| Index: src/sksl/sksl.include
|
| diff --git a/src/sksl/sksl.include b/src/sksl/sksl.include
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..bf35f22dbd87fa989320f384aa61dbb9b4b43bd2
|
| --- /dev/null
|
| +++ b/src/sksl/sksl.include
|
| @@ -0,0 +1,543 @@
|
| +STRINGIFY(
|
| +
|
| +// defines built-in functions supported by SkiaSL
|
| +
|
| +$genType radians($genType degrees);
|
| +$genType sin($genType angle);
|
| +$genType cos($genType angle);
|
| +$genType tan($genType angle);
|
| +$genType asin($genType x);
|
| +$genType acos($genType x);
|
| +$genType atan($genType y, $genType x);
|
| +$genType atan($genType y_over_x);
|
| +$genType sinh($genType x);
|
| +$genType cosh($genType x);
|
| +$genType tanh($genType x);
|
| +$genType asinh($genType x);
|
| +$genType acosh($genType x);
|
| +$genType atanh($genType x);
|
| +$genType pow($genType x, $genType y);
|
| +$genType exp($genType x);
|
| +$genType log($genType x);
|
| +$genType exp2($genType x);
|
| +$genType log2($genType x);
|
| +$genType sqrt($genType x);
|
| +$genDType sqrt($genDType x);
|
| +$genType inversesqrt($genType x);
|
| +$genDType inversesqrt($genDType x);
|
| +$genType abs($genType x);
|
| +$genIType abs($genIType x);
|
| +$genDType abs($genDType x);
|
| +$genType sign($genType x);
|
| +$genIType sign($genIType x);
|
| +$genDType sign($genDType x);
|
| +$genType floor($genType x);
|
| +$genDType floor($genDType x);
|
| +$genType trunc($genType x);
|
| +$genDType trunc($genDType x);
|
| +$genType round($genType x);
|
| +$genDType round($genDType x);
|
| +$genType roundEven($genType x);
|
| +$genDType roundEven($genDType x);
|
| +$genType ceil($genType x);
|
| +$genDType ceil($genDType x);
|
| +$genType fract($genType x);
|
| +$genDType fract($genDType x);
|
| +$genType mod($genType x, float y);
|
| +$genType mod($genType x, $genType y);
|
| +$genDType mod($genDType x, double y);
|
| +$genDType mod($genDType x, $genDType y);
|
| +$genType modf($genType x, out $genType i);
|
| +$genDType modf($genDType x, out $genDType i);
|
| +$genType min($genType x, $genType y);
|
| +$genType min($genType x, float y);
|
| +$genDType min($genDType x, $genDType y);
|
| +$genDType min($genDType x, double y);
|
| +$genIType min($genIType x, $genIType y);
|
| +$genIType min($genIType x, int y);
|
| +$genUType min($genUType x, $genUType y);
|
| +$genUType min($genUType x, uint y);
|
| +$genType max($genType x, $genType y);
|
| +$genType max($genType x, float y);
|
| +$genDType max($genDType x, $genDType y);
|
| +$genDType max($genDType x, double y);
|
| +$genIType max($genIType x, $genIType y);
|
| +$genIType max($genIType x, int y);
|
| +$genUType max($genUType x, $genUType y);
|
| +$genUType max($genUType x, uint y);
|
| +$genType clamp($genType x, $genType minVal, $genType maxVal);
|
| +$genType clamp($genType x, float minVal, float maxVal);
|
| +$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
|
| +$genDType clamp($genDType x, double minVal, double maxVal);
|
| +$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
|
| +$genIType clamp($genIType x, int minVal, int maxVal);
|
| +$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
|
| +$genUType clamp($genUType x, uint minVal, uint maxVal);
|
| +$genType mix($genType x, $genType y, $genType a);
|
| +$genType mix($genType x, $genType y, float a);
|
