On 9 November 2011 22:07, Kenneth Graunke <kenn...@whitecape.org> wrote:
> Due to a cut and paste error, these were accidentally misnamed > textureProj() rather than textureProjOffset(). > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > --- > src/glsl/builtins/profiles/130.frag | 84 > +++++++++++++++++----------------- > src/glsl/builtins/profiles/130.vert | 40 ++++++++-------- > 2 files changed, 62 insertions(+), 62 deletions(-) > > diff --git a/src/glsl/builtins/profiles/130.frag > b/src/glsl/builtins/profiles/130.frag > index 1f212c1..91913ea 100644 > --- a/src/glsl/builtins/profiles/130.frag > +++ b/src/glsl/builtins/profiles/130.frag > @@ -726,48 +726,48 @@ ivec4 texelFetchOffset(isampler2DArray sampler, > ivec3 P, int lod, ivec2 offset); > uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 > offset); > > /* textureProjOffset - no bias */ > - vec4 textureProj( sampler1D sampler, vec2 P, int offset); > -ivec4 textureProj(isampler1D sampler, vec2 P, int offset); > -uvec4 textureProj(usampler1D sampler, vec2 P, int offset); > - vec4 textureProj( sampler1D sampler, vec4 P, int offset); > -ivec4 textureProj(isampler1D sampler, vec4 P, int offset); > -uvec4 textureProj(usampler1D sampler, vec4 P, int offset); > - > - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset); > -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset); > -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset); > - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset); > -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset); > -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset); > - > - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset); > -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset); > -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset); > - > -float textureProj(sampler1DShadow sampler, vec4 P, int offset); > -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset); > - > -/* textureProjOffset - bias variants */ > - vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias); > -ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias); > -uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias); > - vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias); > -ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias); > -uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias); > - > - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias); > -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias); > -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias); > - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias); > -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias); > -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias); > - > - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias); > -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias); > -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias); > - > -float textureProj(sampler1DShadow sampler, vec4 P, int offset, float > bias); > -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float > bias); > + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset); > +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset); > +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset); > + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset); > +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset); > +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset); > + > + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset); > +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset); > +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset); > + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset); > +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset); > +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset); > + > + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset); > +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset); > +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset); > + > +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); > +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); > + > +/* textureProjOffsetOffset - bias variants */ > + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float > bias); > +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float > bias); > +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float > bias); > + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float > bias); > +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float > bias); > +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float > bias); > + > + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float > bias); > +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float > bias); > +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float > bias); > + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float > bias); > +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float > bias); > +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float > bias); > + > + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float > bias); > +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float > bias); > +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float > bias); > + > +float textureProjOffset(sampler1DShadow s, vec4 P, int offset, float > bias); > +float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float > bias); > > /* textureLodOffset */ > vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset); > diff --git a/src/glsl/builtins/profiles/130.vert > b/src/glsl/builtins/profiles/130.vert > index bf8caec..df629a6 100644 > --- a/src/glsl/builtins/profiles/130.vert > +++ b/src/glsl/builtins/profiles/130.vert > @@ -649,26 +649,26 @@ ivec4 texelFetchOffset(isampler2DArray sampler, > ivec3 P, int lod, ivec2 offset); > uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 > offset); > > /* textureProjOffset */ > - vec4 textureProj( sampler1D sampler, vec2 P, int offset); > -ivec4 textureProj(isampler1D sampler, vec2 P, int offset); > -uvec4 textureProj(usampler1D sampler, vec2 P, int offset); > - vec4 textureProj( sampler1D sampler, vec4 P, int offset); > -ivec4 textureProj(isampler1D sampler, vec4 P, int offset); > -uvec4 textureProj(usampler1D sampler, vec4 P, int offset); > - > - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset); > -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset); > -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset); > - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset); > -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset); > -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset); > - > - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset); > -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset); > -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset); > - > -float textureProj(sampler1DShadow sampler, vec4 P, int offset); > -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset); > + vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset); > +ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset); > +uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset); > + vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset); > +ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset); > +uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset); > + > + vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset); > +ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset); > +uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset); > + vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset); > +ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset); > +uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset); > + > + vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset); > +ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset); > +uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset); > + > +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); > +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); > > /* textureLodOffset */ > vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset); > -- > 1.7.7.2 > > Reviewed-by: Paul Berry <stereotype...@gmail.com>
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