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-rw-r--r--src/mesa/shader/slang/library/slang_common_builtin.gc43
1 files changed, 25 insertions, 18 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc
index 44e059f..52f5b96 100644
--- a/src/mesa/shader/slang/library/slang_common_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -1611,36 +1611,43 @@ bvec4 not (const bvec4 v)
-//
-// 8.7 Texture Lookup Functions
-//
+//// Texture Lookup Functions (for both fragment and vertex shaders)
-vec4 texture1D (sampler1D sampler, float coord) {
- vec4 texel;
- __asm vec4_tex1d texel, sampler, coord, 0.0;
- return texel;
+vec4 texture1D(const sampler1D sampler, const float coord)
+{
+ __asm vec4_tex1d __retVal, coord; // XXX sampler
}
-vec4 texture1DProj (sampler1D sampler, vec2 coord) {
- return texture1D (sampler, coord.s / coord.t);
+vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
+{
+ float pcoord = coord.s / coord.t;
+ __asm vec4_tex1d __retVal, pcoord; // XXX sampler
}
-vec4 texture1DProj (sampler1D sampler, vec4 coord) {
- return texture1D (sampler, coord.s / coord.q);
+vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
+{
+ float pcoord = coord.s / coord.q;
+ __asm vec4_tex1d __retVal, pcoord; // XXX sampler
}
+
vec4 texture2D(const sampler2D sampler, const vec2 coord)
{
- __asm vec4_tex2d __retVal, coord; // XXX sampler
+ __asm vec4_tex2d __retVal, sampler, coord; // XXX sampler
}
-vec4 texture2DProj (sampler2D sampler, vec3 coord) {
- return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p));
-}
+//vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
+//{
+// vec2 pcoord = coord.st / coord.p;
+// __asm vec4_tex2d __retVal, pcoord; // XXX sampler
+//}
+
+//vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
+//{
+// vec2 pcoord = coord.st / coord.q;
+// __asm vec4_tex2d __retVal, pcoord; // XXX sampler
+//}
-vec4 texture2DProj (sampler2D sampler, vec4 coord) {
- return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q));
-}
vec4 texture3D (sampler3D sampler, vec3 coord) {
vec4 texel;