",
|
|
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_eq),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_ballot", _ballot_intrinsic(), NULL);
|
|
|
|
add_function("__intrinsic_read_invocation",
|
|
_read_invocation_intrinsic(&glsl_type_builtin_float),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_vec2),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_vec3),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_vec4),
|
|
|
|
_read_invocation_intrinsic(&glsl_type_builtin_int),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_ivec2),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_ivec3),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_ivec4),
|
|
|
|
_read_invocation_intrinsic(&glsl_type_builtin_uint),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_uvec2),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_uvec3),
|
|
_read_invocation_intrinsic(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_read_first_invocation",
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_float),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_vec2),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_vec3),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_vec4),
|
|
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_int),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_ivec2),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_ivec3),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_ivec4),
|
|
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_uint),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_uvec2),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_uvec3),
|
|
_read_first_invocation_intrinsic(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("__intrinsic_helper_invocation",
|
|
_helper_invocation_intrinsic(), NULL);
|
|
|
|
add_function("__intrinsic_is_sparse_texels_resident",
|
|
_is_sparse_texels_resident_intrinsic(), NULL);
|
|
}
|
|
|
|
/**
|
|
* Create ir_function and ir_function_signature objects for each built-in.
|
|
*
|
|
* Contains a list of every available built-in.
|
|
*/
|
|
void
|
|
builtin_builder::create_builtins()
|
|
{
|
|
#define F(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(&glsl_type_builtin_float), \
|
|
_##NAME(&glsl_type_builtin_vec2), \
|
|
_##NAME(&glsl_type_builtin_vec3), \
|
|
_##NAME(&glsl_type_builtin_vec4), \
|
|
NULL);
|
|
|
|
#define FD(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(always_available, &glsl_type_builtin_float), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
NULL);
|
|
|
|
#define FD130(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(v130, &glsl_type_builtin_float), \
|
|
_##NAME(v130, &glsl_type_builtin_vec2), \
|
|
_##NAME(v130, &glsl_type_builtin_vec3), \
|
|
_##NAME(v130, &glsl_type_builtin_vec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
NULL);
|
|
|
|
#define FD130GS4(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_float), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec2), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec3), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
NULL);
|
|
|
|
#define FDGS5(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(gpu_shader5_es, &glsl_type_builtin_float), \
|
|
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec2), \
|
|
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec3), \
|
|
_##NAME(gpu_shader5_es, &glsl_type_builtin_vec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
NULL);
|
|
|
|
#define FI(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(&glsl_type_builtin_float), \
|
|
_##NAME(&glsl_type_builtin_vec2), \
|
|
_##NAME(&glsl_type_builtin_vec3), \
|
|
_##NAME(&glsl_type_builtin_vec4), \
|
|
_##NAME(&glsl_type_builtin_int), \
|
|
_##NAME(&glsl_type_builtin_ivec2), \
|
|
_##NAME(&glsl_type_builtin_ivec3), \
|
|
_##NAME(&glsl_type_builtin_ivec4), \
|
|
NULL);
|
|
|
|
#define FI64(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(always_available, &glsl_type_builtin_float), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4), \
|
|
_##NAME(always_available, &glsl_type_builtin_int), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
|
|
NULL);
|
|
|
|
#define FIUD_VEC(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(always_available, &glsl_type_builtin_vec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_ivec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec4), \
|
|
\
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec4), \
|
|
NULL);
|
|
|
|
#define IU(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(&glsl_type_builtin_int), \
|
|
_##NAME(&glsl_type_builtin_ivec2), \
|
|
_##NAME(&glsl_type_builtin_ivec3), \
|
|
_##NAME(&glsl_type_builtin_ivec4), \
|
|
\
|
|
_##NAME(&glsl_type_builtin_uint), \
|
|
_##NAME(&glsl_type_builtin_uvec2), \
|
|
_##NAME(&glsl_type_builtin_uvec3), \
|
|
_##NAME(&glsl_type_builtin_uvec4), \
|
|
NULL);
|
|
|
|
#define FIUBD_VEC(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(always_available, &glsl_type_builtin_vec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_ivec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec4), \
|
|
\
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_bvec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_bvec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_bvec4), \
|
|
\
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec4), \
|
|
NULL);
|
|
|
|
#define FIUD2_MIXED(NAME) \
|
|
add_function(#NAME, \
|
|
_##NAME(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_int, &glsl_type_builtin_int), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_int), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_int), \
|
|
\
|
|
_##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), \
|
|
_##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_ivec4), \
|
|
\
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uint, &glsl_type_builtin_uint), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uint), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uint), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uint), \
|
|
\
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uvec2), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uvec3), \
|
|
_##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uvec4), \
|
|
\
|
|
_##NAME(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), \
|
|
_##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), \
|
|
\
|
|
_##NAME(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_int64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_i64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_i64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_i64vec4), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_uint64_t), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_u64vec2), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_u64vec3), \
|
|
_##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_u64vec4), \
|
|
NULL);
|
|
|
|
F(radians)
|
|
F(degrees)
|
|
F(sin)
|
|
F(cos)
|
|
F(tan)
|
|
F(asin)
|
|
F(acos)
|
|
|
|
add_function("atan",
|
|
_atan(&glsl_type_builtin_float),
|
|
_atan(&glsl_type_builtin_vec2),
|
|
_atan(&glsl_type_builtin_vec3),
|
|
_atan(&glsl_type_builtin_vec4),
|
|
_atan2(&glsl_type_builtin_float),
|
|
_atan2(&glsl_type_builtin_vec2),
|
|
_atan2(&glsl_type_builtin_vec3),
|
|
_atan2(&glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
F(sinh)
|
|
F(cosh)
|
|
F(tanh)
|
|
F(asinh)
|
|
F(acosh)
|
|
F(atanh)
|
|
F(pow)
|
|
F(exp)
|
|
F(log)
|
|
F(exp2)
|
|
F(log2)
|
|
FD(sqrt)
|
|
FD(inversesqrt)
|
|
FI64(abs)
|
|
FI64(sign)
|
|
FD(floor)
|
|
FD130(trunc)
|
|
FD130GS4(round)
|
|
FD130(roundEven)
|
|
FD(ceil)
|
|
FD(fract)
|
|
|
|
add_function("truncate",
|
|
_truncate(gpu_shader4, &glsl_type_builtin_float),
|
|
_truncate(gpu_shader4, &glsl_type_builtin_vec2),
|
|
_truncate(gpu_shader4, &glsl_type_builtin_vec3),
|
|
_truncate(gpu_shader4, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
|
|
add_function("mod",
|
|
_mod(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
|
|
_mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float),
|
|
_mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float),
|
|
_mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float),
|
|
|
|
_mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
|
|
_mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
|
|
_mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
|
|
|
|
_mod(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
|
|
_mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double),
|
|
_mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double),
|
|
_mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double),
|
|
|
|
_mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
|
|
_mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
|
|
_mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
|
|
NULL);
|
|
|
|
FD130(modf)
|
|
|
|
FIUD2_MIXED(min)
|
|
FIUD2_MIXED(max)
|
|
FIUD2_MIXED(clamp)
|
|
|
|
add_function("mix",
|
|
_mix_lrp(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float),
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float),
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float),
|
|
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
|
|
_mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
|
|
|
|
_mix_lrp(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double),
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double),
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double),
|
|
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
|
|
_mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
|
|
|
|
_mix_sel(v130, &glsl_type_builtin_float, &glsl_type_builtin_bool),
|
|
_mix_sel(v130, &glsl_type_builtin_vec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(v130, &glsl_type_builtin_vec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(fp64, &glsl_type_builtin_double, &glsl_type_builtin_bool),
|
|
_mix_sel(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_int, &glsl_type_builtin_bool),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_ivec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_uint, &glsl_type_builtin_bool),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_uvec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_bool, &glsl_type_builtin_bool),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(shader_integer_mix, &glsl_type_builtin_bvec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_bool),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_bvec4),
|
|
|
|
_mix_sel(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_bool),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_bvec2),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_bvec3),
|
|
_mix_sel(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_bvec4),
|
|
NULL);
|
|
|
|
add_function("step",
|
|
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
|
|
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2),
|
|
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3),
|
|
_step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4),
|
|
|
|
_step(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
|
|
_step(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
|
|
_step(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
|
|
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
|
|
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2),
|
|
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3),
|
|
_step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4),
|
|
|
|
_step(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
|
|
_step(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
|
|
_step(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
|
|
NULL);
|
|
|
|
add_function("smoothstep",
|
|
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float),
|
|
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2),
|
|
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3),
|
|
_smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4),
|
|
|
|
_smoothstep(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2),
|
|
_smoothstep(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3),
|
|
_smoothstep(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4),
|
|
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double),
|
|
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2),
|
|
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3),
|
|
_smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4),
|
|
|
|
_smoothstep(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2),
|
|
_smoothstep(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3),
|
|
_smoothstep(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4),
|
|
NULL);
|
|
|
|
FD130(isnan)
|
|
FD130(isinf)
|
|
|
|
F(floatBitsToInt)
|
|
F(floatBitsToUint)
|
|
add_function("intBitsToFloat",
|
|
_intBitsToFloat(&glsl_type_builtin_int),
|
|
_intBitsToFloat(&glsl_type_builtin_ivec2),
|
|
_intBitsToFloat(&glsl_type_builtin_ivec3),
|
|
_intBitsToFloat(&glsl_type_builtin_ivec4),
|
|
NULL);
|
|
add_function("uintBitsToFloat",
|
|
_uintBitsToFloat(&glsl_type_builtin_uint),
|
|
_uintBitsToFloat(&glsl_type_builtin_uvec2),
|
|
_uintBitsToFloat(&glsl_type_builtin_uvec3),
|
|
_uintBitsToFloat(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("doubleBitsToInt64",
|
|
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_double),
|
|
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec2),
|
|
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec3),
|
|
_doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec4),
|
|
NULL);
|
|
|
|
add_function("doubleBitsToUint64",
|
|
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_double),
|
|
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec2),
|
|
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec3),
|
|
_doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec4),
|
|
NULL);
|
|
|
|
add_function("int64BitsToDouble",
|
|
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_int64_t),
|
|
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec2),
|
|
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec3),
|
|
_int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec4),
|
|
NULL);
|
|
|
|
add_function("uint64BitsToDouble",
|
|
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_uint64_t),
|
|
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec2),
|
|
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec3),
|
|
_uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("packUnorm2x16", _packUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
|
|
add_function("packSnorm2x16", _packSnorm2x16(shader_packing_or_es3), NULL);
|
|
add_function("packUnorm4x8", _packUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
|
|
add_function("packSnorm4x8", _packSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
|
|
add_function("unpackUnorm2x16", _unpackUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
|
|
add_function("unpackSnorm2x16", _unpackSnorm2x16(shader_packing_or_es3), NULL);
|
|
add_function("unpackUnorm4x8", _unpackUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
|
|
add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
|
|
add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL);
|
|
add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL);
|
|
add_function("packDouble2x32", _packDouble2x32(fp64), NULL);
|
|
add_function("unpackDouble2x32", _unpackDouble2x32(fp64), NULL);
|
|
|
|
add_function("packInt2x32", _packInt2x32(int64_avail), NULL);
|
|
add_function("unpackInt2x32", _unpackInt2x32(int64_avail), NULL);
|
|
add_function("packUint2x32", _packUint2x32(int64_avail), NULL);
|
|
add_function("unpackUint2x32", _unpackUint2x32(int64_avail), NULL);
|
|
|
|
FD(length)
|
|
FD(distance)
|
|
FD(dot)
|
|
|
|
add_function("cross", _cross(always_available, &glsl_type_builtin_vec3),
|
|
_cross(fp64, &glsl_type_builtin_dvec3), NULL);
|
|
|
|
FD(normalize)
|
|
add_function("ftransform", _ftransform(), NULL);
|
|
FD(faceforward)
|
|
FD(reflect)
|
|
FD(refract)
|
|
// ...
|
|
add_function("matrixCompMult",
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat2),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat3),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat4),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat2x3),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat2x4),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat3x2),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat3x4),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat4x2),
|
|
_matrixCompMult(always_available, &glsl_type_builtin_mat4x3),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat2),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat3),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat4),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat2x3),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat2x4),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat3x2),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat3x4),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat4x2),
|
|
_matrixCompMult(fp64, &glsl_type_builtin_dmat4x3),
|
|
NULL);
|
|
add_function("outerProduct",
|
|
_outerProduct(v120, &glsl_type_builtin_mat2),
|
|
_outerProduct(v120, &glsl_type_builtin_mat3),
|
|
_outerProduct(v120, &glsl_type_builtin_mat4),
|
|
_outerProduct(v120, &glsl_type_builtin_mat2x3),
|
|
_outerProduct(v120, &glsl_type_builtin_mat2x4),
|
|
_outerProduct(v120, &glsl_type_builtin_mat3x2),
|
|
_outerProduct(v120, &glsl_type_builtin_mat3x4),
|
|
_outerProduct(v120, &glsl_type_builtin_mat4x2),
|
|
_outerProduct(v120, &glsl_type_builtin_mat4x3),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat2),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat3),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat4),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat2x3),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat2x4),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat3x2),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat3x4),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat4x2),
|
|
_outerProduct(fp64, &glsl_type_builtin_dmat4x3),
|
|
NULL);
|
|
add_function("determinant",
|
|
_determinant_mat2(v120, &glsl_type_builtin_mat2),
|
|
_determinant_mat3(v120, &glsl_type_builtin_mat3),
|
|
_determinant_mat4(v120, &glsl_type_builtin_mat4),
|
|
_determinant_mat2(fp64, &glsl_type_builtin_dmat2),
|
|
_determinant_mat3(fp64, &glsl_type_builtin_dmat3),
|
|
_determinant_mat4(fp64, &glsl_type_builtin_dmat4),
|
|
|
|
NULL);
|
|
add_function("inverse",
|
|
_inverse_mat2(v140_or_es3, &glsl_type_builtin_mat2),
|
|
_inverse_mat3(v140_or_es3, &glsl_type_builtin_mat3),
|
|
_inverse_mat4(v140_or_es3, &glsl_type_builtin_mat4),
|
|
_inverse_mat2(fp64, &glsl_type_builtin_dmat2),
|
|
_inverse_mat3(fp64, &glsl_type_builtin_dmat3),
|
|
_inverse_mat4(fp64, &glsl_type_builtin_dmat4),
|
|
NULL);
|
|
add_function("transpose",
|
|
_transpose(v120, &glsl_type_builtin_mat2),
|
|
_transpose(v120, &glsl_type_builtin_mat3),
|
|
_transpose(v120, &glsl_type_builtin_mat4),
|
|
_transpose(v120, &glsl_type_builtin_mat2x3),
|
|
_transpose(v120, &glsl_type_builtin_mat2x4),
|
|
_transpose(v120, &glsl_type_builtin_mat3x2),
|
|
_transpose(v120, &glsl_type_builtin_mat3x4),
|
|
_transpose(v120, &glsl_type_builtin_mat4x2),
|
|
_transpose(v120, &glsl_type_builtin_mat4x3),
|
|
_transpose(fp64, &glsl_type_builtin_dmat2),
|
|
_transpose(fp64, &glsl_type_builtin_dmat3),
|
|
_transpose(fp64, &glsl_type_builtin_dmat4),
|
|
_transpose(fp64, &glsl_type_builtin_dmat2x3),
|
|
_transpose(fp64, &glsl_type_builtin_dmat2x4),
|
|
_transpose(fp64, &glsl_type_builtin_dmat3x2),
|
|
_transpose(fp64, &glsl_type_builtin_dmat3x4),
|
|
_transpose(fp64, &glsl_type_builtin_dmat4x2),
|
|
_transpose(fp64, &glsl_type_builtin_dmat4x3),
|
|
NULL);
|
|
FIUD_VEC(lessThan)
|
|
FIUD_VEC(lessThanEqual)
|
|
FIUD_VEC(greaterThan)
|
|
FIUD_VEC(greaterThanEqual)
|
|
FIUBD_VEC(notEqual)
|
|
FIUBD_VEC(equal)
|
|
|
|
add_function("any",
|
|
_any(&glsl_type_builtin_bvec2),
|
|
_any(&glsl_type_builtin_bvec3),
|
|
_any(&glsl_type_builtin_bvec4),
|
|
NULL);
|
|
|
|
add_function("all",
|
|
_all(&glsl_type_builtin_bvec2),
|
|
_all(&glsl_type_builtin_bvec3),
|
|
_all(&glsl_type_builtin_bvec4),
|
|
NULL);
|
|
|
|
add_function("not",
|
|
_not(&glsl_type_builtin_bvec2),
|
|
_not(&glsl_type_builtin_bvec3),
|
|
_not(&glsl_type_builtin_bvec4),
|
|
NULL);
|
|
|
|
add_function("textureSize",
|
|
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D),
|
|
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D),
|
|
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1DShadow),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DShadow),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCubeShadow),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArrayShadow),
|
|
_textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArrayShadow),
|
|
|
|
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArray),
|
|
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isamplerCubeArray),
|
|
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usamplerCubeArray),
|
|
_textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect),
|
|
_textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRectShadow),
|
|
|
|
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer),
|
|
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer),
|
|
_textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer),
|
|
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DMS),
|
|
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DMS),
|
|
_textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DMS),
|
|
|
|
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DMSArray),
|
|
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DMSArray),
|
|
_textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DMSArray),
|
|
|
|
_textureSize(texture_external_es3, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerExternalOES),
|
|
NULL);
|
|
|
|
add_function("textureSize1D",
|
|
_textureSize(gpu_shader4, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D),
|
|
NULL);
|
|
|
|
add_function("textureSize2D",
|
|
_textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D),
|
|
NULL);
|
|
|
|
add_function("textureSize3D",
|
|
_textureSize(gpu_shader4, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D),
|
|
NULL);
|
|
|
|
add_function("textureSizeCube",
|
|
_textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube),
|
|
_textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube),
|
|
NULL);
|
|
|
|
add_function("textureSize1DArray",
|
|
_textureSize(gpu_shader4_array, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray),
|
|
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray),
|
|
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray),
|
|
NULL);
|
|
|
|
add_function("textureSize2DArray",
|
|
_textureSize(gpu_shader4_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray),
|
|
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray),
|
|
_textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray),
|
|
NULL);
|
|
|
|
add_function("textureSize2DRect",
|
|
_textureSize(gpu_shader4_rect, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect),
|
|
_textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect),
|
|
_textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect),
|
|
NULL);
|
|
|
|
add_function("textureSizeBuffer",
|
|
_textureSize(gpu_shader4_tbo, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer),
|
|
_textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer),
|
|
_textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer),
|
|
NULL);
|
|
|
|
add_function("textureSamples",
|
|
_textureSamples(shader_samples, &glsl_type_builtin_sampler2DMS),
|
|
_textureSamples(shader_samples, &glsl_type_builtin_isampler2DMS),
|
|
_textureSamples(shader_samples, &glsl_type_builtin_usampler2DMS),
|
|
|
|
_textureSamples(shader_samples, &glsl_type_builtin_sampler2DMSArray),
|
|
_textureSamples(shader_samples, &glsl_type_builtin_isampler2DMSArray),
|
|
_textureSamples(shader_samples, &glsl_type_builtin_usampler2DMSArray),
|
|
NULL);
|
|
|
|
add_function("texture",
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
/* samplerCubeArrayShadow is special; it has an extra parameter
|
|
* for the shadow comparator since there is no vec5 type.
