--- /dev/null
+Name
+
+ MESA_shader_integer_mix
+
+Name Strings
+
+ GL_MESA_shader_integer_mix
+
+Contact
+
+ Matt Turner (matt.turner 'at' intel.com)
+
+Contributors
+
+ Matt Turner, Intel
+ Ian Romanick, Intel
+
+Status
+
+ Shipping
+
+Version
+
+ Last Modified Date: 09/09/2013
+ Author Revision: 5
+
+Number
+
+
+
+Dependencies
+
+ OpenGL 3.0 or OpenGL ES 3.0 is required. This extension interacts with
+ GL_ARB_ES3_compatibility.
+
+ This extension is written against the OpenGL 4.4 (core) specification
+ and the GLSL 4.40 specification.
+
+Overview
+
+ GLSL 1.30 (and GLSL ES 3.00) expanded the mix() built-in function to
+ operate on a boolean third argument that does not interpolate but
+ selects. This extension extends mix() to select between int, uint,
+ and bool components.
+
+New Procedures and Functions
+
+ None.
+
+New Tokens
+
+ None.
+
+Additions to Chapter 8 of the GLSL 4.40 Specification (Built-in Functions)
+
+ Modify Section 8.3, Common Functions
+
+ Additions to the table listing common built-in functions:
+
+ Syntax Description
+ --------------------------- --------------------------------------------------
+ genIType mix(genIType x, Selects which vector each returned component comes
+ genIType y, from. For a component of a that is false, the
+ genBType a) corresponding component of x is returned. For a
+ genUType mix(genUType x, component of a that is true, the corresponding
+ genUType y, component of y is returned.
+ genBType a)
+ genBType mix(genBType x,
+ genBType y,
+ genBType a)
+
+Additions to the AGL/GLX/WGL Specifications
+
+ None.
+
+Modifications to The OpenGL Shading Language Specification, Version 4.40
+
+ Including the following line in a shader can be used to control the
+ language features described in this extension:
+
+ #extension GL_MESA_shader_integer_mix : <behavior>
+
+ where <behavior> is as specified in section 3.3.
+
+ New preprocessor #defines are added to the OpenGL Shading Language:
+
+ #define GL_MESA_shader_integer_mix 1
+
+Interactions with ARB_ES3_compatibility
+
+ On desktop implementations that support ARB_ES3_compatibility,
+ GL_MESA_shader_integer_mix can be enabled (and the new functions
+ used) in shaders declared with '#version 300 es'.
+
+GLX Protocol
+
+ None.
+
+Errors
+
+ None.
+
+New State
+
+ None.
+
+New Implementation Dependent State
+
+ None.
+
+Issues
+
+ 1) Should we allow linear interpolation of integers via a non-boolean
+ third component?
+
+ RESOLVED: No.
+
+ 2) Should we allow mix() to select between boolean components?
+
+ RESOLVED: Yes. Implementing the same functionality using casts would be
+ possible but ugly.
+
+Revision History
+
+ Rev. Date Author Changes
+ ---- -------- -------- ---------------------------------------------
+ 5 09/09/2013 idr Add ARB_ES3_compatibility interaction.
+
+ 4 09/06/2013 mattst88 Allow extension on OpenGL ES 3.0.
+
+ 3 08/28/2013 mattst88 Add #extension/#define changes.
+
+ 2 08/26/2013 mattst88 Change vendor prefix to MESA. Add mix() that
+ selects between boolean components.
+ 1 08/26/2013 mattst88 Initial revision
state->ARB_gpu_shader5_enable;
}
+static bool
+shader_integer_mix(const _mesa_glsl_parse_state *state)
+{
+ return v130(state) && state->MESA_shader_integer_mix_enable;
+}
+
static bool
shader_packing(const _mesa_glsl_parse_state *state)
{
BA2(max)
BA2(clamp)
B2(mix_lrp)
- B2(mix_sel)
+ ir_function_signature *_mix_sel(builtin_available_predicate avail,
+ const glsl_type *val_type,
+ const glsl_type *blend_type);
B2(step)
B2(smoothstep)
B1(isnan)
_mix_lrp(glsl_type::vec3_type, glsl_type::vec3_type),
_mix_lrp(glsl_type::vec4_type, glsl_type::vec4_type),
- _mix_sel(glsl_type::float_type, glsl_type::bool_type),
- _mix_sel(glsl_type::vec2_type, glsl_type::bvec2_type),
- _mix_sel(glsl_type::vec3_type, glsl_type::bvec3_type),
- _mix_sel(glsl_type::vec4_type, glsl_type::bvec4_type),
+ _mix_sel(v130, glsl_type::float_type, glsl_type::bool_type),
+ _mix_sel(v130, glsl_type::vec2_type, glsl_type::bvec2_type),
+ _mix_sel(v130, glsl_type::vec3_type, glsl_type::bvec3_type),
+ _mix_sel(v130, glsl_type::vec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::int_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::uint_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::bool_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec4_type, glsl_type::bvec4_type),
NULL);
add_function("step",
}
ir_function_signature *
-builtin_builder::_mix_sel(const glsl_type *val_type, const glsl_type *blend_type)
+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, v130, 3, x, y, 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
if (extensions->ARB_shading_language_420pack)
add_builtin_define(parser, "GL_ARB_shading_language_420pack", 1);
+
+ if (extensions->MESA_shader_integer_mix)
+ add_builtin_define(parser, "GL_MESA_shader_integer_mix", 1);
}
}
EXT(ARB_texture_query_lod, true, false, ARB_texture_query_lod),
EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
EXT(AMD_vertex_shader_layer, true, false, AMD_vertex_shader_layer),
+ EXT(MESA_shader_integer_mix, true, true, MESA_shader_integer_mix),
};
#undef EXT
bool AMD_vertex_shader_layer_warn;
bool ARB_shading_language_420pack_enable;
bool ARB_shading_language_420pack_warn;
+ bool MESA_shader_integer_mix_enable;
+ bool MESA_shader_integer_mix_warn;
/*@}*/
/** Extensions supported by the OpenGL implementation. */
{ "GL_IBM_texture_mirrored_repeat", o(dummy_true), GLL, 1998 },
{ "GL_INGR_blend_func_separate", o(EXT_blend_func_separate), GLL, 1999 },
{ "GL_MESA_pack_invert", o(MESA_pack_invert), GL, 2002 },
+ { "GL_MESA_shader_integer_mix", o(MESA_shader_integer_mix), GL | ES3, 2013 },
{ "GL_MESA_texture_array", o(MESA_texture_array), GLL, 2007 },
{ "GL_MESA_texture_signed_rgba", o(EXT_texture_snorm), GL, 2009 },
{ "GL_MESA_window_pos", o(dummy_true), GLL, 2000 },
GLboolean ATI_fragment_shader;
GLboolean ATI_separate_stencil;
GLboolean MESA_pack_invert;
- GLboolean MESA_ycbcr_texture;
+ GLboolean MESA_shader_integer_mix;
GLboolean MESA_texture_array;
+ GLboolean MESA_ycbcr_texture;
GLboolean NV_conditional_render;
GLboolean NV_fog_distance;
GLboolean NV_fragment_program_option;