On Wed, 9 Nov 2011 08:36:52 -0800, Paul Berry <stereotype...@gmail.com> wrote: Non-text part: multipart/mixed Non-text part: multipart/alternative > On 8 November 2011 10:40, Kenneth Graunke <kenn...@whitecape.org> wrote: > > > From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions": > > "In all functions below, the bias parameter is optional for fragment > > shaders. The bias parameter is not accepted in a vertex shader." > > > > This was a cut and paste mistake. > > > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > > --- > > src/glsl/builtins/profiles/130.vert | 122 > > +--------------------------------- > > 1 files changed, 4 insertions(+), 118 deletions(-)
> > @@ -749,28 +670,6 @@ 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); > > - > > > > I can't help but notice that in the above section, the comment says > "textureProjOffset", but the function declarations say "textureProj". Is > this a bug? The GLSL spec clearly calls these functions > "textureProjOffset". 130.frag seems to have a similar problem. > > (Aside: if this is a bug, it makes me worry that these texture lookup > functions aren't very well tested in Piglit. Maybe I should go write a > bunch of generated tests like I did for operators...) Something that iterated texture calls over texture targets would be awesome.
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