|
|
*/
|
|
_textureCubeArrayShadow(ir_tex, texture_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
|
|
_textureCubeArrayShadow(ir_tex, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
_textureCubeArrayShadow(ir_txb, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
NULL);
|
|
|
|
add_function("textureLod",
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
_textureCubeArrayShadow(ir_txl, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
NULL);
|
|
|
|
add_function("textureOffset",
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
/* The next one was forgotten in GLSL 1.30 spec. It's from
|
|
* EXT_gpu_shader4 originally. It was added in 4.30 with the
|
|
* wrong syntax. This was corrected in 4.40. 4.30 indicates
|
|
* that it was intended to be included previously, so allow it
|
|
* in 1.30.
|
|
*/
|
|
_texture(ir_tex, v130_desktop, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DRectOffset",
|
|
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectOffset",
|
|
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DArrayOffset",
|
|
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DArrayOffset",
|
|
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DArrayOffset",
|
|
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DArrayOffset",
|
|
_texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureProj",
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texelFetch",
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3),
|
|
|
|
_texelFetch(texture_buffer, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int),
|
|
_texelFetch(texture_buffer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int),
|
|
_texelFetch(texture_buffer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int),
|
|
|
|
_texelFetch(texture_multisample, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2),
|
|
_texelFetch(texture_multisample, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2),
|
|
_texelFetch(texture_multisample, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(texture_multisample_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(texture_multisample_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(texture_multisample_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
|
|
_texelFetch(texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_ivec2),
|
|
|
|
NULL);
|
|
|
|
add_function("texelFetch1D",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int),
|
|
NULL);
|
|
|
|
add_function("texelFetch2D",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("texelFetch3D",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3),
|
|
NULL);
|
|
|
|
add_function("texelFetch2DRect",
|
|
_texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("texelFetch1DArray",
|
|
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("texelFetch2DArray",
|
|
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3),
|
|
NULL);
|
|
|
|
add_function("texelFetchBuffer",
|
|
_texelFetch(gpu_shader4_tbo, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int),
|
|
NULL);
|
|
|
|
add_function("texelFetchOffset",
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
|
|
_texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
_texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
|
|
NULL);
|
|
|
|
add_function("texelFetch1DOffset",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int),
|
|
NULL);
|
|
|
|
add_function("texelFetch2DOffset",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("texelFetch3DOffset",
|
|
_texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
_texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3),
|
|
NULL);
|
|
|
|
add_function("texelFetch2DRectOffset",
|
|
_texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("texelFetch1DArrayOffset",
|
|
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int),
|
|
NULL);
|
|
|
|
add_function("texelFetch2DArrayOffset",
|
|
_texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
_texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2),
|
|
NULL);
|
|
|
|
add_function("textureProjOffset",
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DProjOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DProjOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DProjOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjOffset",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DRectProjOffset",
|
|
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectProjOffset",
|
|
_texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureLodOffset",
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DArrayLodOffset",
|
|
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DArrayLodOffset",
|
|
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DArrayLodOffset",
|
|
_texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureProjLod",
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("textureProjLodOffset",
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DProjLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DProjLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DProjLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjLodOffset",
|
|
_texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureGrad",
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("textureGradOffset",
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DRectGradOffset",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectGradOffset",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DArrayGradOffset",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DArrayGradOffset",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DArrayGradOffset",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DArrayGradOffset",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureProjGrad",
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("textureProjGradOffset",
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture1DProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture3DProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("texture2DRectProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjGradOffset",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("EmitVertex", _EmitVertex(), NULL);
|
|
add_function("EndPrimitive", _EndPrimitive(), NULL);
|
|
add_function("EmitStreamVertex",
|
|
_EmitStreamVertex(gs_streams, &glsl_type_builtin_uint),
|
|
_EmitStreamVertex(gs_streams, &glsl_type_builtin_int),
|
|
NULL);
|
|
add_function("EndStreamPrimitive",
|
|
_EndStreamPrimitive(gs_streams, &glsl_type_builtin_uint),
|
|
_EndStreamPrimitive(gs_streams, &glsl_type_builtin_int),
|
|
NULL);
|
|
add_function("barrier", _barrier(), NULL);
|
|
|
|
add_function("textureQueryLOD",
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("textureQueryLod",
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3),
|
|
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2),
|
|
_textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("textureQueryLevels",
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler3D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCube),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DShadow),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DShadow),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeShadow),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArrayShadow),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArrayShadow),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArrayShadow),
|
|
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler3D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCube),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCubeArray),
|
|
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler3D),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCube),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2DArray),
|
|
_textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCubeArray),
|
|
|
|
NULL);
|
|
|
|
add_function("textureSamplesIdenticalEXT",
|
|
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2),
|
|
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2),
|
|
_textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2),
|
|
|
|
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
_textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3),
|
|
NULL);
|
|
|
|
add_function("texture1D",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
NULL);
|
|
|
|
add_function("texture1DArray",
|
|
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, texture_array_derivs_only,&glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture1DProj",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture1DLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
NULL);
|
|
|
|
add_function("texture1DArrayLod",
|
|
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture1DProjLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture2D",
|
|
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DArray",
|
|
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture2DProj",
|
|
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture2DLod",
|
|
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DArrayLod",
|
|
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture2DProjLod",
|
|
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture3D",
|
|
_texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture3DProj",
|
|
_texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture3DLod",
|
|
_texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture3DProjLod",
|
|
_texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("textureCube",
|
|
_texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("textureCubeLod",
|
|
_texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture2DRect",
|
|
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DRectProj",
|
|
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow1D",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DArray",
|
|
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2D",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DArray",
|
|
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("shadow1DProj",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DArray",
|
|
_texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("shadowCube",
|
|
_texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("shadow2DProj",
|
|
_texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow1DLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DArrayLod",
|
|
_texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjLod",
|
|
_texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DRect",
|
|
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectProj",
|
|
_texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture1DGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
NULL);
|
|
|
|
add_function("texture1DProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture2DGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture3DGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture3DProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("textureCubeGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture2DRectGradARB",
|
|
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DRectProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectGradARB",
|
|
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectProjGradARB",
|
|
_texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture4",
|
|
_texture(ir_tg4, texture_texture4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture1DGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float),
|
|
NULL);
|
|
|
|
add_function("texture1DProjGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture1DArrayGrad",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DProjGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("texture2DArrayGrad",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture3DGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("texture3DProjGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("textureCubeGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow1DProjGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow1DArrayGrad",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DProjGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DArrayGrad",
|
|
_texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("texture2DRectGrad",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("texture2DRectProjGrad",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT),
|
|
_texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectGrad",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3),
|
|
NULL);
|
|
|
|
add_function("shadow2DRectProjGrad",
|
|
_texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT),
|
|
NULL);
|
|
|
|
add_function("shadowCubeGrad",
|
|
_texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("textureGather",
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2),
|
|
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3),
|
|
|
|
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4),
|
|
_texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4),
|
|
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3),
|
|
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2),
|
|
NULL);
|
|
|
|
add_function("textureGatherOffset",
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
_texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST),
|
|
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET),
|
|
_texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET),
|
|
NULL);
|
|
|
|
add_function("textureGatherOffsets",
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT),
|
|
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY),
|
|
_texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY),
|
|
NULL);
|
|
|
|
add_function("sparseTextureARB",
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureLodARB",
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureOffsetARB",
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTexelFetchARB",
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, NULL, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, NULL, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, NULL, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
|
|
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
|
|
_texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2, NULL, true),
|
|
|
|
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
_texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true),
|
|
NULL);
|
|
|
|
add_function("sparseTexelFetchOffsetARB",
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true),
|
|
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
|
|
_texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true),
|
|
NULL);
|
|
|
|
add_function("sparseTextureLodOffsetARB",
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGradARB",
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGradOffsetARB",
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE),
|
|
|
|
_texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGatherARB",
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGatherOffsetARB",
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGatherOffsetsARB",
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE),
|
|
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
_texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE),
|
|
NULL);
|
|
|
|
add_function("sparseTexelsResidentARB", _is_sparse_texels_resident(), NULL);
|
|
|
|
add_function("sparseTextureClampARB",
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("textureClampARB",
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("sparseTextureOffsetClampARB",
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("textureOffsetClampARB",
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGradClampARB",
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("textureGradClampARB",
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
_texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("sparseTextureGradOffsetClampARB",
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP),
|
|
NULL);
|
|
|
|
add_function("textureGradOffsetClampARB",
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP),
|
|
_texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP),
|
|
NULL);
|
|
|
|
F(dFdx)
|
|
F(dFdy)
|
|
F(fwidth)
|
|
F(dFdxCoarse)
|
|
F(dFdyCoarse)
|
|
F(fwidthCoarse)
|
|
F(dFdxFine)
|
|
F(dFdyFine)
|
|
F(fwidthFine)
|
|
F(noise1)
|
|
F(noise2)
|
|
F(noise3)
|
|
F(noise4)
|
|
|
|
IU(bitfieldExtract)
|
|
IU(bitfieldInsert)
|
|
IU(bitfieldReverse)
|
|
IU(bitCount)
|
|
IU(findLSB)
|
|
IU(findMSB)
|
|
FDGS5(fma)
|
|
|
|
add_function("ldexp",
|
|
_ldexp(&glsl_type_builtin_float, &glsl_type_builtin_int),
|
|
_ldexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2),
|
|
_ldexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3),
|
|
_ldexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4),
|
|
_ldexp(&glsl_type_builtin_double, &glsl_type_builtin_int),
|
|
_ldexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2),
|
|
_ldexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3),
|
|
_ldexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4),
|
|
NULL);
|
|
|
|
add_function("frexp",
|
|
_frexp(&glsl_type_builtin_float, &glsl_type_builtin_int),
|
|
_frexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2),
|
|
_frexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3),
|
|
_frexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4),
|
|
_frexp(&glsl_type_builtin_double, &glsl_type_builtin_int),
|
|
_frexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2),
|
|
_frexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3),
|
|
_frexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4),
|
|
NULL);
|
|
add_function("uaddCarry",
|
|
_uaddCarry(&glsl_type_builtin_uint),
|
|
_uaddCarry(&glsl_type_builtin_uvec2),
|
|
_uaddCarry(&glsl_type_builtin_uvec3),
|
|
_uaddCarry(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
add_function("usubBorrow",
|
|
_usubBorrow(&glsl_type_builtin_uint),
|
|
_usubBorrow(&glsl_type_builtin_uvec2),
|
|
_usubBorrow(&glsl_type_builtin_uvec3),
|
|
_usubBorrow(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
add_function("imulExtended",
|
|
_mulExtended(&glsl_type_builtin_int),
|
|
