Commit 8613229e by Nicolas Capens Committed by Shannon Woods

Add unsigned integer texture intrinsics to the symbol table.

TRAC #23360 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Nicolas Capens
parent 1f1a833d
...@@ -47,6 +47,8 @@ enum TBasicType ...@@ -47,6 +47,8 @@ enum TBasicType
EbtSampler2DRect, // Only valid if GL_ARB_texture_rectangle exists. EbtSampler2DRect, // Only valid if GL_ARB_texture_rectangle exists.
EbtISampler2D, EbtISampler2D,
EbtISamplerCube, EbtISamplerCube,
EbtUSampler2D,
EbtUSamplerCube,
EbtGuardSamplerEnd, // non type: see implementation of IsSampler() EbtGuardSamplerEnd, // non type: see implementation of IsSampler()
EbtStruct, EbtStruct,
EbtInterfaceBlock, EbtInterfaceBlock,
......
...@@ -401,6 +401,15 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI ...@@ -401,6 +401,15 @@ void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltI
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, "sampler", float3, "coord"); symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, "sampler", float3, "coord");
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, "sampler", float4, "coord"); symbolTable.insertBuiltIn(ESSL3_BUILTINS, int4, "textureProj", isampler2D, "sampler", float4, "coord");
TType *usampler2D = new TType(EbtUSampler2D, EbpUndefined, EvqGlobal, 1);
TType *usamplerCube = new TType(EbtUSamplerCube, EbpUndefined, EvqGlobal, 1);
TType *uint4 = new TType(EbtUInt, EbpUndefined, EvqGlobal, 4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "texture", usampler2D, "sampler", float2, "coord");
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "texture", usamplerCube, "sampler", float3, "coord");
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, "sampler", float3, "coord");
symbolTable.insertBuiltIn(ESSL3_BUILTINS, uint4, "textureProj", usampler2D, "sampler", float4, "coord");
if(type == SH_FRAGMENT_SHADER) if(type == SH_FRAGMENT_SHADER)
{ {
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "dFdx", float1, "p"); symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "dFdx", float1, "p");
......
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