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-rw-r--r--src/mesa/shader/slang/slang_library_texsample.c142
1 files changed, 142 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_library_texsample.c b/src/mesa/shader/slang/slang_library_texsample.c
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+++ b/src/mesa/shader/slang/slang_library_texsample.c
@@ -0,0 +1,142 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file slang_library_texsample.c
+ * built-in library functions for texture and shadow sampling
+ * \author Michal Krol
+ */
+
+#include "imports.h"
+#include "context.h"
+#include "colormac.h"
+#include "swrast/s_context.h"
+#include "slang_library_texsample.h"
+
+GLvoid _slang_library_tex1d (GLfloat bias, GLfloat s, GLfloat sampler, GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, 0.0f, 0.0f, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+
+GLvoid _slang_library_tex2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat sampler, GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, t, 0.0f, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+
+GLvoid _slang_library_tex3d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler,
+ GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+
+GLvoid _slang_library_texcube (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler,
+ GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+
+GLvoid _slang_library_shad1d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler,
+ GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+
+GLvoid _slang_library_shad2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler,
+ GLfloat *color)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint unit = (GLuint) sampler;
+ GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat lambda = bias;
+ GLchan rgba[4];
+
+ swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
+ (const GLfloat (*)[4]) texcoord, &lambda, &rgba);
+ color[0] = CHAN_TO_FLOAT(rgba[0]);
+ color[1] = CHAN_TO_FLOAT(rgba[1]);
+ color[2] = CHAN_TO_FLOAT(rgba[2]);
+ color[3] = CHAN_TO_FLOAT(rgba[3]);
+}
+