Re: [Mesa-dev] [PATCH] glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
On 11/09/2011 08:36 AM, Paul Berry wrote: 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. Whoops. Seriously, I proof-read this dozens of times. But the power of cut and paste compels me... Thanks for catching this. I just proof-read all these again and found an issue with textureGradOffset as well. I'll send out follow-on patches. (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...) Worse than that---they're not tested at all. You would be my hero. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH] glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
On Wed, 9 Nov 2011 08:36:52 -0800, Paul Berry wrote: Non-text part: multipart/mixed Non-text part: multipart/alternative > On 8 November 2011 10:40, Kenneth Graunke 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 > > --- > > 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. pgp4YCSSmdf3n.pgp Description: PGP signature ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH] glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
On 8 November 2011 10:40, Kenneth Graunke 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 > --- > src/glsl/builtins/profiles/130.vert | 122 > +- > 1 files changed, 4 insertions(+), 118 deletions(-) > > diff --git a/src/glsl/builtins/profiles/130.vert > b/src/glsl/builtins/profiles/130.vert > index df17ede..bf8caec 100644 > --- a/src/glsl/builtins/profiles/130.vert > +++ b/src/glsl/builtins/profiles/130.vert > @@ -496,7 +496,7 @@ ivec3 textureSize(usampler2DArray sampler, int lod); > ivec2 textureSize(sampler1DArrayShadow sampler, int lod); > ivec3 textureSize(sampler2DArrayShadow sampler, int lod); > > -/* texture - no bias */ > +/* texture */ > vec4 texture( sampler1D sampler, float P); > ivec4 texture(isampler1D sampler, float P); > uvec4 texture(usampler1D sampler, float P); > @@ -528,38 +528,7 @@ uvec4 texture(usampler2DArray sampler, vec3 P); > float texture(sampler1DArrayShadow sampler, vec3 P); > float texture(sampler2DArrayShadow sampler, vec4 P); > > -/* texture - bias variants */ > - vec4 texture( sampler1D sampler, float P, float bias); > -ivec4 texture(isampler1D sampler, float P, float bias); > -uvec4 texture(usampler1D sampler, float P, float bias); > - > - vec4 texture( sampler2D sampler, vec2 P, float bias); > -ivec4 texture(isampler2D sampler, vec2 P, float bias); > -uvec4 texture(usampler2D sampler, vec2 P, float bias); > - > - vec4 texture( sampler3D sampler, vec3 P, float bias); > -ivec4 texture(isampler3D sampler, vec3 P, float bias); > -uvec4 texture(usampler3D sampler, vec3 P, float bias); > - > - vec4 texture( samplerCube sampler, vec3 P, float bias); > -ivec4 texture(isamplerCube sampler, vec3 P, float bias); > -uvec4 texture(usamplerCube sampler, vec3 P, float bias); > - > -float texture(sampler1DShadow sampler, vec3 P, float bias); > -float texture(sampler2DShadow sampler, vec3 P, float bias); > -float texture(samplerCubeShadow sampler, vec4 P, float bias); > - > - vec4 texture( sampler1DArray sampler, vec2 P, float bias); > -ivec4 texture(isampler1DArray sampler, vec2 P, float bias); > -uvec4 texture(usampler1DArray sampler, vec2 P, float bias); > - > - vec4 texture( sampler2DArray sampler, vec3 P, float bias); > -ivec4 texture(isampler2DArray sampler, vec3 P, float bias); > -uvec4 texture(usampler2DArray sampler, vec3 P, float bias); > - > -float texture(sampler1DArrayShadow sampler, vec3 P, float bias); > - > -/* textureProj - no bias */ > +/* textureProj */ > vec4 textureProj( sampler1D sampler, vec2 P); > ivec4 textureProj(isampler1D sampler, vec2 P); > uvec4 textureProj(usampler1D sampler, vec2 P); > @@ -581,28 +550,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P); > float textureProj(sampler1DShadow sampler, vec4 P); > float textureProj(sampler2DShadow sampler, vec4 P); > > -/* textureProj - bias variants */ > - vec4 textureProj( sampler1D sampler, vec2 P, float bias); > -ivec4 textureProj(isampler1D sampler, vec2 P, float bias); > -uvec4 textureProj(usampler1D sampler, vec2 P, float bias); > - vec4 textureProj( sampler1D sampler, vec4 P, float bias); > -ivec4 textureProj(isampler1D sampler, vec4 P, float bias); > -uvec4 textureProj(usampler1D sampler, vec4 P, float bias); > - > - vec4 textureProj( sampler2D sampler, vec3 P, float bias); > -ivec4 textureProj(isampler2D sampler, vec3 P, float bias); > -uvec4 textureProj(usampler2D sampler, vec3 P, float bias); > - vec4 textureProj( sampler2D sampler, vec4 P, float bias); > -ivec4 textureProj(isampler2D sampler, vec4 P, float bias); > -uvec4 textureProj(usampler2D sampler, vec4 P, float bias); > - > - vec4 textureProj( sampler3D sampler, vec4 P, float bias); > -ivec4 textureProj(isampler3D sampler, vec4 P, float bias); > -uvec4 textureProj(usampler3D sampler, vec4 P, float bias); > - > -float textureProj(sampler1DShadow sampler, vec4 P, float bias); > -float textureProj(sampler2DShadow sampler, vec4 P, float bias); > - > /* textureLod */ > vec4 textureLod( sampler1D sampler, float P, float lod); > ivec4 textureLod(isampler1D sampler, float P, float lod); > @@ -633,7 +580,7 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, > float lod); > > float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); > > -/* textureOffset - no bias */ > +/* textureOffset */ > vec4 textureOffset( sampler1D sampler, float P, int offset); > ivec4 textureOffset(isampler1D sampler, float P, int offset); > uvec4 textureOffset(usampler1D sampler, float P, int offset); > @@ -659,32 +606,6 @@ uvec4 textureOffset(usampler2DArray sampler, vec3 P, > ivec2 offset); > > float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); > > -/* textureOffset - bias variants */ > - vec4 textureOffset( sampler1D sampler, float P, int offset, float b
