const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
- BA1(textureCubeArrayShadow);
+ ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
+ builtin_available_predicate avail,
+ const glsl_type *x);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
- _textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
+ _textureCubeArrayShadow(ir_tex, texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
}
ir_function_signature *
-builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
+builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
+ builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
- ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
+ ir_texture *tex = new(mem_ctx) ir_texture(opcode);
tex->set_sampler(var_ref(s), glsl_type::float_type);
tex->coordinate = var_ref(P);
tex->shadow_comparator = var_ref(compare);
+ if (opcode == ir_txb) {
+ ir_variable *bias = in_var(glsl_type::float_type, "bias");
+ sig->parameters.push_tail(bias);
+ tex->lod_info.bias = var_ref(bias);
+ }
+
+ if (opcode == ir_txl) {
+ ir_variable *lod = in_var(glsl_type::float_type, "lod");
+ sig->parameters.push_tail(lod);
+ tex->lod_info.lod = var_ref(lod);
+ }
+
body.emit(ret(tex));
return sig;