On 04/25/2011 03:05 PM, Ian Romanick wrote:
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

On 04/22/2011 12:02 PM, Kenneth Graunke wrote:
Signed-off-by: Kenneth Graunke<kenn...@whitecape.org>
---
  .../builtins/profiles/ARB_shader_texture_lod.frag  |   64 ++++++++++++++++++++
  .../builtins/profiles/ARB_shader_texture_lod.vert  |   46 ++++++++++++++
  src/glsl/builtins/tools/texture_builtins.py        |   64 ++++++++++++++++++++
  src/glsl/glcpp/glcpp-parse.y                       |    4 +
  src/glsl/glsl_parser_extras.cpp                    |    8 +++
  src/glsl/glsl_parser_extras.h                      |    2 +
  6 files changed, 188 insertions(+), 0 deletions(-)
  create mode 100644 src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
  create mode 100644 src/glsl/builtins/profiles/ARB_shader_texture_lod.vert

diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag 
b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
new file mode 100644
index 0000000..fefd707
--- /dev/null
+++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
@@ -0,0 +1,64 @@
+/*
+ * The existing isotropic vertex texture functions are added to the
+ * built-in functions for fragment shaders.
+ */
+vec4 texture1DLod    (sampler1D sampler, float coord, float lod);
+vec4 texture1DProjLod(sampler1D sampler, vec2  coord, float lod);
+vec4 texture1DProjLod(sampler1D sampler, vec4  coord, float lod);
+vec4 texture2DLod    (sampler2D sampler, vec2 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
+vec4 texture3DLod    (sampler3D sampler, vec3 coord, float lod);
+vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
+vec4 textureCubeLod  (sampler3D sampler, vec3 coord, float lod);
+vec4 shadow1DLod    (sampler1DShadow sampler, vec3 coord, float lod);
+vec4 shadow2DLod    (sampler2DShadow sampler, vec3 coord, float lod);
+vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
+vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
+
+/* New anisotropic texture functions, providing explicit derivatives: */
+vec4 texture1DGradARB        (sampler1D sampler,
+                              float P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB    (sampler1D sampler,
+                              vec2  P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB    (sampler1D sampler,
+                              vec4  P, float dPdx, float dPdy);
+
+vec4 texture2DGradARB        (sampler2D sampler,
+                              vec2  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DProjGradARB    (sampler2D sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DProjGradARB    (sampler2D sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+vec4 texture3DGradARB        (sampler3D sampler,
+                              vec3  P, vec3  dPdx, vec3  dPdy);
+vec4 texture3DProjGradARB    (sampler3D sampler,
+                              vec4  P, vec3  dPdx, vec3  dPdy);
+
+vec4 textureCubeGradARB      (samplerCube sampler,
+                              vec3  P, vec3  dPdx, vec3  dPdy);
+
+vec4 shadow1DGradARB         (sampler1DShadow sampler,
+                              vec3  P, float dPdx, float dPdy);
+vec4 shadow1DProjGradARB     (sampler1DShadow sampler,
+                              vec4  P, float dPdx, float dPdy);
+
+vec4 shadow2DGradARB         (sampler2DShadow sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 shadow2DProjGradARB     (sampler2DShadow sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+#ifdef GL_ARB_texture_rectangle
+vec4 texture2DRectGradARB    (sampler2DRect sampler,
+                              vec2  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+vec4 shadow2DRectGradARB     (sampler2DRectShadow sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+#endif
diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert 
b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
new file mode 100644
index 0000000..edfed26
--- /dev/null
+++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
@@ -0,0 +1,46 @@
+/* New anisotropic texture functions, providing explicit derivatives: */
+vec4 texture1DGradARB        (sampler1D sampler,
+                              float P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB    (sampler1D sampler,
+                              vec2  P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB    (sampler1D sampler,
+                              vec4  P, float dPdx, float dPdy);
+
+vec4 texture2DGradARB        (sampler2D sampler,
+                              vec2  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DProjGradARB    (sampler2D sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DProjGradARB    (sampler2D sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+vec4 texture3DGradARB        (sampler3D sampler,
+                              vec3  P, vec3  dPdx, vec3  dPdy);
+vec4 texture3DProjGradARB    (sampler3D sampler,
+                              vec4  P, vec3  dPdx, vec3  dPdy);
+
+vec4 textureCubeGradARB      (samplerCube sampler,
+                              vec3  P, vec3  dPdx, vec3  dPdy);
+
+vec4 shadow1DGradARB         (sampler1DShadow sampler,
+                              vec3  P, float dPdx, float dPdy);
+vec4 shadow1DProjGradARB     (sampler1DShadow sampler,
+                              vec4  P, float dPdx, float dPdy);
+
+vec4 shadow2DGradARB         (sampler2DShadow sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 shadow2DProjGradARB     (sampler2DShadow sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+#ifdef GL_ARB_texture_rectangle
+vec4 texture2DRectGradARB    (sampler2DRect sampler,
+                              vec2  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+
+vec4 shadow2DRectGradARB     (sampler2DRectShadow sampler,
+                              vec3  P, vec2  dPdx, vec2  dPdy);
+vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
+                              vec4  P, vec2  dPdx, vec2  dPdy);
+#endif
diff --git a/src/glsl/builtins/tools/texture_builtins.py 
b/src/glsl/builtins/tools/texture_builtins.py
index 2fbe790..a4054ca 100755
--- a/src/glsl/builtins/tools/texture_builtins.py
+++ b/src/glsl/builtins/tools/texture_builtins.py
@@ -369,6 +369,70 @@ def generate_texture_functions(fs):
      generate_sigs("", "tex", "2DArrayShadow")
      end_function(fs, "shadow2DArray")

