Commit 16a1c072 by Jamie Madill

Expose the textureLod functiosn to GLES 3.00 shaders.

We should have support for these methods, but they were not exposed to the shaders. TRAC #23991 Signed-off-by: Shannon Woods Signed-off-by: Geoff Lang
parent 251f57a0
...@@ -398,6 +398,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI ...@@ -398,6 +398,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler2D, float3); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler2D, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler2D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler2D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler3D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureProj", sampler3D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureLod", sampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureLod", sampler3D, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureLod", samplerCube, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float4, "textureLod", sampler2DArray, float3, float1);
if (type == SH_FRAGMENT_SHADER) if (type == SH_FRAGMENT_SHADER)
{ {
...@@ -422,6 +426,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI ...@@ -422,6 +426,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, float3); symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler3D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler3D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureLod", isampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureLod", isampler3D, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureLod", isamplerCube, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureLod", isampler2DArray, float3, float1);
if (type == SH_FRAGMENT_SHADER) if (type == SH_FRAGMENT_SHADER)
{ {
...@@ -447,6 +455,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI ...@@ -447,6 +455,10 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, float3); symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler3D, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler3D, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureLod", usampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureLod", usampler3D, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureLod", usamplerCube, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureLod", usampler2DArray, float3, float1);
if (type == SH_FRAGMENT_SHADER) if (type == SH_FRAGMENT_SHADER)
{ {
...@@ -467,7 +479,7 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI ...@@ -467,7 +479,7 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", samplerCubeShadow, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", samplerCubeShadow, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", sampler2DArrayShadow, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", sampler2DArrayShadow, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProj", sampler2DShadow, float4); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProj", sampler2DShadow, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureLod", sampler2DShadow, float3); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureLod", sampler2DShadow, float3, float1);
if (type == SH_FRAGMENT_SHADER) if (type == SH_FRAGMENT_SHADER)
{ {
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment