From ecebd3dbfcb769b44e99733279c8fb0745818708 Mon Sep 17 00:00:00 2001 From: Ilia Mirkin Date: Wed, 19 Aug 2015 18:43:47 -0400 Subject: [PATCH] glsl: expose textureQueryLod in GLSL 4.00+ fragment shaders See issue from the ARB_texture_query_lod spec for LOD vs Lod confusion: (3) The core specification uses the "Lod" spelling, not "LOD". Should this extension be modified to use "Lod"? RESOLVED: The "Lod" spelling is the correct spelling for the core specification and the preferred spelling for use. However, use of "LOD" also exists, as the extension predated the core specification, so this extension won't remove use of "LOD". Signed-off-by: Ilia Mirkin Reviewed-by: Timothy Arceri --- src/glsl/builtin_functions.cpp | 119 +++++++++++++++++++++++---------- 1 file changed, 82 insertions(+), 37 deletions(-) diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index 05dbe2e0745..57bed86e5e5 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -135,6 +135,13 @@ v140(const _mesa_glsl_parse_state *state) return state->is_version(140, 0); } +static bool +v400_fs_only(const _mesa_glsl_parse_state *state) +{ + return state->is_version(400, 0) && + state->stage == MESA_SHADER_FRAGMENT; +} + static bool es31(const _mesa_glsl_parse_state *state) { @@ -691,7 +698,7 @@ private: const glsl_type *stream_type); B0(barrier) - B2(textureQueryLod); + BA2(textureQueryLod); B1(textureQueryLevels); B1(dFdx); B1(dFdy); @@ -1977,40 +1984,77 @@ builtin_builder::create_builtins() add_function("barrier", _barrier(), NULL); add_function("textureQueryLOD", - _textureQueryLod(glsl_type::sampler1D_type, glsl_type::float_type), - _textureQueryLod(glsl_type::isampler1D_type, glsl_type::float_type), - _textureQueryLod(glsl_type::usampler1D_type, glsl_type::float_type), - - _textureQueryLod(glsl_type::sampler2D_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::isampler2D_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::usampler2D_type, glsl_type::vec2_type), - - _textureQueryLod(glsl_type::sampler3D_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::isampler3D_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::usampler3D_type, glsl_type::vec3_type), - - _textureQueryLod(glsl_type::samplerCube_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::isamplerCube_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::usamplerCube_type, glsl_type::vec3_type), - - _textureQueryLod(glsl_type::sampler1DArray_type, glsl_type::float_type), - _textureQueryLod(glsl_type::isampler1DArray_type, glsl_type::float_type), - _textureQueryLod(glsl_type::usampler1DArray_type, glsl_type::float_type), - - _textureQueryLod(glsl_type::sampler2DArray_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::isampler2DArray_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::usampler2DArray_type, glsl_type::vec2_type), - - _textureQueryLod(glsl_type::samplerCubeArray_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::isamplerCubeArray_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::usamplerCubeArray_type, glsl_type::vec3_type), - - _textureQueryLod(glsl_type::sampler1DShadow_type, glsl_type::float_type), - _textureQueryLod(glsl_type::sampler2DShadow_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), - _textureQueryLod(glsl_type::sampler1DArrayShadow_type, glsl_type::float_type), - _textureQueryLod(glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type), - _textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::sampler1D_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::isampler1D_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::usampler1D_type, glsl_type::float_type), + + _textureQueryLod(texture_query_lod, glsl_type::sampler2D_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::isampler2D_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::usampler2D_type, glsl_type::vec2_type), + + _textureQueryLod(texture_query_lod, glsl_type::sampler3D_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::isampler3D_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::usampler3D_type, glsl_type::vec3_type), + + _textureQueryLod(texture_query_lod, glsl_type::samplerCube_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::isamplerCube_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::usamplerCube_type, glsl_type::vec3_type), + + _textureQueryLod(texture_query_lod, glsl_type::sampler1DArray_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::isampler1DArray_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::usampler1DArray_type, glsl_type::float_type), + + _textureQueryLod(texture_query_lod, glsl_type::sampler2DArray_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::isampler2DArray_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::usampler2DArray_type, glsl_type::vec2_type), + + _textureQueryLod(texture_query_lod, glsl_type::samplerCubeArray_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type), + + _textureQueryLod(texture_query_lod, glsl_type::sampler1DShadow_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::sampler2DShadow_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), + _textureQueryLod(texture_query_lod, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type), + _textureQueryLod(texture_query_lod, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type), + _textureQueryLod(texture_query_lod, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type), + NULL); + + add_function("textureQueryLod", + _textureQueryLod(v400_fs_only, glsl_type::sampler1D_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::isampler1D_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::usampler1D_type, glsl_type::float_type), + + _textureQueryLod(v400_fs_only, glsl_type::sampler2D_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::isampler2D_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::usampler2D_type, glsl_type::vec2_type), + + _textureQueryLod(v400_fs_only, glsl_type::sampler3D_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::isampler3D_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::usampler3D_type, glsl_type::vec3_type), + + _textureQueryLod(v400_fs_only, glsl_type::samplerCube_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::isamplerCube_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::usamplerCube_type, glsl_type::vec3_type), + + _textureQueryLod(v400_fs_only, glsl_type::sampler1DArray_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::isampler1DArray_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::usampler1DArray_type, glsl_type::float_type), + + _textureQueryLod(v400_fs_only, glsl_type::sampler2DArray_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::isampler2DArray_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::usampler2DArray_type, glsl_type::vec2_type), + + _textureQueryLod(v400_fs_only, glsl_type::samplerCubeArray_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type), + + _textureQueryLod(v400_fs_only, glsl_type::sampler1DShadow_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::sampler2DShadow_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), + _textureQueryLod(v400_fs_only, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type), + _textureQueryLod(v400_fs_only, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type), + _textureQueryLod(v400_fs_only, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type), NULL); add_function("textureQueryLevels", @@ -4365,13 +4409,14 @@ builtin_builder::_barrier() } ir_function_signature * -builtin_builder::_textureQueryLod(const glsl_type *sampler_type, +builtin_builder::_textureQueryLod(builtin_available_predicate avail, + const glsl_type *sampler_type, const glsl_type *coord_type) { ir_variable *s = in_var(sampler_type, "sampler"); ir_variable *coord = in_var(coord_type, "coord"); /* The sampler and coordinate always exist; add optional parameters later. */ - MAKE_SIG(glsl_type::vec2_type, texture_query_lod, 2, s, coord); + MAKE_SIG(glsl_type::vec2_type, avail, 2, s, coord); ir_texture *tex = new(mem_ctx) ir_texture(ir_lod); tex->coordinate = var_ref(coord); -- 2.30.2