| +$genDType mix($genDType x, $genDType y, $genDType a);
|
| +$genDType mix($genDType x, $genDType y, double a);
|
| +$genType mix($genType x, $genType y, $genBType a);
|
| +$genDType mix($genDType x, $genDType y, $genBType a);
|
| +$genIType mix($genIType x, $genIType y, $genBType a);
|
| +$genUType mix($genUType x, $genUType y, $genBType a);
|
| +$genBType mix($genBType x, $genBType y, $genBType a);
|
| +$genType step($genType edge, $genType x);
|
| +$genType step(float edge, $genType x);
|
| +$genDType step($genDType edge, $genDType x);
|
| +$genDType step(double edge, $genDType x);
|
| +$genType smoothstep($genType edge0, $genType edge1, $genType x);
|
| +$genType smoothstep(float edge0, float edge1, $genType x);
|
| +$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
|
| +$genDType smoothstep(double edge0, double edge1, $genDType x);
|
| +$genBType isnan($genType x);
|
| +$genBType isnan($genDType x);
|
| +$genBType isinf($genType x);
|
| +$genBType isinf($genDType x);
|
| +$genIType floatBitsToInt($genType value);
|
| +$genUType floatBitsToUint($genType value);
|
| +$genType intBitsToFloat($genIType value);
|
| +$genType uintBitsToFloat($genUType value);
|
| +$genType fma($genType a, $genType b, $genType c);
|
| +$genDType fma($genDType a, $genDType b, $genDType c);
|
| +$genType frexp($genType x, out $genIType exp);
|
| +$genDType frexp($genDType x, out $genIType exp);
|
| +$genType ldexp($genType x, in $genIType exp);
|
| +$genDType ldexp($genDType x, in $genIType exp);
|
| +uint packUnorm2x16(vec2 v);
|
| +uint packSnorm2x16(vec2 v);
|
| +uint packUnorm4x8(vec4 v);
|
| +uint packSnorm4x8(vec4 v);
|
| +vec2 unpackUnorm2x16(uint p);
|
| +vec2 unpackSnorm2x16(uint p);
|
| +vec4 unpackUnorm4x8(uint p);
|
| +vec4 unpackSnorm4x8(uint p);
|
| +double packDouble2x32(uvec2 v);
|
| +uvec2 unpackDouble2x32(double v);
|
| +uint packHalf2x16(vec2 v);
|
| +vec2 unpackHalf2x16(uint v);
|
| +float length($genType x);
|
| +double length($genDType x);
|
| +float distance($genType p0, $genType p1);
|
| +double distance($genDType p0, $genDType p1);
|
| +float dot($genType x, $genType y);
|
| +double dot($genDType x, $genDType y);
|
| +vec3 cross(vec3 x, vec3 y);
|
| +dvec3 cross(dvec3 x, dvec3 y);
|
| +$genType normalize($genType x);
|
| +$genDType normalize($genDType x);
|
| +vec4 ftransform();
|
| +$genType faceforward($genType N, $genType I, $genType Nref);
|
| +$genDType faceforward($genDType N, $genDType I, $genDType Nref);
|
| +$genType reflect($genType I, $genType N);
|
| +$genDType reflect($genDType I, $genDType N);
|
| +$genType refract($genType I, $genType N, float eta);
|
| +$genDType refract($genDType I, $genDType N, float eta);
|
| +$mat matrixCompMult($mat x, $mat y);
|
| +mat2 outerProduct(vec2 c, vec2 r);
|
| +mat3 outerProduct(vec3 c, vec3 r);
|
| +mat4 outerProduct(vec4 c, vec4 r);
|
| +mat2x3 outerProduct(vec3 c, vec2 r);
|
| +mat3x2 outerProduct(vec2 c, vec3 r);
|
| +mat2x4 outerProduct(vec4 c, vec2 r);
|
| +mat4x2 outerProduct(vec2 c, vec4 r);
|
| +mat3x4 outerProduct(vec4 c, vec3 r);
|
| +mat4x3 outerProduct(vec3 c, vec4 r);
|
| +mat2 transpose(mat2 m);
|
| +mat3 transpose(mat3 m);
|
| +mat4 transpose(mat4 m);
|
| +mat2x3 transpose(mat3x2 m);
|
| +mat3x2 transpose(mat2x3 m);
|
| +mat2x4 transpose(mat4x2 m);
|
| +mat4x2 transpose(mat2x4 m);
|
| +mat3x4 transpose(mat4x3 m);
