Add texture gather functions (and extension check) for GLSL 400 and GL_ARB_texture_gather.

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23631 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2013-10-21 19:25:59 +00:00
parent a65dc63d46
commit 21a8770f92
11 changed files with 301 additions and 36 deletions

View File

@@ -115,10 +115,10 @@ Shader Functionality to Implement/Finish
- bitCount(),findLSB(), andfindMSB()
- New built-in to query LOD, textureQueryLod().
- New overloaded function matching algorithm, handling selection from many valid multiple choices.
- Texture gather functions that return four texels with a single call.
- textureGather()
- textureGatherOffset()
- textureGatherOffsets()
+ Texture gather functions that return four texels with a single call.
+ textureGather()
+ textureGatherOffset()
+ textureGatherOffsets()
+ Add streams out from geometry shader. Output can be directed to streams through
+ EmitStreamVertex() and EndStreamPrimitive().
GLSL 4.1
@@ -168,8 +168,8 @@ Shader Functionality to Implement/Finish
- Make GLSL consistent with the API regarding user clipping, by no longer referring to gl_Position when gl_ClipVertex is not written. Rather, user clipping becomes undefined.
- Clarified that a comma sequence-operator expression cannot be a constant expression. E.g., <20>(2,3)<29> is not allowed, semantically,
as a valid constant expression 3, even though it is an expression that will evaluate to 3.
- Use vec2 instead of vec3 for coordinate in textureGather*(sampler2DRect,...).
- Clarify that textureGatherOffset() can take non-constants for the offsets.
+ Use vec2 instead of vec3 for coordinate in textureGather*(sampler2DRect,...).
+ Clarify that textureGatherOffset() can take non-constants for the offsets.
GLSL 4.3
- Add shader storage buffer objects, as per the ARB_shader_storage_buffer_object extension. This includes
- allowing the last member of a storage buffer block to be an array that does not know its size until render time