summaryrefslogtreecommitdiffstats
path: root/tests/cross-compile/texture-load.slang
Commit message (Collapse)AuthorAge
* Use user defined type name in glsl buffer declarations. (#5242)Yong He2024-10-09
|
* Fix GLSL translation of several Texture* operations (#800)Tim Foley2019-01-25
A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`. The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type. This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`. This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.