|
| +mat4x3 transpose(mat3x4 m);
|
| +float determinant(mat2 m);
|
| +float determinant(mat3 m);
|
| +float determinant(mat4 m);
|
| +mat2 inverse(mat2 m);
|
| +mat3 inverse(mat3 m);
|
| +mat4 inverse(mat4 m);
|
| +$bvec lessThan($vec x, $vec y);
|
| +$bvec lessThan($ivec x, $ivec y);
|
| +$bvec lessThan($uvec x, $uvec y);
|
| +$bvec lessThanEqual($vec x, $vec y);
|
| +$bvec lessThanEqual($ivec x, $ivec y);
|
| +$bvec lessThanEqual($uvec x, $uvec y);
|
| +$bvec greaterThan($vec x, $vec y);
|
| +$bvec greaterThan($ivec x, $ivec y);
|
| +$bvec greaterThan($uvec x, $uvec y);
|
| +$bvec greaterThanEqual($vec x, $vec y);
|
| +$bvec greaterThanEqual($ivec x, $ivec y);
|
| +$bvec greaterThanEqual($uvec x, $uvec y);
|
| +$bvec equal($vec x, $vec y);
|
| +$bvec equal($ivec x, $ivec y);
|
| +$bvec equal($uvec x, $uvec y);
|
| +$bvec equal($bvec x, $bvec y);
|
| +$bvec notEqual($vec x, $vec y);
|
| +$bvec notEqual($ivec x, $ivec y);
|
| +$bvec notEqual($uvec x, $uvec y);
|
| +$bvec notEqual($bvec x, $bvec y);
|
| +bool any($bvec x);
|
| +bool all($bvec x);
|
| +$bvec not($bvec x);
|
| +$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
|
| +$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
|
| +void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb);
|
| +void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb);
|
| +$genIType bitfieldExtract($genIType value, int offset, int bits);
|
| +$genUType bitfieldExtract($genUType value, int offset, int bits);
|
| +$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits);
|
| +$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits);
|
| +$genIType bitfieldReverse($genIType value);
|
| +$genUType bitfieldReverse($genUType value);
|
| +$genIType bitCount($genIType value);
|
| +$genIType bitCount($genUType value);
|
| +$genIType findLSB($genIType value);
|
| +$genIType findLSB($genUType value);
|
| +$genIType findMSB($genIType value);
|
| +$genIType findMSB($genUType value);
|
| +int textureSize($gsampler1D sampler, int lod);
|
| +ivec2 textureSize($gsampler2D sampler, int lod);
|
| +ivec3 textureSize($gsampler3D sampler, int lod);
|
| +ivec2 textureSize($gsamplerCube sampler, int lod);
|
| +int textureSize(sampler1DShadow sampler, int lod);
|
| +ivec2 textureSize(sampler2DShadow sampler, int lod);
|
| +ivec2 textureSize(samplerCubeShadow sampler, int lod);
|
| +ivec3 textureSize($gsamplerCubeArray sampler, int lod);
|
| +ivec3 textureSize(samplerCubeArrayShadow sampler, int lod);
|
| +ivec2 textureSize($gsampler2DRect sampler);
|
| +ivec2 textureSize(sampler2DRectShadow sampler);
|
| +ivec2 textureSize($gsampler1DArray sampler, int lod);
|
| +ivec3 textureSize($gsampler2DArray sampler, int lod);
|
| +ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
|
| +ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
|
| +int textureSize($gsamplerBuffer sampler);
|
| +ivec2 textureSize($gsampler2DMS sampler);
|
| +ivec3 textureSize($gsampler2DMSArray sampler);
|
| +vec2 textureQueryLod($gsampler1D sampler, float P);
|
| +vec2 textureQueryLod($gsampler2D sampler, vec2 P);
|
| +vec2 textureQueryLod($gsampler3D sampler, vec3 P);
|
| +vec2 textureQueryLod($gsamplerCube sampler, vec3 P);
|
| +vec2 textureQueryLod($gsampler1DArray sampler, float P);
|
| +vec2 textureQueryLod($gsampler2DArray sampler, vec2 P);
|