_mulExtended(&glsl_type_builtin_ivec2),
|
|
_mulExtended(&glsl_type_builtin_ivec3),
|
|
_mulExtended(&glsl_type_builtin_ivec4),
|
|
NULL);
|
|
add_function("umulExtended",
|
|
_mulExtended(&glsl_type_builtin_uint),
|
|
_mulExtended(&glsl_type_builtin_uvec2),
|
|
_mulExtended(&glsl_type_builtin_uvec3),
|
|
_mulExtended(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
add_function("interpolateAtCentroid",
|
|
_interpolateAtCentroid(&glsl_type_builtin_float),
|
|
_interpolateAtCentroid(&glsl_type_builtin_vec2),
|
|
_interpolateAtCentroid(&glsl_type_builtin_vec3),
|
|
_interpolateAtCentroid(&glsl_type_builtin_vec4),
|
|
NULL);
|
|
add_function("interpolateAtOffset",
|
|
_interpolateAtOffset(&glsl_type_builtin_float),
|
|
_interpolateAtOffset(&glsl_type_builtin_vec2),
|
|
_interpolateAtOffset(&glsl_type_builtin_vec3),
|
|
_interpolateAtOffset(&glsl_type_builtin_vec4),
|
|
NULL);
|
|
add_function("interpolateAtSample",
|
|
_interpolateAtSample(&glsl_type_builtin_float),
|
|
_interpolateAtSample(&glsl_type_builtin_vec2),
|
|
_interpolateAtSample(&glsl_type_builtin_vec3),
|
|
_interpolateAtSample(&glsl_type_builtin_vec4),
|
|
NULL);
|
|
|
|
add_function("atomicCounter",
|
|
_atomic_counter_op("__intrinsic_atomic_read",
|
|
shader_atomic_counters),
|
|
NULL);
|
|
add_function("atomicCounterIncrement",
|
|
_atomic_counter_op("__intrinsic_atomic_increment",
|
|
shader_atomic_counters),
|
|
NULL);
|
|
add_function("atomicCounterDecrement",
|
|
_atomic_counter_op("__intrinsic_atomic_predecrement",
|
|
shader_atomic_counters),
|
|
NULL);
|
|
|
|
add_function("atomicCounterAddARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_add",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterSubtractARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_sub",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterMinARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_min",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterMaxARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_max",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterAndARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_and",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterOrARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_or",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterXorARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_xor",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterExchangeARB",
|
|
_atomic_counter_op1("__intrinsic_atomic_exchange",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
add_function("atomicCounterCompSwapARB",
|
|
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
|
|
shader_atomic_counter_ops),
|
|
NULL);
|
|
|
|
add_function("atomicCounterAdd",
|
|
_atomic_counter_op1("__intrinsic_atomic_add",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterSubtract",
|
|
_atomic_counter_op1("__intrinsic_atomic_sub",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterMin",
|
|
_atomic_counter_op1("__intrinsic_atomic_min",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterMax",
|
|
_atomic_counter_op1("__intrinsic_atomic_max",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterAnd",
|
|
_atomic_counter_op1("__intrinsic_atomic_and",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterOr",
|
|
_atomic_counter_op1("__intrinsic_atomic_or",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterXor",
|
|
_atomic_counter_op1("__intrinsic_atomic_xor",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterExchange",
|
|
_atomic_counter_op1("__intrinsic_atomic_exchange",
|
|
v460_desktop),
|
|
NULL);
|
|
add_function("atomicCounterCompSwap",
|
|
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
|
|
v460_desktop),
|
|
NULL);
|
|
|
|
add_function("atomicAdd",
|
|
_atomic_op2("__intrinsic_atomic_add",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_add",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_add",
|
|
shader_atomic_float_add,
|
|
&glsl_type_builtin_float),
|
|
_atomic_op2("__intrinsic_atomic_add",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicMin",
|
|
_atomic_op2("__intrinsic_atomic_min",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_min",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_min",
|
|
shader_atomic_float_minmax,
|
|
&glsl_type_builtin_float),
|
|
_atomic_op2("__intrinsic_atomic_min",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t),
|
|
_atomic_op2("__intrinsic_atomic_min",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicMax",
|
|
_atomic_op2("__intrinsic_atomic_max",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_max",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_max",
|
|
shader_atomic_float_minmax,
|
|
&glsl_type_builtin_float),
|
|
_atomic_op2("__intrinsic_atomic_max",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t),
|
|
_atomic_op2("__intrinsic_atomic_max",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicAnd",
|
|
_atomic_op2("__intrinsic_atomic_and",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_and",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_and",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t),
|
|
_atomic_op2("__intrinsic_atomic_and",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicOr",
|
|
_atomic_op2("__intrinsic_atomic_or",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_or",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_or",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t),
|
|
_atomic_op2("__intrinsic_atomic_or",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicXor",
|
|
_atomic_op2("__intrinsic_atomic_xor",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_xor",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_xor",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_uint64_t),
|
|
_atomic_op2("__intrinsic_atomic_xor",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
NULL);
|
|
add_function("atomicExchange",
|
|
_atomic_op2("__intrinsic_atomic_exchange",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op2("__intrinsic_atomic_exchange",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op2("__intrinsic_atomic_exchange",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
_atomic_op2("__intrinsic_atomic_exchange",
|
|
shader_atomic_float_exchange,
|
|
&glsl_type_builtin_float),
|
|
NULL);
|
|
add_function("atomicCompSwap",
|
|
_atomic_op3("__intrinsic_atomic_comp_swap",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_uint),
|
|
_atomic_op3("__intrinsic_atomic_comp_swap",
|
|
buffer_atomics_supported,
|
|
&glsl_type_builtin_int),
|
|
_atomic_op3("__intrinsic_atomic_comp_swap",
|
|
buffer_int64_atomics_supported,
|
|
&glsl_type_builtin_int64_t),
|
|
_atomic_op3("__intrinsic_atomic_comp_swap",
|
|
shader_atomic_float_minmax,
|
|
&glsl_type_builtin_float),
|
|
NULL);
|
|
|
|
add_function("min3",
|
|
_min3(&glsl_type_builtin_float),
|
|
_min3(&glsl_type_builtin_vec2),
|
|
_min3(&glsl_type_builtin_vec3),
|
|
_min3(&glsl_type_builtin_vec4),
|
|
|
|
_min3(&glsl_type_builtin_int),
|
|
_min3(&glsl_type_builtin_ivec2),
|
|
_min3(&glsl_type_builtin_ivec3),
|
|
_min3(&glsl_type_builtin_ivec4),
|
|
|
|
_min3(&glsl_type_builtin_uint),
|
|
_min3(&glsl_type_builtin_uvec2),
|
|
_min3(&glsl_type_builtin_uvec3),
|
|
_min3(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("max3",
|
|
_max3(&glsl_type_builtin_float),
|
|
_max3(&glsl_type_builtin_vec2),
|
|
_max3(&glsl_type_builtin_vec3),
|
|
_max3(&glsl_type_builtin_vec4),
|
|
|
|
_max3(&glsl_type_builtin_int),
|
|
_max3(&glsl_type_builtin_ivec2),
|
|
_max3(&glsl_type_builtin_ivec3),
|
|
_max3(&glsl_type_builtin_ivec4),
|
|
|
|
_max3(&glsl_type_builtin_uint),
|
|
_max3(&glsl_type_builtin_uvec2),
|
|
_max3(&glsl_type_builtin_uvec3),
|
|
_max3(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("mid3",
|
|
_mid3(&glsl_type_builtin_float),
|
|
_mid3(&glsl_type_builtin_vec2),
|
|
_mid3(&glsl_type_builtin_vec3),
|
|
_mid3(&glsl_type_builtin_vec4),
|
|
|
|
_mid3(&glsl_type_builtin_int),
|
|
_mid3(&glsl_type_builtin_ivec2),
|
|
_mid3(&glsl_type_builtin_ivec3),
|
|
_mid3(&glsl_type_builtin_ivec4),
|
|
|
|
_mid3(&glsl_type_builtin_uint),
|
|
_mid3(&glsl_type_builtin_uvec2),
|
|
_mid3(&glsl_type_builtin_uvec3),
|
|
_mid3(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_image_functions(true);
|
|
|
|
add_function("memoryBarrier",
|
|
_memory_barrier("__intrinsic_memory_barrier",
|
|
shader_image_load_store),
|
|
NULL);
|
|
add_function("groupMemoryBarrier",
|
|
_memory_barrier("__intrinsic_group_memory_barrier",
|
|
compute_shader),
|
|
NULL);
|
|
add_function("memoryBarrierAtomicCounter",
|
|
_memory_barrier("__intrinsic_memory_barrier_atomic_counter",
|
|
compute_shader_supported),
|
|
NULL);
|
|
add_function("memoryBarrierBuffer",
|
|
_memory_barrier("__intrinsic_memory_barrier_buffer",
|
|
compute_shader_supported),
|
|
NULL);
|
|
add_function("memoryBarrierImage",
|
|
_memory_barrier("__intrinsic_memory_barrier_image",
|
|
compute_shader_supported),
|
|
NULL);
|
|
add_function("memoryBarrierShared",
|
|
_memory_barrier("__intrinsic_memory_barrier_shared",
|
|
compute_shader),
|
|
NULL);
|
|
|
|
add_function("ballotARB", _ballot(), NULL);
|
|
|
|
add_function("readInvocationARB",
|
|
_read_invocation(&glsl_type_builtin_float),
|
|
_read_invocation(&glsl_type_builtin_vec2),
|
|
_read_invocation(&glsl_type_builtin_vec3),
|
|
_read_invocation(&glsl_type_builtin_vec4),
|
|
|
|
_read_invocation(&glsl_type_builtin_int),
|
|
_read_invocation(&glsl_type_builtin_ivec2),
|
|
_read_invocation(&glsl_type_builtin_ivec3),
|
|
_read_invocation(&glsl_type_builtin_ivec4),
|
|
|
|
_read_invocation(&glsl_type_builtin_uint),
|
|
_read_invocation(&glsl_type_builtin_uvec2),
|
|
_read_invocation(&glsl_type_builtin_uvec3),
|
|
_read_invocation(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("readFirstInvocationARB",
|
|
_read_first_invocation(&glsl_type_builtin_float),
|
|
_read_first_invocation(&glsl_type_builtin_vec2),
|
|
_read_first_invocation(&glsl_type_builtin_vec3),
|
|
_read_first_invocation(&glsl_type_builtin_vec4),
|
|
|
|
_read_first_invocation(&glsl_type_builtin_int),
|
|
_read_first_invocation(&glsl_type_builtin_ivec2),
|
|
_read_first_invocation(&glsl_type_builtin_ivec3),
|
|
_read_first_invocation(&glsl_type_builtin_ivec4),
|
|
|
|
_read_first_invocation(&glsl_type_builtin_uint),
|
|
_read_first_invocation(&glsl_type_builtin_uvec2),
|
|
_read_first_invocation(&glsl_type_builtin_uvec3),
|
|
_read_first_invocation(&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("clock2x32ARB",
|
|
_shader_clock(shader_clock,
|
|
&glsl_type_builtin_uvec2),
|
|
NULL);
|
|
|
|
add_function("clockARB",
|
|
_shader_clock(shader_clock_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
NULL);
|
|
|
|
add_function("beginInvocationInterlockARB",
|
|
_invocation_interlock(
|
|
"__intrinsic_begin_invocation_interlock",
|
|
supports_arb_fragment_shader_interlock),
|
|
NULL);
|
|
|
|
add_function("endInvocationInterlockARB",
|
|
_invocation_interlock(
|
|
"__intrinsic_end_invocation_interlock",
|
|
supports_arb_fragment_shader_interlock),
|
|
NULL);
|
|
|
|
add_function("beginInvocationInterlockNV",
|
|
_invocation_interlock(
|
|
"__intrinsic_begin_invocation_interlock",
|
|
supports_nv_fragment_shader_interlock),
|
|
NULL);
|
|
|
|
add_function("endInvocationInterlockNV",
|
|
_invocation_interlock(
|
|
"__intrinsic_end_invocation_interlock",
|
|
supports_nv_fragment_shader_interlock),
|
|
NULL);
|
|
|
|
add_function("anyInvocationARB",
|
|
_vote("__intrinsic_vote_any", vote),
|
|
NULL);
|
|
|
|
add_function("allInvocationsARB",
|
|
_vote("__intrinsic_vote_all", vote),
|
|
NULL);
|
|
|
|
add_function("allInvocationsEqualARB",
|
|
_vote("__intrinsic_vote_eq", vote),
|
|
NULL);
|
|
|
|
add_function("anyInvocationEXT",
|
|
_vote("__intrinsic_vote_any", vote_ext),
|
|
NULL);
|
|
|
|
add_function("allInvocationsEXT",
|
|
_vote("__intrinsic_vote_all", vote_ext),
|
|
NULL);
|
|
|
|
add_function("allInvocationsEqualEXT",
|
|
_vote("__intrinsic_vote_eq", vote_ext),
|
|
NULL);
|
|
|
|
add_function("anyInvocation",
|
|
_vote("__intrinsic_vote_any", v460_desktop),
|
|
NULL);
|
|
|
|
add_function("allInvocations",
|
|
_vote("__intrinsic_vote_all", v460_desktop),
|
|
NULL);
|
|
|
|
add_function("allInvocationsEqual",
|
|
_vote("__intrinsic_vote_eq", v460_desktop),
|
|
NULL);
|
|
|
|
add_function("helperInvocationEXT", _helper_invocation(), NULL);
|
|
|
|
add_function("countLeadingZeros",
|
|
_countLeadingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_countLeadingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_countLeadingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_countLeadingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("countTrailingZeros",
|
|
_countTrailingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_countTrailingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_countTrailingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_countTrailingZeros(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
add_function("absoluteDifference",
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_absoluteDifference(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_int64_t),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec2),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec3),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec4),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec2),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec3),
|
|
_absoluteDifference(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("addSaturate",
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_addSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_int64_t),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec2),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec3),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec4),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec2),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec3),
|
|
_addSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("average",
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_average(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_int64_t),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec2),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec3),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec4),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec2),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec3),
|
|
_average(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("averageRounded",
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_averageRounded(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_int64_t),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec2),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec3),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec4),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec2),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec3),
|
|
_averageRounded(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("subtractSaturate",
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_subtractSaturate(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_int64_t),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec2),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec3),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_i64vec4),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_uint64_t),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec2),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec3),
|
|
_subtractSaturate(shader_integer_functions2_int64,
|
|
&glsl_type_builtin_u64vec4),
|
|
NULL);
|
|
|
|
add_function("multiply32x16",
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_int),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec2),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec3),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_ivec4),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_uint),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec2),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec3),
|
|
_multiply32x16(shader_integer_functions2,
|
|
&glsl_type_builtin_uvec4),
|
|
NULL);
|
|
|
|
#undef F
|
|
#undef FI
|
|
#undef FIUD_VEC
|
|
#undef FIUBD_VEC
|
|
#undef FIU2_MIXED
|
|
}
|
|
|
|
void
|
|
builtin_builder::add_function(const char *name, ...)
|
|
{
|
|
va_list ap;
|
|
|
|
ir_function *f = new(mem_ctx) ir_function(name);
|
|
|
|
va_start(ap, name);
|
|
while (true) {
|
|
ir_function_signature *sig = va_arg(ap, ir_function_signature *);
|
|
if (sig == NULL)
|
|
break;
|
|
|
|
if (false) {
|
|
exec_list stuff;
|
|
stuff.push_tail(sig);
|
|
validate_ir_tree(&stuff);
|
|
}
|
|
|
|
f->add_signature(sig);
|
|
}
|
|
va_end(ap);
|
|
|
|
shader->symbols->add_function(f);
|
|
}
|
|
|
|
void
|
|
builtin_builder::add_image_function(const char *name,
|
|
const char *intrinsic_name,
|
|
image_prototype_ctr prototype,
|
|
unsigned num_arguments,
|
|
unsigned flags,
|
|
enum ir_intrinsic_id intrinsic_id)
|
|
{
|
|
static const glsl_type *const types[] = {
|
|
&glsl_type_builtin_image1D,
|
|
&glsl_type_builtin_image2D,
|
|
&glsl_type_builtin_image3D,
|
|
&glsl_type_builtin_image2DRect,
|
|
&glsl_type_builtin_imageCube,
|
|
&glsl_type_builtin_imageBuffer,
|
|
&glsl_type_builtin_image1DArray,
|
|
&glsl_type_builtin_image2DArray,
|
|
&glsl_type_builtin_imageCubeArray,
|
|
&glsl_type_builtin_image2DMS,
|
|
&glsl_type_builtin_image2DMSArray,
|
|
&glsl_type_builtin_iimage1D,
|
|
&glsl_type_builtin_iimage2D,
|
|
&glsl_type_builtin_iimage3D,
|
|
&glsl_type_builtin_iimage2DRect,
|
|
&glsl_type_builtin_iimageCube,
|
|
&glsl_type_builtin_iimageBuffer,
|
|
&glsl_type_builtin_iimage1DArray,
|
|
&glsl_type_builtin_iimage2DArray,
|
|
&glsl_type_builtin_iimageCubeArray,
|
|
&glsl_type_builtin_iimage2DMS,
|
|
&glsl_type_builtin_iimage2DMSArray,
|
|
&glsl_type_builtin_uimage1D,
|
|
&glsl_type_builtin_uimage2D,
|
|
&glsl_type_builtin_uimage3D,
|
|
&glsl_type_builtin_uimage2DRect,
|
|
&glsl_type_builtin_uimageCube,
|
|
&glsl_type_builtin_uimageBuffer,
|
|
&glsl_type_builtin_uimage1DArray,
|
|
&glsl_type_builtin_uimage2DArray,
|
|
&glsl_type_builtin_uimageCubeArray,
|
|
&glsl_type_builtin_uimage2DMS,
|
|
&glsl_type_builtin_uimage2DMSArray
|
|
};
|
|
|
|
ir_function *f = new(mem_ctx) ir_function(name);
|
|
|
|
for (unsigned i = 0; i < ARRAY_SIZE(types); ++i) {
|
