From 6cbe215e58eeb8edc53d71e8f315e2fb55c0eeee Mon Sep 17 00:00:00 2001 From: Yong He Date: Tue, 12 Dec 2023 16:29:51 -0800 Subject: Define `Texture::Sample` for float element types only. (#3403) * Define `Texture::Sample` for float element types only. * Fixes #490. * Fix checking of groupshared. * Add test. * Fix. --------- Co-authored-by: Yong He --- source/slang/glsl.meta.slang | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'source/slang/glsl.meta.slang') diff --git a/source/slang/glsl.meta.slang b/source/slang/glsl.meta.slang index a43a7ba3c..3cab1232e 100644 --- a/source/slang/glsl.meta.slang +++ b/source/slang/glsl.meta.slang @@ -167,78 +167,78 @@ public vector texelFetch (Sampler2D } [ForceInline] -public vector texture (Sampler1D> sampler, float p, float bias = 0.0) +public vector texture (Sampler1D> sampler, float p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public vector texture (Sampler2D> sampler, float2 p, float bias = 0.0) +public vector texture (Sampler2D> sampler, float2 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public vector texture (Sampler3D> sampler, float3 p, float bias = 0.0) +public vector texture (Sampler3D> sampler, float3 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public vector texture (SamplerCube> sampler, float3 p, float bias = 0.0) +public vector texture (SamplerCube> sampler, float3 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public float texture (Sampler1DShadow> sampler, float2 p) +public float texture (Sampler1DShadow> sampler, float2 p) { return sampler.SampleCmp(p.x, p.y); } [ForceInline] -public float texture (Sampler2DShadow> sampler, float3 p) +public float texture (Sampler2DShadow> sampler, float3 p) { return sampler.SampleCmp(p.xy, p.z); } [ForceInline] -public float texture (SamplerCubeShadow> sampler, float4 p) +public float texture (SamplerCubeShadow> sampler, float4 p) { return sampler.SampleCmp(p.xyz, p.w); } [ForceInline] -public vector texture (Sampler1DArray> sampler, float2 p, float bias = 0.0) +public vector texture (Sampler1DArray> sampler, float2 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public vector texture (Sampler2DArray> sampler, float3 p, float bias = 0.0) +public vector texture (Sampler2DArray> sampler, float3 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public vector texture (SamplerCubeArray> sampler, float4 p, float bias = 0.0) +public vector texture (SamplerCubeArray> sampler, float4 p, float bias = 0.0) { return __vectorReshape<4>(sampler.SampleBias(p, bias)); } [ForceInline] -public float texture (Sampler1DArrayShadow> sampler, float3 p) +public float texture (Sampler1DArrayShadow> sampler, float3 p) { return sampler.SampleCmp(p.xy, p.z); } [ForceInline] -public float texture (Sampler2DArrayShadow> sampler, float4 p) +public float texture (Sampler2DArrayShadow> sampler, float4 p) { return sampler.SampleCmp(p.xyz, p.w); } -__generic +__generic public vector textureGrad(__TextureImpl, shape, isArray, 0, sampleCount, 0, 1, 1, format> sampler, vector P, vector dPdx, vector dPdy) { return __vectorReshape<4>(sampler.SampleGrad(P, dPdx, dPdy)); -- cgit v1.2.3