| +vec2 textureQueryLod($gsamplerCubeArray sampler, vec3 P);
|
| +vec2 textureQueryLod(sampler1DShadow sampler, float P);
|
| +vec2 textureQueryLod(sampler2DShadow sampler, vec2 P);
|
| +vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P);
|
| +vec2 textureQueryLod(sampler1DArrayShadow sampler, float P);
|
| +vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P);
|
| +vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P);
|
| +int textureQueryLevels($gsampler1D sampler);
|
| +int textureQueryLevels($gsampler2D sampler);
|
| +int textureQueryLevels($gsampler3D sampler);
|
| +int textureQueryLevels($gsamplerCube sampler);
|
| +int textureQueryLevels($gsampler1DArray sampler);
|
| +int textureQueryLevels($gsampler2DArray sampler);
|
| +int textureQueryLevels($gsamplerCubeArray sampler);
|
| +int textureQueryLevels(sampler1DShadow sampler);
|
| +int textureQueryLevels(sampler2DShadow sampler);
|
| +int textureQueryLevels(samplerCubeShadow sampler);
|
| +int textureQueryLevels(sampler1DArrayShadow sampler);
|
| +int textureQueryLevels(sampler2DArrayShadow sampler);
|
| +int textureQueryLevels(samplerCubeArrayShadow sampler);
|
| +$gvec4 texture($gsampler1D sampler, float P);
|
| +$gvec4 texture($gsampler1D sampler, float P, float bias);
|
| +$gvec4 texture($gsampler2D sampler, vec2 P);
|
| +$gvec4 texture($gsampler2D sampler, vec2 P, float bias);
|
| +$gvec4 texture($gsampler3D sampler, vec3 P);
|
| +$gvec4 texture($gsampler3D sampler, vec3 P, float bias);
|
| +$gvec4 texture($gsamplerCube sampler, vec3 P);
|
| +$gvec4 texture($gsamplerCube sampler, vec3 P, float bias);
|
| +float texture(sampler1DShadow sampler, vec3 P);
|
| +float texture(sampler1DShadow sampler, vec3 P, float bias);
|
| +float texture(sampler2DShadow sampler, vec3 P);
|
| +float texture(sampler2DShadow sampler, vec3 P, float bias);
|
| +float texture(samplerCubeShadow sampler, vec4 P);
|
| +float texture(samplerCubeShadow sampler, vec4 P, float bias);
|
| +$gvec4 texture($gsampler1DArray sampler, vec2 P);
|
| +$gvec4 texture($gsampler1DArray sampler, vec2 P, float bias);
|
| +$gvec4 texture($gsampler2DArray sampler, vec3 P);
|
| +$gvec4 texture($gsampler2DArray sampler, vec3 P, float bias);
|
| +$gvec4 texture($gsamplerCubeArray sampler, vec4 P);
|
| +$gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias);
|
| +float texture(sampler1DArrayShadow sampler, vec3 P);
|
| +float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
|
| +float texture(sampler2DArrayShadow sampler, vec4 P);
|
| +$gvec4 texture($gsampler2DRect sampler, vec2 P);
|
| +float texture(sampler2DRectShadow sampler, vec3 P);
|
| +float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare);
|
| +
|
| +)
|
| +
|
| +// split into multiple chunks, as MSVC++ complains if a single string is too long
|
| +
|
| +STRINGIFY(
|
| +
|
| +$gvec4 textureProj($gsampler1D sampler, vec2 P);
|
| +$gvec4 textureProj($gsampler1D sampler, vec2 P, float bias);
|
| +$gvec4 textureProj($gsampler1D sampler, vec4 P);
|
| +$gvec4 textureProj($gsampler1D sampler, vec4 P, float bias);
|
| +$gvec4 textureProj($gsampler2D sampler, vec3 P);
|
| +$gvec4 textureProj($gsampler2D sampler, vec3 P, float bias);
|
| +$gvec4 textureProj($gsampler2D sampler, vec4 P);
|
| +$gvec4 textureProj($gsampler2D sampler, vec4 P, float bias);
|
| +$gvec4 textureProj($gsampler3D sampler, vec4 P);