|
if (types[i]->sampled_type == GLSL_TYPE_FLOAT && !(flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE))
|
|
continue;
|
|
if (types[i]->sampled_type == GLSL_TYPE_INT && !(flags & IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE))
|
|
continue;
|
|
if ((types[i]->sampler_dimensionality != GLSL_SAMPLER_DIM_MS) && (flags & IMAGE_FUNCTION_MS_ONLY))
|
|
continue;
|
|
if (flags & IMAGE_FUNCTION_SPARSE) {
|
|
switch (types[i]->sampler_dimensionality) {
|
|
case GLSL_SAMPLER_DIM_2D:
|
|
case GLSL_SAMPLER_DIM_3D:
|
|
case GLSL_SAMPLER_DIM_CUBE:
|
|
case GLSL_SAMPLER_DIM_RECT:
|
|
case GLSL_SAMPLER_DIM_MS:
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
f->add_signature(_image(prototype, types[i], intrinsic_name,
|
|
num_arguments, flags, intrinsic_id));
|
|
}
|
|
shader->symbols->add_function(f);
|
|
}
|
|
|
|
void
|
|
builtin_builder::add_image_functions(bool glsl)
|
|
{
|
|
const unsigned flags = (glsl ? IMAGE_FUNCTION_EMIT_STUB : 0);
|
|
|
|
add_image_function(glsl ? "imageLoad" : "__intrinsic_image_load",
|
|
"__intrinsic_image_load",
|
|
&builtin_builder::_image_prototype, 0,
|
|
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
|
|
IMAGE_FUNCTION_READ_ONLY),
|
|
ir_intrinsic_image_load);
|
|
|
|
add_image_function(glsl ? "imageStore" : "__intrinsic_image_store",
|
|
"__intrinsic_image_store",
|
|
&builtin_builder::_image_prototype, 1,
|
|
(flags | IMAGE_FUNCTION_RETURNS_VOID |
|
|
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
|
|
IMAGE_FUNCTION_WRITE_ONLY),
|
|
ir_intrinsic_image_store);
|
|
|
|
const unsigned atom_flags = flags | IMAGE_FUNCTION_AVAIL_ATOMIC;
|
|
|
|
add_image_function(glsl ? "imageAtomicAdd" : "__intrinsic_image_atomic_add",
|
|
"__intrinsic_image_atomic_add",
|
|
&builtin_builder::_image_prototype, 1,
|
|
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE),
|
|
ir_intrinsic_image_atomic_add);
|
|
|
|
add_image_function(glsl ? "imageAtomicMin" : "__intrinsic_image_atomic_min",
|
|
"__intrinsic_image_atomic_min",
|
|
&builtin_builder::_image_prototype, 1,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_min);
|
|
|
|
add_image_function(glsl ? "imageAtomicMax" : "__intrinsic_image_atomic_max",
|
|
"__intrinsic_image_atomic_max",
|
|
&builtin_builder::_image_prototype, 1,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_max);
|
|
|
|
add_image_function(glsl ? "imageAtomicAnd" : "__intrinsic_image_atomic_and",
|
|
"__intrinsic_image_atomic_and",
|
|
&builtin_builder::_image_prototype, 1,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_and);
|
|
|
|
add_image_function(glsl ? "imageAtomicOr" : "__intrinsic_image_atomic_or",
|
|
"__intrinsic_image_atomic_or",
|
|
&builtin_builder::_image_prototype, 1,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_or);
|
|
|
|
add_image_function(glsl ? "imageAtomicXor" : "__intrinsic_image_atomic_xor",
|
|
"__intrinsic_image_atomic_xor",
|
|
&builtin_builder::_image_prototype, 1,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_xor);
|
|
|
|
add_image_function((glsl ? "imageAtomicExchange" :
|
|
"__intrinsic_image_atomic_exchange"),
|
|
"__intrinsic_image_atomic_exchange",
|
|
&builtin_builder::_image_prototype, 1,
|
|
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE),
|
|
ir_intrinsic_image_atomic_exchange);
|
|
|
|
add_image_function((glsl ? "imageAtomicCompSwap" :
|
|
"__intrinsic_image_atomic_comp_swap"),
|
|
"__intrinsic_image_atomic_comp_swap",
|
|
&builtin_builder::_image_prototype, 2,
|
|
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_atomic_comp_swap);
|
|
|
|
add_image_function(glsl ? "imageSize" : "__intrinsic_image_size",
|
|
"__intrinsic_image_size",
|
|
&builtin_builder::_image_size_prototype, 1,
|
|
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
|
|
ir_intrinsic_image_size);
|
|
|
|
add_image_function(glsl ? "imageSamples" : "__intrinsic_image_samples",
|
|
"__intrinsic_image_samples",
|
|
&builtin_builder::_image_samples_prototype, 1,
|
|
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
|
|
IMAGE_FUNCTION_MS_ONLY,
|
|
ir_intrinsic_image_samples);
|
|
|
|
/* EXT_shader_image_load_store */
|
|
add_image_function(glsl ? "imageAtomicIncWrap" : "__intrinsic_image_atomic_inc_wrap",
|
|
"__intrinsic_image_atomic_inc_wrap",
|
|
&builtin_builder::_image_prototype, 1,
|
|
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
|
|
ir_intrinsic_image_atomic_inc_wrap);
|
|
add_image_function(glsl ? "imageAtomicDecWrap" : "__intrinsic_image_atomic_dec_wrap",
|
|
"__intrinsic_image_atomic_dec_wrap",
|
|
&builtin_builder::_image_prototype, 1,
|
|
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
|
|
ir_intrinsic_image_atomic_dec_wrap);
|
|
|
|
/* ARB_sparse_texture2 */
|
|
add_image_function(glsl ? "sparseImageLoadARB" : "__intrinsic_image_sparse_load",
|
|
"__intrinsic_image_sparse_load",
|
|
&builtin_builder::_image_prototype, 0,
|
|
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
|
|
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
|
|
IMAGE_FUNCTION_READ_ONLY |
|
|
IMAGE_FUNCTION_SPARSE),
|
|
ir_intrinsic_image_sparse_load);
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::in_var(const glsl_type *type, const char *name)
|
|
{
|
|
return new(mem_ctx) ir_variable(type, name, ir_var_function_in);
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::in_highp_var(const glsl_type *type, const char *name)
|
|
{
|
|
ir_variable *var = in_var(type, name);
|
|
var->data.precision = GLSL_PRECISION_HIGH;
|
|
return var;
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::in_mediump_var(const glsl_type *type, const char *name)
|
|
{
|
|
ir_variable *var = in_var(type, name);
|
|
var->data.precision = GLSL_PRECISION_MEDIUM;
|
|
return var;
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::out_var(const glsl_type *type, const char *name)
|
|
{
|
|
return new(mem_ctx) ir_variable(type, name, ir_var_function_out);
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::out_lowp_var(const glsl_type *type, const char *name)
|
|
{
|
|
ir_variable *var = out_var(type, name);
|
|
var->data.precision = GLSL_PRECISION_LOW;
|
|
return var;
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::out_highp_var(const glsl_type *type, const char *name)
|
|
{
|
|
ir_variable *var = out_var(type, name);
|
|
var->data.precision = GLSL_PRECISION_HIGH;
|
|
return var;
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_builder::as_highp(ir_factory &body, ir_variable *var)
|
|
{
|
|
ir_variable *t = body.make_temp(var->type, "highp_tmp");
|
|
body.emit(assign(t, var));
|
|
return t;
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(bool b, unsigned vector_elements)
|
|
{
|
|
return new(mem_ctx) ir_constant(b, vector_elements);
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(float f, unsigned vector_elements)
|
|
{
|
|
return new(mem_ctx) ir_constant(f, vector_elements);
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(int i, unsigned vector_elements)
|
|
{
|
|
return new(mem_ctx) ir_constant(i, vector_elements);
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(unsigned u, unsigned vector_elements)
|
|
{
|
|
return new(mem_ctx) ir_constant(u, vector_elements);
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(double d, unsigned vector_elements)
|
|
{
|
|
return new(mem_ctx) ir_constant(d, vector_elements);
|
|
}
|
|
|
|
ir_constant *
|
|
builtin_builder::imm(const glsl_type *type, const ir_constant_data &data)
|
|
{
|
|
return new(mem_ctx) ir_constant(type, &data);
|
|
}
|
|
|
|
#define IMM_FP(type, val) (glsl_type_is_double(type)) ? imm(val) : imm((float)val)
|
|
|
|
ir_dereference_variable *
|
|
builtin_builder::var_ref(ir_variable *var)
|
|
{
|
|
return new(mem_ctx) ir_dereference_variable(var);
|
|
}
|
|
|
|
ir_dereference_array *
|
|
builtin_builder::array_ref(ir_variable *var, int idx)
|
|
{
|
|
return new(mem_ctx) ir_dereference_array(var, imm(idx));
|
|
}
|
|
|
|
/** Return an element of a matrix */
|
|
ir_swizzle *
|
|
builtin_builder::matrix_elt(ir_variable *var, int column, int row)
|
|
{
|
|
return swizzle(array_ref(var, column), row, 1);
|
|
}
|
|
|
|
ir_dereference_record *
|
|
builtin_builder::record_ref(ir_variable *var, const char *field)
|
|
{
|
|
return new(mem_ctx) ir_dereference_record(var, field);
|
|
}
|
|
|
|
/**
|
|
* Implementations of built-in functions:
|
|
* @{
|
|
*/
|
|
ir_function_signature *
|
|
builtin_builder::new_sig(const glsl_type *return_type,
|
|
builtin_available_predicate avail,
|
|
int num_params,
|
|
...)
|
|
{
|
|
va_list ap;
|
|
|
|
ir_function_signature *sig =
|
|
new(mem_ctx) ir_function_signature(return_type, avail);
|
|
|
|
exec_list plist;
|
|
va_start(ap, num_params);
|
|
for (int i = 0; i < num_params; i++) {
|
|
plist.push_tail(va_arg(ap, ir_variable *));
|
|
}
|
|
va_end(ap);
|
|
|
|
sig->replace_parameters(&plist);
|
|
return sig;
|
|
}
|
|
|
|
#define MAKE_SIG(return_type, avail, ...) \
|
|
ir_function_signature *sig = \
|
|
new_sig(return_type, avail, __VA_ARGS__); \
|
|
ir_factory body(&sig->body, mem_ctx); \
|
|
sig->is_defined = true;
|
|
|
|
#define MAKE_INTRINSIC(return_type, id, avail, ...) \
|
|
ir_function_signature *sig = \
|
|
new_sig(return_type, avail, __VA_ARGS__); \
|
|
sig->intrinsic_id = id;
|
|
|
|
ir_function_signature *
|
|
builtin_builder::unop(builtin_available_predicate avail,
|
|
ir_expression_operation opcode,
|
|
const glsl_type *return_type,
|
|
const glsl_type *param_type)
|
|
{
|
|
ir_variable *x = in_var(param_type, "x");
|
|
MAKE_SIG(return_type, avail, 1, x);
|
|
body.emit(ret(expr(opcode, x)));
|
|
return sig;
|
|
}
|
|
|
|
#define UNOP(NAME, OPCODE, AVAIL) \
|
|
ir_function_signature * \
|
|
builtin_builder::_##NAME(const glsl_type *type) \
|
|
{ \
|
|
return unop(&AVAIL, OPCODE, type, type); \
|
|
}
|
|
|
|
#define UNOPA(NAME, OPCODE) \
|
|
ir_function_signature * \
|
|
builtin_builder::_##NAME(builtin_available_predicate avail, const glsl_type *type) \
|
|
{ \
|
|
return unop(avail, OPCODE, type, type); \
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::binop(builtin_available_predicate avail,
|
|
ir_expression_operation opcode,
|
|
const glsl_type *return_type,
|
|
const glsl_type *param0_type,
|
|
const glsl_type *param1_type,
|
|
bool swap_operands)
|
|
{
|
|
ir_variable *x = in_var(param0_type, "x");
|
|
ir_variable *y = in_var(param1_type, "y");
|
|
MAKE_SIG(return_type, avail, 2, x, y);
|
|
|
|
if (swap_operands)
|
|
body.emit(ret(expr(opcode, y, x)));
|
|
else
|
|
body.emit(ret(expr(opcode, x, y)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
#define BINOP(NAME, OPCODE, AVAIL) \
|
|
ir_function_signature * \
|
|
builtin_builder::_##NAME(const glsl_type *return_type, \
|
|
const glsl_type *param0_type, \
|
|
const glsl_type *param1_type) \
|
|
{ \
|
|
return binop(&AVAIL, OPCODE, return_type, param0_type, param1_type); \
|
|
}
|
|
|
|
/**
|
|
* Angle and Trigonometry Functions @{
|
|
*/
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_radians(const glsl_type *type)
|
|
{
|
|
ir_variable *degrees = in_var(type, "degrees");
|
|
MAKE_SIG(type, always_available, 1, degrees);
|
|
body.emit(ret(mul(degrees, imm(0.0174532925f))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_degrees(const glsl_type *type)
|
|
{
|
|
ir_variable *radians = in_var(type, "radians");
|
|
MAKE_SIG(type, always_available, 1, radians);
|
|
body.emit(ret(mul(radians, imm(57.29578f))));
|
|
return sig;
|
|
}
|
|
|
|
UNOP(sin, ir_unop_sin, always_available)
|
|
UNOP(cos, ir_unop_cos, always_available)
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_tan(const glsl_type *type)
|
|
{
|
|
ir_variable *theta = in_var(type, "theta");
|
|
MAKE_SIG(type, always_available, 1, theta);
|
|
body.emit(ret(div(sin(theta), cos(theta))));
|
|
return sig;
|
|
}
|
|
|
|
ir_expression *
|
|
builtin_builder::asin_expr(ir_variable *x, float p0, float p1)
|
|
{
|
|
return mul(sign(x),
|
|
sub(imm(M_PI_2f),
|
|
mul(sqrt(sub(imm(1.0f), abs(x))),
|
|
add(imm(M_PI_2f),
|
|
mul(abs(x),
|
|
add(imm(M_PI_4f - 1.0f),
|
|
mul(abs(x),
|
|
add(imm(p0),
|
|
mul(abs(x), imm(p1))))))))));
|
|
}
|
|
|
|
/**
|
|
* Generate a ir_call to a function with a set of parameters
|
|
*
|
|
* The input \c params can either be a list of \c ir_variable or a list of
|
|
* \c ir_dereference_variable. In the latter case, all nodes will be removed
|
|
* from \c params and used directly as the parameters to the generated
|
|
* \c ir_call.
|
|
*/
|
|
ir_call *
|
|
builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params)
|
|
{
|
|
exec_list actual_params;
|
|
|
|
foreach_in_list_safe(ir_instruction, ir, ¶ms) {
|
|
ir_dereference_variable *d = ir->as_dereference_variable();
|
|
if (d != NULL) {
|
|
d->remove();
|
|
actual_params.push_tail(d);
|
|
} else {
|
|
ir_variable *var = ir->as_variable();
|
|
assert(var != NULL);
|
|
actual_params.push_tail(var_ref(var));
|
|
}
|
|
}
|
|
|
|
ir_function_signature *sig =
|
|
f->exact_matching_signature(NULL, &actual_params);
|
|
if (!sig)
|
|
return NULL;
|
|
|
|
ir_dereference_variable *deref =
|
|
(glsl_type_is_void(sig->return_type) ? NULL : var_ref(ret));
|
|
|
|
return new(mem_ctx) ir_call(sig, deref, &actual_params);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_asin(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, always_available, 1, x);
|
|
|
|
body.emit(ret(asin_expr(x, 0.086566724f, -0.03102955f)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_acos(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, always_available, 1, x);
|
|
|
|
body.emit(ret(sub(imm(M_PI_2f), asin_expr(x, 0.08132463f, -0.02363318f))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_sinh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
/* 0.5 * (e^x - e^(-x)) */
|
|
body.emit(ret(mul(imm(0.5f), sub(exp(x), exp(neg(x))))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_cosh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
/* 0.5 * (e^x + e^(-x)) */
|
|
body.emit(ret(mul(imm(0.5f), add(exp(x), exp(neg(x))))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_tanh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
/* Clamp x to [-10, +10] to avoid precision problems.
|
|
* When x > 10, e^(-x) is so small relative to e^x that it gets flushed to
|
|
* zero in the computation e^x + e^(-x). The same happens in the other
|
|
* direction when x < -10.
|
|
*/
|
|
ir_variable *t = body.make_temp(type, "tmp");
|
|
body.emit(assign(t, min2(max2(x, imm(-10.0f)), imm(10.0f))));
|
|
|
|
/* (e^x - e^(-x)) / (e^x + e^(-x)) */
|
|
body.emit(ret(div(sub(exp(t), exp(neg(t))),
|
|
add(exp(t), exp(neg(t))))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_asinh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
body.emit(ret(mul(sign(x), log(add(abs(x), sqrt(add(mul(x, x),
|
|
imm(1.0f))))))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_acosh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
body.emit(ret(log(add(x, sqrt(sub(mul(x, x), imm(1.0f)))))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atanh(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, v130, 1, x);
|
|
|
|
body.emit(ret(mul(imm(0.5f), log(div(add(imm(1.0f), x),
|
|
sub(imm(1.0f), x))))));
|
|
return sig;
|
|
}
|
|
/** @} */
|
|
|
|
/**
|
|
* Exponential Functions @{
|
|
*/
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_pow(const glsl_type *type)
|
|
{
|
|
return binop(always_available, ir_binop_pow, type, type, type);
|
|
}
|
|
|
|
UNOP(exp, ir_unop_exp, always_available)
|
|
UNOP(log, ir_unop_log, always_available)
|
|
UNOP(exp2, ir_unop_exp2, always_available)
|
|
UNOP(log2, ir_unop_log2, always_available)
|
|
UNOP(atan, ir_unop_atan, always_available)
|
|
UNOPA(sqrt, ir_unop_sqrt)
|
|
UNOPA(inversesqrt, ir_unop_rsq)
|
|
|
|
/** @} */
|
|
|
|
UNOPA(abs, ir_unop_abs)
|
|
UNOPA(sign, ir_unop_sign)
|
|
UNOPA(floor, ir_unop_floor)
|
|
UNOPA(truncate, ir_unop_trunc)
|
|
UNOPA(trunc, ir_unop_trunc)
|
|
UNOPA(round, ir_unop_round_even)
|
|
UNOPA(roundEven, ir_unop_round_even)
|
|
UNOPA(ceil, ir_unop_ceil)
|
|
UNOPA(fract, ir_unop_fract)
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_mod(builtin_available_predicate avail,
|
|
const glsl_type *x_type, const glsl_type *y_type)
|
|
{
|
|
return binop(avail, ir_binop_mod, x_type, x_type, y_type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_modf(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
ir_variable *i = out_var(type, "i");
|
|
MAKE_SIG(type, avail, 2, x, i);
|
|
|
|
ir_variable *t = body.make_temp(type, "t");
|
|
body.emit(assign(t, expr(ir_unop_trunc, x)));
|
|
body.emit(assign(i, t));
|
|
body.emit(ret(sub(x, t)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_min(builtin_available_predicate avail,
|
|
const glsl_type *x_type, const glsl_type *y_type)
|
|
{
|
|
return binop(avail, ir_binop_min, x_type, x_type, y_type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_max(builtin_available_predicate avail,
|
|
const glsl_type *x_type, const glsl_type *y_type)
|
|
{
|
|
return binop(avail, ir_binop_max, x_type, x_type, y_type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_clamp(builtin_available_predicate avail,
|
|
const glsl_type *val_type, const glsl_type *bound_type)
|
|
{
|
|
ir_variable *x = in_var(val_type, "x");
|
|
ir_variable *minVal = in_var(bound_type, "minVal");
|
|
ir_variable *maxVal = in_var(bound_type, "maxVal");
|
|
MAKE_SIG(val_type, avail, 3, x, minVal, maxVal);
|
|
|
|
body.emit(ret(clamp(x, minVal, maxVal)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_mix_lrp(builtin_available_predicate avail, const glsl_type *val_type, const glsl_type *blend_type)
|
|
{
|
|
ir_variable *x = in_var(val_type, "x");
|
|
ir_variable *y = in_var(val_type, "y");
|
|
ir_variable *a = in_var(blend_type, "a");
|
|
MAKE_SIG(val_type, avail, 3, x, y, a);
|
|
|
|
body.emit(ret(lrp(x, y, a)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_mix_sel(builtin_available_predicate avail,
|
|
const glsl_type *val_type,
|
|
const glsl_type *blend_type)
|
|
{
|
|
ir_variable *x = in_var(val_type, "x");
|
|
ir_variable *y = in_var(val_type, "y");
|
|
ir_variable *a = in_var(blend_type, "a");
|
|
MAKE_SIG(val_type, avail, 3, x, y, a);
|
|
|
|
/* csel matches the ternary operator in that a selector of true choses the
|
|
* first argument. This differs from mix(x, y, false) which choses the
|
|
* second argument (to remain consistent with the interpolating version of
|
|
* mix() which takes a blend factor from 0.0 to 1.0 where 0.0 is only x.
