Front-end "pure" built-in TOperator: Finish adding full support, but still turned off.
This is to avoid all need to do text comparison of built-in function names when consuming the AST. All built-in functions get enumerants. Will want to turn on soon. See PureOperatorBuiltins. See issue #8.
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e88217b7d8
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8 changed files with 248 additions and 36 deletions
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@ -59,7 +59,7 @@ void main()
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v = textureLod(s2DArray, c3D, 1.2);
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f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant
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v = texelFetch(s3D, ic3D, ic1D);
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v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D);
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v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant
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f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
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v = textureGrad(sCube, c3D, c3D, c3D);
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@ -49,7 +49,9 @@ Shader version: 430
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0:43 'ic2D' (flat in 2-component vector of int)
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0:43 Constant:
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0:43 4 (const int)
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0:43 'ic2D' (flat in 2-component vector of int)
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0:43 Constant:
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0:43 3 (const int)
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0:43 3 (const int)
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0:44 add second child into first child (temp float)
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0:44 direct index (temp float)
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0:44 'v' (temp 4-component vector of float)
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@ -301,7 +303,9 @@ Shader version: 430
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0:43 'ic2D' (flat in 2-component vector of int)
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0:43 Constant:
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0:43 4 (const int)
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0:43 'ic2D' (flat in 2-component vector of int)
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0:43 Constant:
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0:43 3 (const int)
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0:43 3 (const int)
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0:44 add second child into first child (temp float)
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0:44 direct index (temp float)
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0:44 'v' (temp 4-component vector of float)
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@ -40,7 +40,7 @@ void main()
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v += textureLod(s2DArray, c3D, 1.2);
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v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
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v += texelFetch(s3D, ic3D, ic1D);
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v += texelFetchOffset(s2D, ic2D, 4, ic2D);
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v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
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v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
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v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
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v += textureGrad(sCube, c3D, c3D, c3D);
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@ -38,7 +38,7 @@ void main()
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v += textureLod(s2DArray, c3D, 1.2);
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v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
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v += texelFetch(s3D, ic3D, ic1D);
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v += texelFetchOffset(s2D, ic2D, 4, ic2D);
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v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
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v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
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v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
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v += textureGrad(sCube, c3D, c3D, c3D);
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