[Mesa-dev] [PATCH] glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
>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 --- src/glsl/builtins/profiles/130.vert | 122 +- 1 files changed, 4 insertions(+), 118 deletions(-) diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index df17ede..bf8caec 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -496,7 +496,7 @@ ivec3 textureSize(usampler2DArray sampler, int lod); ivec2 textureSize(sampler1DArrayShadow sampler, int lod); ivec3 textureSize(sampler2DArrayShadow sampler, int lod); -/* texture - no bias */ +/* texture */ vec4 texture( sampler1D sampler, float P); ivec4 texture(isampler1D sampler, float P); uvec4 texture(usampler1D sampler, float P); @@ -528,38 +528,7 @@ uvec4 texture(usampler2DArray sampler, vec3 P); float texture(sampler1DArrayShadow sampler, vec3 P); float texture(sampler2DArrayShadow sampler, vec4 P); -/* texture - bias variants */ - vec4 texture( sampler1D sampler, float P, float bias); -ivec4 texture(isampler1D sampler, float P, float bias); -uvec4 texture(usampler1D sampler, float P, float bias); - - vec4 texture( sampler2D sampler, vec2 P, float bias); -ivec4 texture(isampler2D sampler, vec2 P, float bias); -uvec4 texture(usampler2D sampler, vec2 P, float bias); - - vec4 texture( sampler3D sampler, vec3 P, float bias); -ivec4 texture(isampler3D sampler, vec3 P, float bias); -uvec4 texture(usampler3D sampler, vec3 P, float bias); - - vec4 texture( samplerCube sampler, vec3 P, float bias); -ivec4 texture(isamplerCube sampler, vec3 P, float bias); -uvec4 texture(usamplerCube sampler, vec3 P, float bias); - -float texture(sampler1DShadow sampler, vec3 P, float bias); -float texture(sampler2DShadow sampler, vec3 P, float bias); -float texture(samplerCubeShadow sampler, vec4 P, float bias); - - vec4 texture( sampler1DArray sampler, vec2 P, float bias); -ivec4 texture(isampler1DArray sampler, vec2 P, float bias); -uvec4 texture(usampler1DArray sampler, vec2 P, float bias); - - vec4 texture( sampler2DArray sampler, vec3 P, float bias); -ivec4 texture(isampler2DArray sampler, vec3 P, float bias); -uvec4 texture(usampler2DArray sampler, vec3 P, float bias); - -float texture(sampler1DArrayShadow sampler, vec3 P, float bias); - -/* textureProj - no bias */ +/* textureProj */ vec4 textureProj( sampler1D sampler, vec2 P); ivec4 textureProj(isampler1D sampler, vec2 P); uvec4 textureProj(usampler1D sampler, vec2 P); @@ -581,28 +550,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P); float textureProj(sampler1DShadow sampler, vec4 P); float textureProj(sampler2DShadow sampler, vec4 P); -/* textureProj - bias variants */ - vec4 textureProj( sampler1D sampler, vec2 P, float bias); -ivec4 textureProj(isampler1D sampler, vec2 P, float bias); -uvec4 textureProj(usampler1D sampler, vec2 P, float bias); - vec4 textureProj( sampler1D sampler, vec4 P, float bias); -ivec4 textureProj(isampler1D sampler, vec4 P, float bias); -uvec4 textureProj(usampler1D sampler, vec4 P, float bias); - - vec4 textureProj( sampler2D sampler, vec3 P, float bias); -ivec4 textureProj(isampler2D sampler, vec3 P, float bias); -uvec4 textureProj(usampler2D sampler, vec3 P, float bias); - vec4 textureProj( sampler2D sampler, vec4 P, float bias); -ivec4 textureProj(isampler2D sampler, vec4 P, float bias); -uvec4 textureProj(usampler2D sampler, vec4 P, float bias); - - vec4 textureProj( sampler3D sampler, vec4 P, float bias); -ivec4 textureProj(isampler3D sampler, vec4 P, float bias); -uvec4 textureProj(usampler3D sampler, vec4 P, float bias); - -float textureProj(sampler1DShadow sampler, vec4 P, float bias); -float textureProj(sampler2DShadow sampler, vec4 P, float bias); - /* textureLod */ vec4 textureLod( sampler1D sampler, float P, float lod); ivec4 textureLod(isampler1D sampler, float P, float lod); @@ -633,7 +580,7 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -/* textureOffset - no bias */ +/* textureOffset */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); uvec4 textureOffset(usampler1D sampler, float P, int offset); @@ -659,32 +606,6 @@ uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset); float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); -/* textureOffset - bias variants */ - vec4 textureOffset( sampler1D sampler, float P, int offset, float bias); -ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias); -uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias); - - vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); -ivec4 textureOf