|
|
*
|
|
* To handle the behavior mismatch, reverse the x and y arguments.
|
|
*/
|
|
body.emit(ret(csel(a, y, x)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_step(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
|
|
{
|
|
ir_variable *edge = in_var(edge_type, "edge");
|
|
ir_variable *x = in_var(x_type, "x");
|
|
MAKE_SIG(x_type, avail, 2, edge, x);
|
|
|
|
ir_variable *t = body.make_temp(x_type, "t");
|
|
if (x_type->vector_elements == 1) {
|
|
/* Both are floats */
|
|
if (glsl_type_is_double(edge_type))
|
|
body.emit(assign(t, f2d(b2f(gequal(x, edge)))));
|
|
else
|
|
body.emit(assign(t, b2f(gequal(x, edge))));
|
|
} else if (edge_type->vector_elements == 1) {
|
|
/* x is a vector but edge is a float */
|
|
for (int i = 0; i < x_type->vector_elements; i++) {
|
|
if (glsl_type_is_double(edge_type))
|
|
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i));
|
|
else
|
|
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), edge)), 1 << i));
|
|
}
|
|
} else {
|
|
/* Both are vectors */
|
|
for (int i = 0; i < x_type->vector_elements; i++) {
|
|
if (glsl_type_is_double(edge_type))
|
|
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))),
|
|
1 << i));
|
|
else
|
|
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1))),
|
|
1 << i));
|
|
|
|
}
|
|
}
|
|
body.emit(ret(t));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_smoothstep(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
|
|
{
|
|
ir_variable *edge0 = in_var(edge_type, "edge0");
|
|
ir_variable *edge1 = in_var(edge_type, "edge1");
|
|
ir_variable *x = in_var(x_type, "x");
|
|
MAKE_SIG(x_type, avail, 3, edge0, edge1, x);
|
|
|
|
/* From the GLSL 1.10 specification:
|
|
*
|
|
* genType t;
|
|
* t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
|
|
* return t * t * (3 - 2 * t);
|
|
*/
|
|
|
|
ir_variable *t = body.make_temp(x_type, "t");
|
|
body.emit(assign(t, clamp(div(sub(x, edge0), sub(edge1, edge0)),
|
|
IMM_FP(x_type, 0.0), IMM_FP(x_type, 1.0))));
|
|
|
|
body.emit(ret(mul(t, mul(t, sub(IMM_FP(x_type, 3.0), mul(IMM_FP(x_type, 2.0), t))))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_isnan(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x);
|
|
|
|
body.emit(ret(nequal(x, x)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_isinf(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x);
|
|
|
|
ir_constant_data infinities;
|
|
for (int i = 0; i < type->vector_elements; i++) {
|
|
switch (type->base_type) {
|
|
case GLSL_TYPE_FLOAT:
|
|
infinities.f[i] = INFINITY;
|
|
break;
|
|
case GLSL_TYPE_DOUBLE:
|
|
infinities.d[i] = INFINITY;
|
|
break;
|
|
default:
|
|
unreachable("unknown type");
|
|
}
|
|
}
|
|
|
|
body.emit(ret(equal(abs(x), imm(type, infinities))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atan2(const glsl_type *x_type)
|
|
{
|
|
return binop(always_available, ir_binop_atan2, x_type, x_type, x_type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_floatBitsToInt(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_ivec_type(type->vector_elements), shader_bit_encoding, 1, x);
|
|
body.emit(ret(bitcast_f2i(as_highp(body, x))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_floatBitsToUint(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_uvec_type(type->vector_elements), shader_bit_encoding, 1, x);
|
|
body.emit(ret(bitcast_f2u(as_highp(body, x))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_intBitsToFloat(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x);
|
|
body.emit(ret(bitcast_i2f(as_highp(body, x))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_uintBitsToFloat(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x);
|
|
body.emit(ret(bitcast_u2f(as_highp(body, x))));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_doubleBitsToInt64(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_i64vec_type(type->vector_elements), avail, 1, x);
|
|
body.emit(ret(bitcast_d2i64(x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_doubleBitsToUint64(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_u64vec_type(type->vector_elements), avail, 1, x);
|
|
body.emit(ret(bitcast_d2u64(x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_int64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x);
|
|
body.emit(ret(bitcast_i642d(x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_uint64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x);
|
|
body.emit(ret(bitcast_u642d(x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packUnorm2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_highp_var(&glsl_type_builtin_vec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_pack_unorm_2x16, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packSnorm2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_var(&glsl_type_builtin_vec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_pack_snorm_2x16, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packUnorm4x8(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec4, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_pack_unorm_4x8, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packSnorm4x8(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec4, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_pack_snorm_4x8, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackUnorm2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_unpack_unorm_2x16, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackSnorm2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_unpack_snorm_2x16, p)));
|
|
return sig;
|
|
}
|
|
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackUnorm4x8(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p);
|
|
sig->return_precision = GLSL_PRECISION_MEDIUM;
|
|
body.emit(ret(expr(ir_unop_unpack_unorm_4x8, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackSnorm4x8(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p);
|
|
sig->return_precision = GLSL_PRECISION_MEDIUM;
|
|
body.emit(ret(expr(ir_unop_unpack_snorm_4x8, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packHalf2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_mediump_var(&glsl_type_builtin_vec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_pack_half_2x16, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackHalf2x16(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_highp_var(&glsl_type_builtin_uint, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p);
|
|
sig->return_precision = GLSL_PRECISION_MEDIUM;
|
|
body.emit(ret(expr(ir_unop_unpack_half_2x16, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packDouble2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_double, avail, 1, v);
|
|
body.emit(ret(expr(ir_unop_pack_double_2x32, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackDouble2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_var(&glsl_type_builtin_double, "p");
|
|
MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p);
|
|
body.emit(ret(expr(ir_unop_unpack_double_2x32, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packInt2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_var(&glsl_type_builtin_ivec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_int64_t, avail, 1, v);
|
|
body.emit(ret(expr(ir_unop_pack_int_2x32, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackInt2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_var(&glsl_type_builtin_int64_t, "p");
|
|
MAKE_SIG(&glsl_type_builtin_ivec2, avail, 1, p);
|
|
body.emit(ret(expr(ir_unop_unpack_int_2x32, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_packUint2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v");
|
|
MAKE_SIG(&glsl_type_builtin_uint64_t, avail, 1, v);
|
|
body.emit(ret(expr(ir_unop_pack_uint_2x32, v)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_unpackUint2x32(builtin_available_predicate avail)
|
|
{
|
|
ir_variable *p = in_var(&glsl_type_builtin_uint64_t, "p");
|
|
MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p);
|
|
body.emit(ret(expr(ir_unop_unpack_uint_2x32, p)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_length(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, x);
|
|
|
|
body.emit(ret(sqrt(dot(x, x))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_distance(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *p0 = in_var(type, "p0");
|
|
ir_variable *p1 = in_var(type, "p1");
|
|
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 2, p0, p1);
|
|
|
|
if (type->vector_elements == 1) {
|
|
body.emit(ret(abs(sub(p0, p1))));
|
|
} else {
|
|
ir_variable *p = body.make_temp(type, "p");
|
|
body.emit(assign(p, sub(p0, p1)));
|
|
body.emit(ret(sqrt(dot(p, p))));
|
|
}
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_dot(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
if (type->vector_elements == 1)
|
|
return binop(avail, ir_binop_mul, type, type, type);
|
|
|
|
return binop(avail, ir_binop_dot,
|
|
glsl_get_base_glsl_type(type), type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_cross(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *a = in_var(type, "a");
|
|
ir_variable *b = in_var(type, "b");
|
|
MAKE_SIG(type, avail, 2, a, b);
|
|
|
|
int yzx = MAKE_SWIZZLE4(SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, 0);
|
|
int zxy = MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, 0);
|
|
|
|
body.emit(ret(sub(mul(swizzle(a, yzx, 3), swizzle(b, zxy, 3)),
|
|
mul(swizzle(a, zxy, 3), swizzle(b, yzx, 3)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_normalize(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(type, avail, 1, x);
|
|
|
|
if (type->vector_elements == 1) {
|
|
body.emit(ret(sign(x)));
|
|
} else {
|
|
body.emit(ret(mul(x, rsq(dot(x, x)))));
|
|
}
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_ftransform()
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_vec4, compatibility_vs_only, 0);
|
|
|
|
/* ftransform() refers to global variables, and is always emitted
|
|
* directly by ast_function.cpp. Just emit a prototype here so we
|
|
* can recognize calls to it.
|
|
*/
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_faceforward(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *N = in_var(type, "N");
|
|
ir_variable *I = in_var(type, "I");
|
|
ir_variable *Nref = in_var(type, "Nref");
|
|
MAKE_SIG(type, avail, 3, N, I, Nref);
|
|
|
|
body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)),
|
|
ret(N), ret(neg(N))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_reflect(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *I = in_var(type, "I");
|
|
ir_variable *N = in_var(type, "N");
|
|
MAKE_SIG(type, avail, 2, I, N);
|
|
|
|
/* I - 2 * dot(N, I) * N */
|
|
body.emit(ret(sub(I, mul(IMM_FP(type, 2.0), mul(dot(N, I), N)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_refract(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *I = in_var(type, "I");
|
|
ir_variable *N = in_var(type, "N");
|
|
ir_variable *eta = in_var(glsl_get_base_glsl_type(type), "eta");
|
|
MAKE_SIG(type, avail, 3, I, N, eta);
|
|
|
|
ir_variable *n_dot_i = body.make_temp(glsl_get_base_glsl_type(type), "n_dot_i");
|
|
body.emit(assign(n_dot_i, dot(N, I)));
|
|
|
|
/* From the GLSL 1.10 specification:
|
|
* k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
|
|
* if (k < 0.0)
|
|
* return genType(0.0)
|
|
* else
|
|
* return eta * I - (eta * dot(N, I) + sqrt(k)) * N
|
|
*/
|
|
ir_variable *k = body.make_temp(glsl_get_base_glsl_type(type), "k");
|
|
body.emit(assign(k, sub(IMM_FP(type, 1.0),
|
|
mul(eta, mul(eta, sub(IMM_FP(type, 1.0),
|
|
mul(n_dot_i, n_dot_i)))))));
|
|
body.emit(if_tree(less(k, IMM_FP(type, 0.0)),
|
|
ret(ir_constant::zero(mem_ctx, type)),
|
|
ret(sub(mul(eta, I),
|
|
mul(add(mul(eta, n_dot_i), sqrt(k)), N)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_matrixCompMult(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
ir_variable *y = in_var(type, "y");
|
|
MAKE_SIG(type, avail, 2, x, y);
|
|
|
|
ir_variable *z = body.make_temp(type, "z");
|
|
for (int i = 0; i < type->matrix_columns; i++) {
|
|
body.emit(assign(array_ref(z, i), mul(array_ref(x, i), array_ref(y, i))));
|
|
}
|
|
body.emit(ret(z));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_outerProduct(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *c;
|
|
ir_variable *r;
|
|
|
|
if (glsl_type_is_double(type)) {
|
|
r = in_var(glsl_dvec_type(type->matrix_columns), "r");
|
|
c = in_var(glsl_dvec_type(type->vector_elements), "c");
|
|
} else {
|
|
r = in_var(glsl_vec_type(type->matrix_columns), "r");
|
|
c = in_var(glsl_vec_type(type->vector_elements), "c");
|
|
}
|
|
MAKE_SIG(type, avail, 2, c, r);
|
|
|
|
ir_variable *m = body.make_temp(type, "m");
|
|
for (int i = 0; i < type->matrix_columns; i++) {
|
|
body.emit(assign(array_ref(m, i), mul(c, swizzle(r, i, 1))));
|
|
}
|
|
body.emit(ret(m));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_transpose(builtin_available_predicate avail, const glsl_type *orig_type)
|
|
{
|
|
const glsl_type *transpose_type =
|
|
glsl_simple_type(orig_type->base_type,
|
|
orig_type->matrix_columns,
|
|
orig_type->vector_elements);
|
|
|
|
ir_variable *m = in_var(orig_type, "m");
|
|
MAKE_SIG(transpose_type, avail, 1, m);
|
|
|
|
ir_variable *t = body.make_temp(transpose_type, "t");
|
|
for (int i = 0; i < orig_type->matrix_columns; i++) {
|
|
for (int j = 0; j < orig_type->vector_elements; j++) {
|
|
body.emit(assign(array_ref(t, j),
|
|
matrix_elt(m, i, j),
|
|
1 << i));
|
|
}
|
|
}
|
|
body.emit(ret(t));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_determinant_mat2(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, m);
|
|
|
|
body.emit(ret(sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
|
|
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_determinant_mat3(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, m);
|
|
|
|
ir_expression *f1 =
|
|
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 1)));
|
|
|
|
ir_expression *f2 =
|
|
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 0)));
|
|
|
|
ir_expression *f3 =
|
|
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
|
|
mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 0)));
|
|
|
|
body.emit(ret(add(sub(mul(matrix_elt(m, 0, 0), f1),
|
|
mul(matrix_elt(m, 0, 1), f2)),
|
|
mul(matrix_elt(m, 0, 2), f3))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_determinant_mat4(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
const glsl_type *btype = glsl_get_base_glsl_type(type);
|
|
MAKE_SIG(btype, avail, 1, m);
|
|
|
|
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
|
|
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
|
|
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
|
|
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
|
|
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
|
|
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
|
|
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
|
|
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
|
|
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
|
|
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
|
|
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
|
|
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
|
|
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
|
|
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
|
|
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
|
|
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
|
|
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
|
|
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
|
|
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
|
|
|
|
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
|
|
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
|
|
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
|
|
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
|
|
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
|
|
|
|
ir_variable *adj_0 = body.make_temp(btype == &glsl_type_builtin_float ? &glsl_type_builtin_vec4 : &glsl_type_builtin_dvec4, "adj_0");
|
|
|
|
body.emit(assign(adj_0,
|
|
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
|
|
mul(matrix_elt(m, 1, 2), SubFactor01)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor02)),
|
|
WRITEMASK_X));
|
|
body.emit(assign(adj_0, neg(
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
|
|
mul(matrix_elt(m, 1, 2), SubFactor03)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor04))),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(adj_0,
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
|
|
mul(matrix_elt(m, 1, 1), SubFactor03)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor05)),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(adj_0, neg(
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
|
|
mul(matrix_elt(m, 1, 1), SubFactor04)),
|
|
mul(matrix_elt(m, 1, 2), SubFactor05))),
|
|
WRITEMASK_W));
|
|
|
|
body.emit(ret(dot(array_ref(m, 0), adj_0)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_inverse_mat2(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
MAKE_SIG(type, avail, 1, m);
|
|
|
|
ir_variable *adj = body.make_temp(type, "adj");
|
|
body.emit(assign(array_ref(adj, 0), matrix_elt(m, 1, 1), 1 << 0));
|
|
body.emit(assign(array_ref(adj, 0), neg(matrix_elt(m, 0, 1)), 1 << 1));
|
|
body.emit(assign(array_ref(adj, 1), neg(matrix_elt(m, 1, 0)), 1 << 0));
|
|
body.emit(assign(array_ref(adj, 1), matrix_elt(m, 0, 0), 1 << 1));
|
|
|
|
ir_expression *det =
|
|
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
|
|
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)));
|
|
|
|
body.emit(ret(div(adj, det)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_inverse_mat3(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
const glsl_type *btype = glsl_get_base_glsl_type(type);
|
|
MAKE_SIG(type, avail, 1, m);
|
|
|
|
ir_variable *f11_22_21_12 = body.make_temp(btype, "f11_22_21_12");
|
|
ir_variable *f10_22_20_12 = body.make_temp(btype, "f10_22_20_12");
|
|
ir_variable *f10_21_20_11 = body.make_temp(btype, "f10_21_20_11");
|
|
|
|
body.emit(assign(f11_22_21_12,
|
|
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(f10_22_20_12,
|
|
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(f10_21_20_11,
|
|
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
|
|
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
|
|
|
|
ir_variable *adj = body.make_temp(type, "adj");
|
|
body.emit(assign(array_ref(adj, 0), f11_22_21_12, WRITEMASK_X));
|
|
body.emit(assign(array_ref(adj, 1), neg(f10_22_20_12), WRITEMASK_X));
|
|
body.emit(assign(array_ref(adj, 2), f10_21_20_11, WRITEMASK_X));
|
|
|
|
body.emit(assign(array_ref(adj, 0), neg(
|
|
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 2, 1), matrix_elt(m, 0, 2)))),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(array_ref(adj, 1),
|
|
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 2)),
|
|