+    # ARB_shader_texture_lod extension
+    start_function("texture1DGradARB")
+    generate_fiu_sigs("txd", "1D")
+    end_function(fs, "texture1DGradARB")
+
+    start_function("texture2DGradARB")
+    generate_fiu_sigs("txd", "2D")
+    end_function(fs, "texture2DGradARB")
+
+    start_function("texture3DGradARB")
+    generate_fiu_sigs("txd", "3D")
+    end_function(fs, "texture3DGradARB")
+
+    start_function("textureCubeGradARB")
+    generate_fiu_sigs("txd", "Cube")
+    end_function(fs, "textureCubeGradARB")
+
+    start_function("texture1DProjGradARB")
+    generate_fiu_sigs("txd", "1D", True)
+    generate_fiu_sigs("txd", "1D", True, 2)
+    end_function(fs, "texture1DProjGradARB")
+
+    start_function("texture2DProjGradARB")
+    generate_fiu_sigs("txd", "2D", True)
+    generate_fiu_sigs("txd", "2D", True, 1)
+    end_function(fs, "texture2DProjGradARB")
+
+    start_function("texture3DProjGradARB")
+    generate_fiu_sigs("txd", "3D", True)
+    end_function(fs, "texture3DProjGradARB")
+
+    start_function("shadow1DGradARB")
+    generate_sigs("", "txd", "1DShadow", False, 1)
+    end_function(fs, "shadow1DGradARB")
+
+    start_function("shadow1DProjGradARB")
+    generate_sigs("", "txd", "1DShadow", True, 1)
+    end_function(fs, "shadow1DProjGradARB")
+
+    start_function("shadow2DGradARB")
+    generate_sigs("", "txd", "2DShadow", False)
+    end_function(fs, "shadow2DGradARB")
+
+    start_function("shadow2DProjGradARB")
+    generate_sigs("", "txd", "2DShadow", True)
+    end_function(fs, "shadow2DProjGradARB")
+
+    start_function("texture2DRectGradARB")
+    generate_sigs("", "txd", "2DRect")
+    end_function(fs, "texture2DRectGradARB")
+
+    start_function("texture2DRectProjGradARB")
+    generate_sigs("", "txd", "2DRect", True)
+    generate_sigs("", "txd", "2DRect", True, 1)
+    end_function(fs, "texture2DRectProjGradARB")
+
+    start_function("shadow2DRectGradARB")
+    generate_sigs("", "txd", "2DRectShadow", False)
+    end_function(fs, "shadow2DRectGradARB")
+
+    start_function("shadow2DRectProjGradARB")
+    generate_sigs("", "txd", "2DRectShadow", True)
+    end_function(fs, "shadow2DRectProjGradARB")
+
      # Deprecated (110/120 style) functions with silly names:
      start_function("texture1D")
      generate_sigs("", "tex", "1D")
diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
index 6f15e85..0a35e88 100644
--- a/src/glsl/glcpp/glcpp-parse.y
+++ b/src/glsl/glcpp/glcpp-parse.y
@@ -1128,6 +1128,10 @@ glcpp_parser_create (const struct gl_extensions 
*extensions, int api)

           if (extensions->ARB_explicit_attrib_location)
              add_builtin_define(parser, "GL_ARB_explicit_attrib_location", 1);
+
+          if (extensions->ARB_shader_texture_lod)
+             add_builtin_define(parser, "GL_ARB_shader_texture_lod", 1);
+
           if (extensions->AMD_conservative_depth)
              add_builtin_define(parser, "GL_AMD_conservative_depth", 1);
        }
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 5bb3a6f..e95e595 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -240,6 +240,14 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE 
*name_locp,
        state->EXT_texture_array_warn = (ext_mode == extension_warn);

        unsupported = !state->extensions->EXT_texture_array;
+   } else if (strcmp(name, "GL_ARB_shader_texture_lod") == 0) {
+      /* Force ARB_texture_rectangle to be on so sampler2DRects are defined */
+      state->ARB_texture_rectangle_enable = true;

Isn't this always enabled anyway?

True enough; we always enable it for desktop GL, so there's no need for this code. (It's disabled on ES2, but that's irrelevant for this extension.)

Should I leave a comment stating that ARB_texture_rectangle is required but always enabled, or just take it out?

--Kenneth
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