Added texture functions with bias parameter (#1901)

and fixed a typo
This commit is contained in:
attilaz
2019-10-05 05:03:51 +02:00
committed by Бранимир Караџић
parent 3a6f9ff5b0
commit 694627885a
2 changed files with 16 additions and 1 deletions

View File

@@ -22,7 +22,7 @@ all:
@echo " TARGET=4 (glsl)"
@echo " TARGET=5 (metal)"
@echo " TARGET=6 (pssl)"
@echo " TARGET=7 (spriv)"
@echo " TARGET=7 (spirv)"
.PHONY: rebuild
rebuild:

View File

@@ -176,6 +176,11 @@ vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
{
return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
}
vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
@@ -263,6 +268,11 @@ vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
{
return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
}
vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
@@ -347,6 +357,7 @@ vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
static BgfxUSampler2D _name = { _name ## Texture }
# define sampler2D BgfxSampler2D
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
# define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
@@ -401,6 +412,7 @@ vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
# define samplerCube BgfxSamplerCube
# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
# define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
# define SAMPLERCUBESHADOW(_name, _reg) \
@@ -543,6 +555,9 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
# define USAMPLER3D(_name, _reg) uniform usampler3D _name
# define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
# define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
# if BGFX_SHADER_LANGUAGE_GLSL >= 130
# define texture2D(_sampler, _coord) texture(_sampler, _coord)
# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)