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 2))),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(array_ref(adj, 2), neg(
|
|
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 1)),
|
|
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 1)))),
|
|
WRITEMASK_Y));
|
|
|
|
body.emit(assign(array_ref(adj, 0),
|
|
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 1, 2)),
|
|
mul(matrix_elt(m, 1, 1), matrix_elt(m, 0, 2))),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(array_ref(adj, 1), neg(
|
|
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 2)),
|
|
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 2)))),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(array_ref(adj, 2),
|
|
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
|
|
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1))),
|
|
WRITEMASK_Z));
|
|
|
|
ir_expression *det =
|
|
add(sub(mul(matrix_elt(m, 0, 0), f11_22_21_12),
|
|
mul(matrix_elt(m, 0, 1), f10_22_20_12)),
|
|
mul(matrix_elt(m, 0, 2), f10_21_20_11));
|
|
|
|
body.emit(ret(div(adj, det)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_inverse_mat4(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *m = in_var(type, "m");
|
|
const glsl_type *btype = glsl_get_base_glsl_type(type);
|
|
MAKE_SIG(type, avail, 1, m);
|
|
|
|
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
|
|
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
|
|
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
|
|
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
|
|
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
|
|
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
|
|
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
|
|
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
|
|
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
|
|
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
|
|
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
|
|
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
|
|
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
|
|
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
|
|
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
|
|
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
|
|
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
|
|
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
|
|
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
|
|
|
|
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
|
|
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
|
|
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
|
|
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
|
|
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
|
|
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
|
|
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
|
|
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
|
|
|
|
ir_variable *adj = body.make_temp(btype == &glsl_type_builtin_float ? &glsl_type_builtin_mat4 : &glsl_type_builtin_dmat4, "adj");
|
|
body.emit(assign(array_ref(adj, 0),
|
|
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
|
|
mul(matrix_elt(m, 1, 2), SubFactor01)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor02)),
|
|
WRITEMASK_X));
|
|
body.emit(assign(array_ref(adj, 1), neg(
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
|
|
mul(matrix_elt(m, 1, 2), SubFactor03)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor04))),
|
|
WRITEMASK_X));
|
|
body.emit(assign(array_ref(adj, 2),
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
|
|
mul(matrix_elt(m, 1, 1), SubFactor03)),
|
|
mul(matrix_elt(m, 1, 3), SubFactor05)),
|
|
WRITEMASK_X));
|
|
body.emit(assign(array_ref(adj, 3), neg(
|
|
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
|
|
mul(matrix_elt(m, 1, 1), SubFactor04)),
|
|
mul(matrix_elt(m, 1, 2), SubFactor05))),
|
|
WRITEMASK_X));
|
|
|
|
body.emit(assign(array_ref(adj, 0), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 1), SubFactor00),
|
|
mul(matrix_elt(m, 0, 2), SubFactor01)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor02))),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(array_ref(adj, 1),
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor00),
|
|
mul(matrix_elt(m, 0, 2), SubFactor03)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor04)),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(array_ref(adj, 2), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor01),
|
|
mul(matrix_elt(m, 0, 1), SubFactor03)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor05))),
|
|
WRITEMASK_Y));
|
|
body.emit(assign(array_ref(adj, 3),
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor02),
|
|
mul(matrix_elt(m, 0, 1), SubFactor04)),
|
|
mul(matrix_elt(m, 0, 2), SubFactor05)),
|
|
WRITEMASK_Y));
|
|
|
|
body.emit(assign(array_ref(adj, 0),
|
|
add(sub(mul(matrix_elt(m, 0, 1), SubFactor06),
|
|
mul(matrix_elt(m, 0, 2), SubFactor07)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor08)),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(array_ref(adj, 1), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor06),
|
|
mul(matrix_elt(m, 0, 2), SubFactor09)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor10))),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(array_ref(adj, 2),
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor11),
|
|
mul(matrix_elt(m, 0, 1), SubFactor09)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor12)),
|
|
WRITEMASK_Z));
|
|
body.emit(assign(array_ref(adj, 3), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor08),
|
|
mul(matrix_elt(m, 0, 1), SubFactor10)),
|
|
mul(matrix_elt(m, 0, 2), SubFactor12))),
|
|
WRITEMASK_Z));
|
|
|
|
body.emit(assign(array_ref(adj, 0), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 1), SubFactor13),
|
|
mul(matrix_elt(m, 0, 2), SubFactor14)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor15))),
|
|
WRITEMASK_W));
|
|
body.emit(assign(array_ref(adj, 1),
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor13),
|
|
mul(matrix_elt(m, 0, 2), SubFactor16)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor17)),
|
|
WRITEMASK_W));
|
|
body.emit(assign(array_ref(adj, 2), neg(
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor14),
|
|
mul(matrix_elt(m, 0, 1), SubFactor16)),
|
|
mul(matrix_elt(m, 0, 3), SubFactor18))),
|
|
WRITEMASK_W));
|
|
body.emit(assign(array_ref(adj, 3),
|
|
add(sub(mul(matrix_elt(m, 0, 0), SubFactor15),
|
|
mul(matrix_elt(m, 0, 1), SubFactor17)),
|
|
mul(matrix_elt(m, 0, 2), SubFactor18)),
|
|
WRITEMASK_W));
|
|
|
|
ir_expression *det =
|
|
add(mul(matrix_elt(m, 0, 0), matrix_elt(adj, 0, 0)),
|
|
add(mul(matrix_elt(m, 0, 1), matrix_elt(adj, 1, 0)),
|
|
add(mul(matrix_elt(m, 0, 2), matrix_elt(adj, 2, 0)),
|
|
mul(matrix_elt(m, 0, 3), matrix_elt(adj, 3, 0)))));
|
|
|
|
body.emit(ret(div(adj, det)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_lessThan(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_less,
|
|
glsl_bvec_type(type->vector_elements), type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_lessThanEqual(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_gequal,
|
|
glsl_bvec_type(type->vector_elements), type, type,
|
|
true);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_greaterThan(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_less,
|
|
glsl_bvec_type(type->vector_elements), type, type,
|
|
true);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_greaterThanEqual(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_gequal,
|
|
glsl_bvec_type(type->vector_elements), type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_equal(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_equal,
|
|
glsl_bvec_type(type->vector_elements), type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_notEqual(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_nequal,
|
|
glsl_bvec_type(type->vector_elements), type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_any(const glsl_type *type)
|
|
{
|
|
ir_variable *v = in_var(type, "v");
|
|
MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v);
|
|
|
|
const unsigned vec_elem = v->type->vector_elements;
|
|
body.emit(ret(expr(ir_binop_any_nequal, v, imm(false, vec_elem))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_all(const glsl_type *type)
|
|
{
|
|
ir_variable *v = in_var(type, "v");
|
|
MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v);
|
|
|
|
const unsigned vec_elem = v->type->vector_elements;
|
|
body.emit(ret(expr(ir_binop_all_equal, v, imm(true, vec_elem))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
UNOP(not, ir_unop_logic_not, always_available)
|
|
|
|
static bool
|
|
has_lod(const glsl_type *sampler_type)
|
|
{
|
|
assert(glsl_type_is_sampler(sampler_type));
|
|
|
|
switch (sampler_type->sampler_dimensionality) {
|
|
case GLSL_SAMPLER_DIM_RECT:
|
|
case GLSL_SAMPLER_DIM_BUF:
|
|
case GLSL_SAMPLER_DIM_MS:
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_textureSize(builtin_available_predicate avail,
|
|
const glsl_type *return_type,
|
|
const glsl_type *sampler_type)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
/* The sampler always exists; add optional lod later. */
|
|
MAKE_SIG(return_type, avail, 1, s);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_txs);
|
|
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), return_type);
|
|
|
|
if (has_lod(sampler_type)) {
|
|
ir_variable *lod = in_var(&glsl_type_builtin_int, "lod");
|
|
sig->parameters.push_tail(lod);
|
|
tex->lod_info.lod = var_ref(lod);
|
|
} else {
|
|
tex->lod_info.lod = imm(0u);
|
|
}
|
|
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_textureSamples(builtin_available_predicate avail,
|
|
const glsl_type *sampler_type)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
MAKE_SIG(&glsl_type_builtin_int, avail, 1, s);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_texture_samples);
|
|
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), &glsl_type_builtin_int);
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_is_sparse_texels_resident(void)
|
|
{
|
|
ir_variable *code = in_var(&glsl_type_builtin_int, "code");
|
|
MAKE_SIG(&glsl_type_builtin_bool, sparse_enabled, 1, code);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
|
|
ir_function *f =
|
|
shader->symbols->get_function("__intrinsic_is_sparse_texels_resident");
|
|
|
|
body.emit(call(f, retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_is_sparse_texels_resident_intrinsic(void)
|
|
{
|
|
ir_variable *code = in_var(&glsl_type_builtin_int, "code");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_is_sparse_texels_resident,
|
|
sparse_enabled, 1, code);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_texture(ir_texture_opcode opcode,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *return_type,
|
|
const glsl_type *sampler_type,
|
|
const glsl_type *coord_type,
|
|
int flags)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
ir_variable *P = in_var(coord_type, "P");
|
|
/* Sparse texture return residency info. */
|
|
const glsl_type *type = flags & TEX_SPARSE ? &glsl_type_builtin_int : return_type;
|
|
/* The sampler and coordinate always exist; add optional parameters later. */
|
|
MAKE_SIG(type, avail, 2, s, P);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(opcode, flags & TEX_SPARSE);
|
|
tex->set_sampler(var_ref(s), return_type);
|
|
|
|
const int coord_size = glsl_get_sampler_coordinate_components(sampler_type);
|
|
|
|
if (coord_size == coord_type->vector_elements) {
|
|
tex->coordinate = var_ref(P);
|
|
} else {
|
|
/* The incoming coordinate also has the projector or shadow comparator,
|
|
* so we need to swizzle those away.
|
|
*/
|
|
tex->coordinate = swizzle_for_size(P, coord_size);
|
|
}
|
|
|
|
/* The projector is always in the last component. */
|
|
if (flags & TEX_PROJECT)
|
|
tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
|
|
|
|
if (sampler_type->sampler_shadow) {
|
|
if (opcode == ir_tg4) {
|
|
/* gather has refz as a separate parameter, immediately after the
|
|
* coordinate
|
|
*/
|
|
ir_variable *refz = in_var(&glsl_type_builtin_float, "refz");
|
|
sig->parameters.push_tail(refz);
|
|
tex->shadow_comparator = var_ref(refz);
|
|
} else {
|
|
/* The shadow comparator is normally in the Z component, but a few types
|
|
* have sufficiently large coordinates that it's in W.
|
|
*/
|
|
tex->shadow_comparator = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
|
|
}
|
|
}
|
|
|
|
if (opcode == ir_txl) {
|
|
ir_variable *lod = in_var(&glsl_type_builtin_float, "lod");
|
|
sig->parameters.push_tail(lod);
|
|
tex->lod_info.lod = var_ref(lod);
|
|
} else if (opcode == ir_txd) {
|
|
int grad_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
|
|
ir_variable *dPdx = in_var(glsl_vec_type(grad_size), "dPdx");
|
|
ir_variable *dPdy = in_var(glsl_vec_type(grad_size), "dPdy");
|
|
sig->parameters.push_tail(dPdx);
|
|
sig->parameters.push_tail(dPdy);
|
|
tex->lod_info.grad.dPdx = var_ref(dPdx);
|
|
tex->lod_info.grad.dPdy = var_ref(dPdy);
|
|
}
|
|
|
|
if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) {
|
|
int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
|
|
ir_variable *offset =
|
|
new(mem_ctx) ir_variable(glsl_ivec_type(offset_size), "offset",
|
|
(flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in);
|
|
sig->parameters.push_tail(offset);
|
|
tex->offset = var_ref(offset);
|
|
}
|
|
|
|
if (flags & TEX_OFFSET_ARRAY) {
|
|
ir_variable *offsets =
|
|
new(mem_ctx) ir_variable(glsl_array_type(&glsl_type_builtin_ivec2, 4, 0),
|
|
"offsets", ir_var_const_in);
|
|
sig->parameters.push_tail(offsets);
|
|
tex->offset = var_ref(offsets);
|
|
}
|
|
|
|
if (flags & TEX_CLAMP) {
|
|
ir_variable *clamp = in_var(&glsl_type_builtin_float, "lodClamp");
|
|
sig->parameters.push_tail(clamp);
|
|
tex->clamp = var_ref(clamp);
|
|
}
|
|
|
|
ir_variable *texel = NULL;
|
|
if (flags & TEX_SPARSE) {
|
|
texel = out_var(return_type, "texel");
|
|
sig->parameters.push_tail(texel);
|
|
}
|
|
|
|
if (opcode == ir_tg4) {
|
|
if (flags & TEX_COMPONENT) {
|
|
ir_variable *component =
|
|
new(mem_ctx) ir_variable(&glsl_type_builtin_int, "comp", ir_var_const_in);
|
|
sig->parameters.push_tail(component);
|
|
tex->lod_info.component = var_ref(component);
|
|
}
|
|
else {
|
|
tex->lod_info.component = imm(0);
|
|
}
|
|
}
|
|
|
|
/* The "bias" parameter comes /after/ the "offset" parameter, which is
|
|
* inconsistent with both textureLodOffset and textureGradOffset.
|
|
*/
|
|
if (opcode == ir_txb) {
|
|
ir_variable *bias = in_var(&glsl_type_builtin_float, "bias");
|
|
sig->parameters.push_tail(bias);
|
|
tex->lod_info.bias = var_ref(bias);
|
|
}
|
|
|
|
if (flags & TEX_SPARSE) {
|
|
ir_variable *r = body.make_temp(tex->type, "result");
|
|
body.emit(assign(r, tex));
|
|
body.emit(assign(texel, record_ref(r, "texel")));
|
|
body.emit(ret(record_ref(r, "code")));
|
|
} else
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *sampler_type,
|
|
int flags)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
ir_variable *P = in_var(&glsl_type_builtin_vec4, "P");
|
|
ir_variable *compare = in_var(&glsl_type_builtin_float, "compare");
|
|
const glsl_type *return_type = &glsl_type_builtin_float;
|
|
bool sparse = flags & TEX_SPARSE;
|
|
bool clamp = flags & TEX_CLAMP;
|
|
/* Sparse texture return residency info. */
|
|
const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type;
|
|
MAKE_SIG(type, avail, 3, s, P, compare);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(opcode, sparse);
|
|
tex->set_sampler(var_ref(s), return_type);
|
|
|
|
tex->coordinate = var_ref(P);
|
|
tex->shadow_comparator = var_ref(compare);
|
|
|
|
if (opcode == ir_txl) {
|
|
ir_variable *lod = in_var(&glsl_type_builtin_float, "lod");
|
|
sig->parameters.push_tail(lod);
|
|
tex->lod_info.lod = var_ref(lod);
|
|
}
|
|
|
|
if (clamp) {
|
|
ir_variable *lod_clamp = in_var(&glsl_type_builtin_float, "lodClamp");
|
|
sig->parameters.push_tail(lod_clamp);
|
|
tex->clamp = var_ref(lod_clamp);
|
|
}
|
|
|
|
ir_variable *texel = NULL;
|
|
if (sparse) {
|
|
texel = out_var(return_type, "texel");
|
|
sig->parameters.push_tail(texel);
|
|
}
|
|
|
|
if (opcode == ir_txb) {
|
|
ir_variable *bias = in_var(&glsl_type_builtin_float, "bias");
|
|
sig->parameters.push_tail(bias);
|
|
tex->lod_info.bias = var_ref(bias);
|
|
}
|
|
|
|
if (sparse) {
|
|
ir_variable *r = body.make_temp(tex->type, "result");
|
|
body.emit(assign(r, tex));
|
|
body.emit(assign(texel, record_ref(r, "texel")));
|
|
body.emit(ret(record_ref(r, "code")));
|
|
} else
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_texelFetch(builtin_available_predicate avail,
|
|
const glsl_type *return_type,
|
|
const glsl_type *sampler_type,
|
|
const glsl_type *coord_type,
|
|
const glsl_type *offset_type,
|
|
bool sparse)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
ir_variable *P = in_var(coord_type, "P");
|
|
/* Sparse texture return residency info. */
|
|
const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type;
|
|
/* The sampler and coordinate always exist; add optional parameters later. */
|
|
MAKE_SIG(type, avail, 2, s, P);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_txf, sparse);
|
|
tex->coordinate = var_ref(P);
|
|
tex->set_sampler(var_ref(s), return_type);
|
|
|
|
if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS) {
|
|
ir_variable *sample = in_var(&glsl_type_builtin_int, "sample");
|
|
sig->parameters.push_tail(sample);
|
|
tex->lod_info.sample_index = var_ref(sample);
|
|
tex->op = ir_txf_ms;
|
|
} else if (has_lod(sampler_type)) {
|
|
ir_variable *lod = in_var(&glsl_type_builtin_int, "lod");
|
|
sig->parameters.push_tail(lod);
|
|
tex->lod_info.lod = var_ref(lod);
|
|
} else {
|
|
tex->lod_info.lod = imm(0u);
|
|
}
|
|
|
|
if (offset_type != NULL) {
|
|
ir_variable *offset =
|
|
new(mem_ctx) ir_variable(offset_type, "offset", ir_var_const_in);
|
|
sig->parameters.push_tail(offset);
|
|
tex->offset = var_ref(offset);
|
|
}
|
|
|
|
if (sparse) {
|
|
ir_variable *texel = out_var(return_type, "texel");
|
|
sig->parameters.push_tail(texel);
|
|
|
|
ir_variable *r = body.make_temp(tex->type, "result");
|
|
body.emit(assign(r, tex));
|
|
body.emit(assign(texel, record_ref(r, "texel")));
|
|
body.emit(ret(record_ref(r, "code")));
|
|
} else
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_EmitVertex()
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_void, gs_only, 0);
|
|
|
|
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
|
|
body.emit(new(mem_ctx) ir_emit_vertex(stream));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_EmitStreamVertex(builtin_available_predicate avail,
|
|
const glsl_type *stream_type)
|
|
{
|
|
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
|
|
*
|
|
* "Emit the current values of output variables to the current output
|
|
* primitive on stream stream. The argument to stream must be a constant
|
|
* integral expression."
