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Chen Yisong
angle
Commits
77c9d1a4
Commit
77c9d1a4
authored
Jul 11, 2013
by
Nicolas Capens
Committed by
Shannon Woods
Jul 19, 2013
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Add shadow texture intrinsics to the symbol table.
TRAC #23394 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Nicolas Capens
parent
2a1d8a38
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Initialize.cpp
src/compiler/Initialize.cpp
+21
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src/compiler/Initialize.cpp
View file @
77c9d1a4
...
@@ -459,6 +459,24 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
...
@@ -459,6 +459,24 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
uint4
,
"textureProj"
,
usampler3D
,
"sampler"
,
float4
,
"coord"
,
float1
,
"bias"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
uint4
,
"textureProj"
,
usampler3D
,
"sampler"
,
float4
,
"coord"
,
float1
,
"bias"
);
}
}
TType
*
sampler2DShadow
=
new
TType
(
EbtSampler2DShadow
,
EbpUndefined
,
EvqGlobal
,
1
);
TType
*
samplerCubeShadow
=
new
TType
(
EbtSamplerCubeShadow
,
EbpUndefined
,
EvqGlobal
,
1
);
TType
*
sampler2DArrayShadow
=
new
TType
(
EbtSampler2DArrayShadow
,
EbpUndefined
,
EvqGlobal
,
1
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
sampler2DShadow
,
"sampler"
,
float3
,
"coord"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
samplerCubeShadow
,
"sampler"
,
float4
,
"coord"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
sampler2DArrayShadow
,
"sampler"
,
float4
,
"coord"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"textureProj"
,
sampler2DShadow
,
"sampler"
,
float4
,
"coord"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"textureLod"
,
sampler2DShadow
,
"sampler"
,
float3
,
"coord"
);
if
(
type
==
SH_FRAGMENT_SHADER
)
{
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
sampler2DShadow
,
"sampler"
,
float3
,
"coord"
,
float1
,
"bias"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
samplerCubeShadow
,
"sampler"
,
float4
,
"coord"
,
float1
,
"bias"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"texture"
,
sampler2DArrayShadow
,
"sampler"
,
float4
,
"coord"
,
float1
,
"bias"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
float1
,
"textureProj"
,
sampler2DShadow
,
"sampler"
,
float4
,
"coord"
,
float1
,
"bias"
);
}
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
sampler2D
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
sampler2D
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
isampler2D
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
isampler2D
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
usampler2D
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
usampler2D
,
"sampler"
,
int1
,
"lod"
);
...
@@ -471,6 +489,9 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
...
@@ -471,6 +489,9 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
sampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
sampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
isampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
isampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
usampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
usampler2DArray
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
sampler2DShadow
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int2
,
"textureSize"
,
samplerCubeShadow
,
"sampler"
,
int1
,
"lod"
);
symbolTable
.
insertBuiltIn
(
ESSL3_BUILTINS
,
int3
,
"textureSize"
,
sampler2DArrayShadow
,
"sampler"
,
int1
,
"lod"
);
if
(
type
==
SH_FRAGMENT_SHADER
)
if
(
type
==
SH_FRAGMENT_SHADER
)
{
{
...
...
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