|
|
*/
|
|
ir_variable *stream =
|
|
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
|
|
|
|
MAKE_SIG(&glsl_type_builtin_void, avail, 1, stream);
|
|
|
|
body.emit(new(mem_ctx) ir_emit_vertex(var_ref(stream)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_EndPrimitive()
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_void, gs_only, 0);
|
|
|
|
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
|
|
body.emit(new(mem_ctx) ir_end_primitive(stream));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_EndStreamPrimitive(builtin_available_predicate avail,
|
|
const glsl_type *stream_type)
|
|
{
|
|
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
|
|
*
|
|
* "Completes the current output primitive on stream stream and starts
|
|
* a new one. The argument to stream must be a constant integral
|
|
* expression."
|
|
*/
|
|
ir_variable *stream =
|
|
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
|
|
|
|
MAKE_SIG(&glsl_type_builtin_void, avail, 1, stream);
|
|
|
|
body.emit(new(mem_ctx) ir_end_primitive(var_ref(stream)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_barrier()
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_void, barrier_supported, 0);
|
|
|
|
body.emit(new(mem_ctx) ir_barrier());
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
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_builtin_vec2, avail, 2, s, coord);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
|
|
tex->coordinate = var_ref(coord);
|
|
tex->set_sampler(var_ref(s), &glsl_type_builtin_vec2);
|
|
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_textureQueryLevels(builtin_available_predicate avail,
|
|
const glsl_type *sampler_type)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
const glsl_type *return_type = &glsl_type_builtin_int;
|
|
MAKE_SIG(return_type, avail, 1, s);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
|
|
tex->set_sampler(var_ref(s), return_type);
|
|
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_textureSamplesIdentical(builtin_available_predicate avail,
|
|
const glsl_type *sampler_type,
|
|
const glsl_type *coord_type)
|
|
{
|
|
ir_variable *s = in_var(sampler_type, "sampler");
|
|
ir_variable *P = in_var(coord_type, "P");
|
|
const glsl_type *return_type = &glsl_type_builtin_bool;
|
|
MAKE_SIG(return_type, avail, 2, s, P);
|
|
|
|
ir_texture *tex = new(mem_ctx) ir_texture(ir_samples_identical);
|
|
tex->coordinate = var_ref(P);
|
|
tex->set_sampler(var_ref(s), return_type);
|
|
|
|
body.emit(ret(tex));
|
|
|
|
return sig;
|
|
}
|
|
|
|
UNOP(dFdx, ir_unop_dFdx, derivatives)
|
|
UNOP(dFdxCoarse, ir_unop_dFdx_coarse, derivative_control)
|
|
UNOP(dFdxFine, ir_unop_dFdx_fine, derivative_control)
|
|
UNOP(dFdy, ir_unop_dFdy, derivatives)
|
|
UNOP(dFdyCoarse, ir_unop_dFdy_coarse, derivative_control)
|
|
UNOP(dFdyFine, ir_unop_dFdy_fine, derivative_control)
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_fwidth(const glsl_type *type)
|
|
{
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(type, derivatives, 1, p);
|
|
|
|
body.emit(ret(add(abs(expr(ir_unop_dFdx, p)), abs(expr(ir_unop_dFdy, p)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_fwidthCoarse(const glsl_type *type)
|
|
{
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(type, derivative_control, 1, p);
|
|
|
|
body.emit(ret(add(abs(expr(ir_unop_dFdx_coarse, p)),
|
|
abs(expr(ir_unop_dFdy_coarse, p)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_fwidthFine(const glsl_type *type)
|
|
{
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(type, derivative_control, 1, p);
|
|
|
|
body.emit(ret(add(abs(expr(ir_unop_dFdx_fine, p)),
|
|
abs(expr(ir_unop_dFdy_fine, p)))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_noise1(const glsl_type *type)
|
|
{
|
|
/* From the GLSL 4.60 specification:
|
|
*
|
|
* "The noise functions noise1, noise2, noise3, and noise4 have been
|
|
* deprecated starting with version 4.4 of GLSL. When not generating
|
|
* SPIR-V they are defined to return the value 0.0 or a vector whose
|
|
* components are all 0.0. When generating SPIR-V the noise functions
|
|
* are not declared and may not be used."
|
|
*
|
|
* In earlier versions of the GLSL specification attempt to define some
|
|
* sort of statistical noise function. However, the function's
|
|
* characteristics have always been such that always returning 0 is
|
|
* valid and Mesa has always returned 0 for noise on most drivers.
|
|
*/
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(&glsl_type_builtin_float, v110, 1, p);
|
|
body.emit(ret(imm(&glsl_type_builtin_float, ir_constant_data())));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_noise2(const glsl_type *type)
|
|
{
|
|
/* See builtin_builder::_noise1 */
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec2, v110, 1, p);
|
|
body.emit(ret(imm(&glsl_type_builtin_vec2, ir_constant_data())));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_noise3(const glsl_type *type)
|
|
{
|
|
/* See builtin_builder::_noise1 */
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec3, v110, 1, p);
|
|
body.emit(ret(imm(&glsl_type_builtin_vec3, ir_constant_data())));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_noise4(const glsl_type *type)
|
|
{
|
|
/* See builtin_builder::_noise1 */
|
|
ir_variable *p = in_var(type, "p");
|
|
MAKE_SIG(&glsl_type_builtin_vec4, v110, 1, p);
|
|
body.emit(ret(imm(&glsl_type_builtin_vec4, ir_constant_data())));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_bitfieldExtract(const glsl_type *type)
|
|
{
|
|
bool is_uint = type->base_type == GLSL_TYPE_UINT;
|
|
ir_variable *value = in_var(type, "value");
|
|
ir_variable *offset = in_var(&glsl_type_builtin_int, "offset");
|
|
ir_variable *bits = in_var(&glsl_type_builtin_int, "bits");
|
|
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, value, offset,
|
|
bits);
|
|
|
|
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
|
|
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
|
|
|
|
body.emit(ret(expr(ir_triop_bitfield_extract, value,
|
|
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
|
|
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_bitfieldInsert(const glsl_type *type)
|
|
{
|
|
bool is_uint = type->base_type == GLSL_TYPE_UINT;
|
|
ir_variable *base = in_var(type, "base");
|
|
ir_variable *insert = in_var(type, "insert");
|
|
ir_variable *offset = in_var(&glsl_type_builtin_int, "offset");
|
|
ir_variable *bits = in_var(&glsl_type_builtin_int, "bits");
|
|
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 4, base, insert,
|
|
offset, bits);
|
|
|
|
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
|
|
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
|
|
|
|
body.emit(ret(bitfield_insert(base, insert,
|
|
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
|
|
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_bitfieldReverse(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 1, x);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_unop_bitfield_reverse, x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_bitCount(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
|
|
sig->return_precision = GLSL_PRECISION_LOW;
|
|
body.emit(ret(expr(ir_unop_bit_count, x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_findLSB(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
|
|
sig->return_precision = GLSL_PRECISION_LOW;
|
|
body.emit(ret(expr(ir_unop_find_lsb, x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_findMSB(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x);
|
|
sig->return_precision = GLSL_PRECISION_LOW;
|
|
body.emit(ret(expr(ir_unop_find_msb, x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_countLeadingZeros(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return unop(avail, ir_unop_clz,
|
|
glsl_uvec_type(type->vector_elements), type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_countTrailingZeros(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
ir_variable *a = in_var(type, "a");
|
|
MAKE_SIG(glsl_uvec_type(type->vector_elements), avail, 1, a);
|
|
|
|
body.emit(ret(ir_builder::min2(
|
|
ir_builder::i2u(ir_builder::expr(ir_unop_find_lsb, a)),
|
|
imm(32u))));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_fma(builtin_available_predicate avail, const glsl_type *type)
|
|
{
|
|
ir_variable *a = in_var(type, "a");
|
|
ir_variable *b = in_var(type, "b");
|
|
ir_variable *c = in_var(type, "c");
|
|
MAKE_SIG(type, avail, 3, a, b, c);
|
|
|
|
body.emit(ret(ir_builder::fma(a, b, c)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_ldexp(const glsl_type *x_type, const glsl_type *exp_type)
|
|
{
|
|
ir_variable *x = in_highp_var(x_type, "x");
|
|
ir_variable *y = in_highp_var(exp_type, "y");
|
|
MAKE_SIG(x_type, glsl_type_is_double(x_type) ? fp64 : gpu_shader5_or_es31_or_integer_functions, 2, x, y);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
body.emit(ret(expr(ir_binop_ldexp, x, y)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_frexp(const glsl_type *x_type, const glsl_type *exp_type)
|
|
{
|
|
ir_variable *x = in_highp_var(x_type, "x");
|
|
ir_variable *exponent = out_var(exp_type, "exp");
|
|
MAKE_SIG(x_type, glsl_type_is_double(x_type) ? fp64 : gpu_shader5_or_es31_or_integer_functions,
|
|
2, x, exponent);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
|
|
body.emit(assign(exponent, expr(ir_unop_frexp_exp, x)));
|
|
|
|
body.emit(ret(expr(ir_unop_frexp_sig, x)));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_uaddCarry(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
ir_variable *y = in_highp_var(type, "y");
|
|
ir_variable *carry = out_lowp_var(type, "carry");
|
|
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, carry);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
|
|
body.emit(assign(carry, ir_builder::carry(x, y)));
|
|
body.emit(ret(add(x, y)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_addSaturate(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_add_sat, type, type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_usubBorrow(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
ir_variable *y = in_highp_var(type, "y");
|
|
ir_variable *borrow = out_lowp_var(type, "borrow");
|
|
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, borrow);
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
|
|
body.emit(assign(borrow, ir_builder::borrow(x, y)));
|
|
body.emit(ret(sub(x, y)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_subtractSaturate(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_sub_sat, type, type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_absoluteDifference(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
/* absoluteDifference returns an unsigned type that has the same number of
|
|
* bits and number of vector elements as the type of the operands.
|
|
*/
|
|
return binop(avail, ir_binop_abs_sub,
|
|
glsl_simple_type(glsl_unsigned_base_type_of(type->base_type),
|
|
type->vector_elements, 1),
|
|
type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_average(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_avg, type, type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_averageRounded(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_avg_round, type, type, type);
|
|
}
|
|
|
|
/**
|
|
* For both imulExtended() and umulExtended() built-ins.
|
|
*/
|
|
ir_function_signature *
|
|
builtin_builder::_mulExtended(const glsl_type *type)
|
|
{
|
|
const glsl_type *mul_type, *unpack_type;
|
|
ir_expression_operation unpack_op;
|
|
|
|
if (type->base_type == GLSL_TYPE_INT) {
|
|
unpack_op = ir_unop_unpack_int_2x32;
|
|
mul_type = glsl_simple_type(GLSL_TYPE_INT64, type->vector_elements, 1);
|
|
unpack_type = &glsl_type_builtin_ivec2;
|
|
} else {
|
|
unpack_op = ir_unop_unpack_uint_2x32;
|
|
mul_type = glsl_simple_type(GLSL_TYPE_UINT64, type->vector_elements, 1);
|
|
unpack_type = &glsl_type_builtin_uvec2;
|
|
}
|
|
|
|
ir_variable *x = in_highp_var(type, "x");
|
|
ir_variable *y = in_highp_var(type, "y");
|
|
ir_variable *msb = out_highp_var(type, "msb");
|
|
ir_variable *lsb = out_highp_var(type, "lsb");
|
|
MAKE_SIG(&glsl_type_builtin_void, gpu_shader5_or_es31_or_integer_functions, 4, x, y, msb, lsb);
|
|
|
|
ir_variable *unpack_val = body.make_temp(unpack_type, "_unpack_val");
|
|
|
|
ir_expression *mul_res = new(mem_ctx) ir_expression(ir_binop_mul, mul_type,
|
|
new(mem_ctx)ir_dereference_variable(x),
|
|
new(mem_ctx)ir_dereference_variable(y));
|
|
|
|
if (type->vector_elements == 1) {
|
|
body.emit(assign(unpack_val, expr(unpack_op, mul_res)));
|
|
body.emit(assign(msb, swizzle_y(unpack_val)));
|
|
body.emit(assign(lsb, swizzle_x(unpack_val)));
|
|
} else {
|
|
for (int i = 0; i < type->vector_elements; i++) {
|
|
body.emit(assign(unpack_val, expr(unpack_op, swizzle(mul_res, i, 1))));
|
|
body.emit(assign(array_ref(msb, i), swizzle_y(unpack_val)));
|
|
body.emit(assign(array_ref(lsb, i), swizzle_x(unpack_val)));
|
|
}
|
|
}
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_multiply32x16(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
return binop(avail, ir_binop_mul_32x16, type, type, type);
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_interpolateAtCentroid(const glsl_type *type)
|
|
{
|
|
ir_variable *interpolant = in_var(type, "interpolant");
|
|
interpolant->data.must_be_shader_input = 1;
|
|
MAKE_SIG(type, fs_interpolate_at, 1, interpolant);
|
|
|
|
body.emit(ret(interpolate_at_centroid(interpolant)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_interpolateAtOffset(const glsl_type *type)
|
|
{
|
|
ir_variable *interpolant = in_var(type, "interpolant");
|
|
interpolant->data.must_be_shader_input = 1;
|
|
ir_variable *offset = in_var(&glsl_type_builtin_vec2, "offset");
|
|
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, offset);
|
|
|
|
body.emit(ret(interpolate_at_offset(interpolant, offset)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_interpolateAtSample(const glsl_type *type)
|
|
{
|
|
ir_variable *interpolant = in_var(type, "interpolant");
|
|
interpolant->data.must_be_shader_input = 1;
|
|
ir_variable *sample_num = in_var(&glsl_type_builtin_int, "sample_num");
|
|
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, sample_num);
|
|
|
|
body.emit(ret(interpolate_at_sample(interpolant, sample_num)));
|
|
|
|
return sig;
|
|
}
|
|
|
|
/* The highp isn't specified in the built-in function descriptions, but in the
|
|
* atomic counter description: "The default precision of all atomic types is
|
|
* highp. It is an error to declare an atomic type with a different precision or
|
|
* to specify the default precision for an atomic type to be lowp or mediump."
|
|
*/
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 1, counter);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_intrinsic1(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
|
|
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 2, counter, data);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_intrinsic2(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter");
|
|
ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare");
|
|
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 3, counter, compare, data);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_intrinsic2(builtin_available_predicate avail,
|
|
const glsl_type *type,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *atomic = in_var(type, "atomic");
|
|
ir_variable *data = in_var(type, "data");
|
|
MAKE_INTRINSIC(type, id, avail, 2, atomic, data);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_intrinsic3(builtin_available_predicate avail,
|
|
const glsl_type *type,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *atomic = in_var(type, "atomic");
|
|
ir_variable *data1 = in_var(type, "data1");
|
|
ir_variable *data2 = in_var(type, "data2");
|
|
MAKE_INTRINSIC(type, id, avail, 3, atomic, data1, data2);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_op(const char *intrinsic,
|
|
builtin_available_predicate avail)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 1, counter);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
|
|
body.emit(call(shader->symbols->get_function(intrinsic), retval,
|
|
sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_op1(const char *intrinsic,
|
|
builtin_available_predicate avail)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
|
|
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 2, counter, data);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
|
|
|
|
/* Instead of generating an __intrinsic_atomic_sub, generate an
|
|
* __intrinsic_atomic_add with the data parameter negated.
|
|
*/
|
|
if (strcmp("__intrinsic_atomic_sub", intrinsic) == 0) {
|
|
ir_variable *const neg_data =
|
|
body.make_temp(&glsl_type_builtin_uint, "neg_data");
|
|
|
|
body.emit(assign(neg_data, neg(data)));
|
|
|
|
exec_list parameters;
|
|
|
|
parameters.push_tail(new(mem_ctx) ir_dereference_variable(counter));
|
|
parameters.push_tail(new(mem_ctx) ir_dereference_variable(neg_data));
|
|
|
|
ir_function *const func =
|
|
shader->symbols->get_function("__intrinsic_atomic_add");
|
|
ir_instruction *const c = call(func, retval, parameters);
|
|
|
|
assert(c != NULL);
|
|
assert(parameters.is_empty());
|
|
|
|
body.emit(c);
|
|
} else {
|
|
body.emit(call(shader->symbols->get_function(intrinsic), retval,
|
|
sig->parameters));
|
|
}
|
|
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_counter_op2(const char *intrinsic,
|
|
builtin_available_predicate avail)
|
|
{
|
|
ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter");
|
|
ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare");
|
|
ir_variable *data = in_var(&glsl_type_builtin_uint, "data");
|
|
MAKE_SIG(&glsl_type_builtin_uint, avail, 3, counter, compare, data);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval");
|
|
body.emit(call(shader->symbols->get_function(intrinsic), retval,
|
|
sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_op2(const char *intrinsic,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
ir_variable *atomic = in_var(type, "atomic_var");
|
|
ir_variable *data = in_var(type, "atomic_data");
|
|
MAKE_SIG(type, avail, 2, atomic, data);
|
|
|
|
atomic->data.implicit_conversion_prohibited = true;
|
|
|
|
ir_variable *retval = body.make_temp(type, "atomic_retval");
|
|
body.emit(call(shader->symbols->get_function(intrinsic), retval,
|
|
sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_atomic_op3(const char *intrinsic,
|
|
builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
ir_variable *atomic = in_var(type, "atomic_var");
|
|
ir_variable *data1 = in_var(type, "atomic_data1");
|
|
ir_variable *data2 = in_var(type, "atomic_data2");
|
|
MAKE_SIG(type, avail, 3, atomic, data1, data2);
|
|
|
|
atomic->data.implicit_conversion_prohibited = true;
|
|
|
|
ir_variable *retval = body.make_temp(type, "atomic_retval");
|
|
body.emit(call(shader->symbols->get_function(intrinsic), retval,
|
|
sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_min3(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
ir_variable *y = in_var(type, "y");
|
|
ir_variable *z = in_var(type, "z");
|
|
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
|
|
|
|
ir_expression *min3 = min2(x, min2(y,z));
|
|
body.emit(ret(min3));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_max3(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
ir_variable *y = in_var(type, "y");
|
|
ir_variable *z = in_var(type, "z");
|
|
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
|
|
|
|
ir_expression *max3 = max2(x, max2(y,z));
|
|
body.emit(ret(max3));
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_mid3(const glsl_type *type)
|
|
{
|
|
ir_variable *x = in_var(type, "x");
|
|
ir_variable *y = in_var(type, "y");
|
|
ir_variable *z = in_var(type, "z");
|
|
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
|
|
|
|
ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
|
|
body.emit(ret(mid3));
|
|
|
|
return sig;
|
|
}
|
|
|
|
static builtin_available_predicate
|
|
get_image_available_predicate(const glsl_type *type, unsigned flags)
|
|
{
|
|
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE) &&
|
|
type->sampled_type == GLSL_TYPE_FLOAT)
|
|
return shader_image_atomic_exchange_float;
|
|
|
|
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_ADD) &&
|
|
type->sampled_type == GLSL_TYPE_FLOAT)
|
|
return shader_image_atomic_add_float;
|
|
|
|
else if (flags & (IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
|
|
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
|
|
IMAGE_FUNCTION_AVAIL_ATOMIC))
|
|
return shader_image_atomic;
|
|
|
|
else if (flags & IMAGE_FUNCTION_EXT_ONLY)
|
|
return shader_image_load_store_ext;
|
|
|
|
else if (flags & IMAGE_FUNCTION_SPARSE)
|
|
return shader_image_load_store_and_sparse;
|
|
|
|
else
|
|
return shader_image_load_store;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_image_prototype(const glsl_type *image_type,
|
|
unsigned num_arguments,
|
|
unsigned flags)
|
|
{
|
|
const glsl_type *data_type = glsl_simple_type(
|
|
image_type->sampled_type,
|
|
(flags & IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE ? 4 : 1),
|
|
1);
|
|
|
|
const glsl_type *ret_type;
|
|
if (flags & IMAGE_FUNCTION_RETURNS_VOID)
|
|
ret_type = &glsl_type_builtin_void;
|
|
else if (flags & IMAGE_FUNCTION_SPARSE) {
|
|
if (flags & IMAGE_FUNCTION_EMIT_STUB)
|
|
ret_type = &glsl_type_builtin_int;
|
|
else {
|
|
/* code holds residency info */
|
|
glsl_struct_field fields[2] = {
|
|
glsl_struct_field(&glsl_type_builtin_int, "code"),
|
|
glsl_struct_field(data_type, "texel"),
|
|
};
|
|
ret_type = glsl_struct_type(fields, 2, "struct", false /* packed */);
|
|
}
|
|
} else
|
|
ret_type = data_type;
|
|
|
|
/* Addressing arguments that are always present. */
|
|
ir_variable *image = in_var(image_type, "image");
|
|
ir_variable *coord = in_var(
|
|
glsl_ivec_type(glsl_get_sampler_coordinate_components(image_type)), "coord");
|
|
|
|
ir_function_signature *sig = new_sig(
|
|
ret_type, get_image_available_predicate(image_type, flags),
|
|
2, image, coord);
|
|
|
|
/* Sample index for multisample images. */
|
|
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS)
|
|
sig->parameters.push_tail(in_var(&glsl_type_builtin_int, "sample"));
|
|
|
|
/* Data arguments. */
|
|
for (unsigned i = 0; i < num_arguments; ++i) {
|
|
char *arg_name = ralloc_asprintf(NULL, "arg%d", i);
|
|
sig->parameters.push_tail(in_var(data_type, arg_name));
|
|
ralloc_free(arg_name);
|
|
}
|
|
|
|
/* Set the maximal set of qualifiers allowed for this image
|
|
* built-in. Function calls with arguments having fewer
|
|
* qualifiers than present in the prototype are allowed by the
|
|
* spec, but not with more, i.e. this will make the compiler
|
|
* accept everything that needs to be accepted, and reject cases
|
|
* like loads from write-only or stores to read-only images.
|
|
*/
|
|
image->data.memory_read_only = (flags & IMAGE_FUNCTION_READ_ONLY) != 0;
|
|
image->data.memory_write_only = (flags & IMAGE_FUNCTION_WRITE_ONLY) != 0;
|
|
image->data.memory_coherent = true;
|
|
image->data.memory_volatile = true;
|
|
image->data.memory_restrict = true;
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_image_size_prototype(const glsl_type *image_type,
|
|
unsigned /* num_arguments */,
|
|
unsigned /* flags */)
|
|
{
|
|
const glsl_type *ret_type;
|
|
unsigned num_components = glsl_get_sampler_coordinate_components(image_type);
|
|
|
|
/* From the ARB_shader_image_size extension:
|
|
* "Cube images return the dimensions of one face."
|
|
*/
|
|
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE &&
|
|
!image_type->sampler_array) {
|
|
num_components = 2;
|
|
}
|
|
|
|
/* FIXME: Add the highp precision qualifier for GLES 3.10 when it is
|
|
* supported by mesa.
|
|
*/
|
|
ret_type = glsl_simple_type(GLSL_TYPE_INT, num_components, 1);
|
|
|
|
ir_variable *image = in_var(image_type, "image");
|
|
ir_function_signature *sig = new_sig(ret_type, shader_image_size, 1, image);
|
|
|
|
/* Set the maximal set of qualifiers allowed for this image
|
|
* built-in. Function calls with arguments having fewer
|
|
* qualifiers than present in the prototype are allowed by the
|
|
* spec, but not with more, i.e. this will make the compiler
|
|
* accept everything that needs to be accepted, and reject cases
|
|
* like loads from write-only or stores to read-only images.
|
|
*/
|
|
image->data.memory_read_only = true;
|
|
image->data.memory_write_only = true;
|
|
image->data.memory_coherent = true;
|
|
image->data.memory_volatile = true;
|
|
image->data.memory_restrict = true;
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_image_samples_prototype(const glsl_type *image_type,
|
|
unsigned /* num_arguments */,
|
|
unsigned /* flags */)
|
|
{
|
|
ir_variable *image = in_var(image_type, "image");
|
|
ir_function_signature *sig =
|
|
new_sig(&glsl_type_builtin_int, shader_samples, 1, image);
|
|
|
|
/* Set the maximal set of qualifiers allowed for this image
|
|
* built-in. Function calls with arguments having fewer
|
|
* qualifiers than present in the prototype are allowed by the
|
|
* spec, but not with more, i.e. this will make the compiler
|
|
* accept everything that needs to be accepted, and reject cases
|
|
* like loads from write-only or stores to read-only images.
|
|
*/
|
|
image->data.memory_read_only = true;
|
|
image->data.memory_write_only = true;
|
|
image->data.memory_coherent = true;
|
|
image->data.memory_volatile = true;
|
|
image->data.memory_restrict = true;
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_image(image_prototype_ctr prototype,
|
|
const glsl_type *image_type,
|
|
const char *intrinsic_name,
|
|
unsigned num_arguments,
|
|
unsigned flags,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_function_signature *sig = (this->*prototype)(image_type,
|
|
num_arguments, flags);
|
|
|
|
if (flags & IMAGE_FUNCTION_EMIT_STUB) {
|
|
ir_factory body(&sig->body, mem_ctx);
|
|
ir_function *f = shader->symbols->get_function(intrinsic_name);
|
|
|
|
if (flags & IMAGE_FUNCTION_RETURNS_VOID) {
|
|
body.emit(call(f, NULL, sig->parameters));
|
|
} else if (flags & IMAGE_FUNCTION_SPARSE) {
|
|
ir_function_signature *intr_sig =
|
|
f->exact_matching_signature(NULL, &sig->parameters);
|
|
assert(intr_sig);
|
|
|
|
ir_variable *ret_val = body.make_temp(intr_sig->return_type, "_ret_val");
|
|
ir_dereference_record *texel_field = record_ref(ret_val, "texel");
|
|
ir_variable *texel = out_var(texel_field->type, "texel");
|
|
|
|
/* Add texel param to builtin function after call intrinsic function
|
|
* because they have different prototype:
|
|
* struct {int code; gvec4 texel;} __intrinsic_image_sparse_load(in)
|
|
* int sparseImageLoad(in, out texel)
|
|
*/
|
|
body.emit(call(f, ret_val, sig->parameters));
|
|
sig->parameters.push_tail(texel);
|
|
|
|
body.emit(assign(texel, texel_field));
|
|
body.emit(ret(record_ref(ret_val, "code")));
|
|
} else {
|
|
ir_variable *ret_val =
|
|
body.make_temp(sig->return_type, "_ret_val");
|
|
/* all non-void image functions return highp, so make our temporary and return
|
|
* value in the signature highp.
|
|
*/
|
|
ret_val->data.precision = GLSL_PRECISION_HIGH;
|
|
body.emit(call(f, ret_val, sig->parameters));
|
|
body.emit(ret(ret_val));
|
|
}
|
|
|
|
sig->is_defined = true;
|
|
|
|
} else {
|
|
sig->intrinsic_id = id;
|
|
}
|
|
sig->return_precision = GLSL_PRECISION_HIGH;
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_memory_barrier(const char *intrinsic_name,
|
|
builtin_available_predicate avail)
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_void, avail, 0);
|
|
body.emit(call(shader->symbols->get_function(intrinsic_name),
|
|
NULL, sig->parameters));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_ballot_intrinsic()
|
|
{
|
|
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_uint64_t, ir_intrinsic_ballot, shader_ballot,
|
|
1, value);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_ballot()
|
|
{
|
|
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
|
|
|
|
MAKE_SIG(&glsl_type_builtin_uint64_t, shader_ballot, 1, value);
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_uint64_t, "retval");
|
|
|
|
body.emit(call(shader->symbols->get_function("__intrinsic_ballot"),
|
|
retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_read_first_invocation_intrinsic(const glsl_type *type)
|
|
{
|
|
ir_variable *value = in_var(type, "value");
|
|
MAKE_INTRINSIC(type, ir_intrinsic_read_first_invocation, shader_ballot,
|
|
1, value);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_read_first_invocation(const glsl_type *type)
|
|
{
|
|
ir_variable *value = in_var(type, "value");
|
|
|
|
MAKE_SIG(type, shader_ballot, 1, value);
|
|
ir_variable *retval = body.make_temp(type, "retval");
|
|
|
|
body.emit(call(shader->symbols->get_function("__intrinsic_read_first_invocation"),
|
|
retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_read_invocation_intrinsic(const glsl_type *type)
|
|
{
|
|
ir_variable *value = in_var(type, "value");
|
|
ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation");
|
|
MAKE_INTRINSIC(type, ir_intrinsic_read_invocation, shader_ballot,
|
|
2, value, invocation);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_read_invocation(const glsl_type *type)
|
|
{
|
|
ir_variable *value = in_var(type, "value");
|
|
ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation");
|
|
|
|
MAKE_SIG(type, shader_ballot, 2, value, invocation);
|
|
ir_variable *retval = body.make_temp(type, "retval");
|
|
|
|
body.emit(call(shader->symbols->get_function("__intrinsic_read_invocation"),
|
|
retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_invocation_interlock(const char *intrinsic_name,
|
|
builtin_available_predicate avail)
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_void, avail, 0);
|
|
body.emit(call(shader->symbols->get_function(intrinsic_name),
|
|
NULL, sig->parameters));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
MAKE_INTRINSIC(type, ir_intrinsic_shader_clock, avail, 0);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_shader_clock(builtin_available_predicate avail,
|
|
const glsl_type *type)
|
|
{
|
|
MAKE_SIG(type, avail, 0);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_uvec2, "clock_retval");
|
|
|
|
body.emit(call(shader->symbols->get_function("__intrinsic_shader_clock"),
|
|
retval, sig->parameters));
|
|
|
|
if (type == &glsl_type_builtin_uint64_t) {
|
|
body.emit(ret(expr(ir_unop_pack_uint_2x32, retval)));
|
|
} else {
|
|
body.emit(ret(retval));
|
|
}
|
|
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_vote_intrinsic(builtin_available_predicate avail,
|
|
enum ir_intrinsic_id id)
|
|
{
|
|
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
|
|
MAKE_INTRINSIC(&glsl_type_builtin_bool, id, avail, 1, value);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_vote(const char *intrinsic_name,
|
|
builtin_available_predicate avail)
|
|
{
|
|
ir_variable *value = in_var(&glsl_type_builtin_bool, "value");
|
|
|
|
MAKE_SIG(&glsl_type_builtin_bool, avail, 1, value);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
|
|
|
|
body.emit(call(shader->symbols->get_function(intrinsic_name),
|
|
retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_helper_invocation_intrinsic()
|
|
{
|
|
MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_helper_invocation,
|
|
demote_to_helper_invocation, 0);
|
|
return sig;
|
|
}
|
|
|
|
ir_function_signature *
|
|
builtin_builder::_helper_invocation()
|
|
{
|
|
MAKE_SIG(&glsl_type_builtin_bool, demote_to_helper_invocation, 0);
|
|
|
|
ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval");
|
|
|
|
body.emit(call(shader->symbols->get_function("__intrinsic_helper_invocation"),
|
|
retval, sig->parameters));
|
|
body.emit(ret(retval));
|
|
|
|
return sig;
|
|
}
|
|
|
|
/** @} */
|
|
|
|
/******************************************************************************/
|
|
|
|
/* The singleton instance of builtin_builder. */
|
|
static builtin_builder builtins;
|
|
static uint32_t builtin_users = 0;
|
|
|
|
/**
|
|
* External API (exposing the built-in module to the rest of the compiler):
|
|
* @{
|
|
*/
|
|
extern "C" void
|
|
_mesa_glsl_builtin_functions_init_or_ref()
|
|
{
|
|
simple_mtx_lock(&builtins_lock);
|
|
if (builtin_users++ == 0)
|
|
builtins.initialize();
|
|
simple_mtx_unlock(&builtins_lock);
|
|
}
|
|
|
|
extern "C" void
|
|
_mesa_glsl_builtin_functions_decref()
|
|
{
|
|
simple_mtx_lock(&builtins_lock);
|
|
assert(builtin_users != 0);
|
|
if (--builtin_users == 0)
|
|
builtins.release();
|
|
simple_mtx_unlock(&builtins_lock);
|
|
}
|
|
|
|
ir_function_signature *
|
|
_mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
|
|
const char *name, exec_list *actual_parameters)
|
|
{
|
|
ir_function_signature *s;
|
|
simple_mtx_lock(&builtins_lock);
|
|
s = builtins.find(state, name, actual_parameters);
|
|
simple_mtx_unlock(&builtins_lock);
|
|
|
|
return s;
|
|
}
|
|
|
|
bool
|
|
_mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char *name)
|
|
{
|
|
ir_function *f;
|
|
bool ret = false;
|
|
simple_mtx_lock(&builtins_lock);
|
|
f = builtins.shader->symbols->get_function(name);
|
|
if (f != NULL) {
|
|
foreach_in_list(ir_function_signature, sig, &f->signatures) {
|
|
if (sig->is_builtin_available(state)) {
|
|
ret = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
simple_mtx_unlock(&builtins_lock);
|
|
|
|
return ret;
|
|
}
|
|
|
|
gl_shader *
|
|
_mesa_glsl_get_builtin_function_shader()
|
|
{
|
|
return builtins.shader;
|
|
}
|
|
|
|
|
|
/**
|
|
* Get the function signature for main from a shader
|
|
*/
|
|
ir_function_signature *
|
|
_mesa_get_main_function_signature(glsl_symbol_table *symbols)
|
|
{
|
|
ir_function *const f = symbols->get_function("main");
|
|
if (f != NULL) {
|
|
exec_list void_parameters;
|
|
|
|
/* Look for the 'void main()' signature and ensure that it's defined.
|
|
* This keeps the linker from accidentally pick a shader that just
|
|
* contains a prototype for main.
|
|
*
|
|
* We don't have to check for multiple definitions of main (in multiple
|
|
* shaders) because that would have already been caught above.
|
|
*/
|
|
ir_function_signature *sig =
|
|
f->matching_signature(NULL, &void_parameters, false);
|
|
if ((sig != NULL) && sig->is_defined) {
|
|
return sig;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/** @} */
|