|
| +$gvec4 textureProj($gsampler3D sampler, vec4 P, float bias);
|
| +float textureProj(sampler1DShadow sampler, vec4 P);
|
| +float textureProj(sampler1DShadow sampler, vec4 P, float bias);
|
| +float textureProj(sampler2DShadow sampler, vec4 P);
|
| +float textureProj(sampler2DShadow sampler, vec4 P, float bias);
|
| +$gvec4 textureProj($gsampler2DRect sampler, vec3 P);
|
| +$gvec4 textureProj($gsampler2DRect sampler, vec4 P);
|
| +float textureProj(sampler2DRectShadow sampler, vec4 P);
|
| +$gvec4 textureLod($gsampler1D sampler, float P, float lod);
|
| +$gvec4 textureLod($gsampler2D sampler, vec2 P, float lod);
|
| +$gvec4 textureLod($gsampler3D sampler, vec3 P, float lod);
|
| +$gvec4 textureLod($gsamplerCube sampler, vec3 P, float lod);
|
| +float textureLod(sampler1DShadow sampler, vec3 P, float lod);
|
| +float textureLod(sampler2DShadow sampler, vec3 P, float lod);
|
| +$gvec4 textureLod($gsampler1DArray sampler, vec2 P, float lod);
|
| +$gvec4 textureLod($gsampler2DArray sampler, vec3 P, float lod);
|
| +float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
|
| +$gvec4 textureLod($gsamplerCubeArray sampler, vec4 P, float lod);
|
| +$gvec4 textureOffset($gsampler1D sampler, float P, int offset);
|
| +$gvec4 textureOffset($gsampler1D sampler, float P, int offset, float bias);
|
| +$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset);
|
| +$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset, float bias);
|
| +$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset);
|
| +$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset, float bias);
|
| +$gvec4 textureOffset($gsampler2DRect sampler, vec2 P, ivec2 offset);
|
| +float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
|
| +float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
|
| +float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
|
| +float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
|
| +float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
|
| +$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset);
|
| +$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset, float bias);
|
| +$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
|
| +$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, float bias);
|
| +float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
|
| +float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias);
|
| +float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset);
|
| +$gvec4 texelFetch($gsampler1D sampler, int P, int lod);
|
| +$gvec4 texelFetch($gsampler2D sampler, ivec2 P, int lod);
|
| +$gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod);
|
| +$gvec4 texelFetch($gsampler2DRect sampler, ivec2 P);
|
| +$gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod);
|
| +$gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod);
|
| +$gvec4 texelFetch($gsamplerBuffer sampler, int P);
|
| +$gvec4 texelFetch($gsampler2DMS sampler, ivec2 P, int sample);
|
| +$gvec4 texelFetch($gsampler2DMSArray sampler, ivec3 P, int sample);
|
| +$gvec4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset);
|
| +$gvec4 texelFetchOffset($gsampler2D sampler, ivec2 P, int lod, ivec2 offset);
|
| +$gvec4 texelFetchOffset($gsampler3D sampler, ivec3 P, int lod, ivec3 offset);
|
| +$gvec4 texelFetchOffset($gsampler2DRect sampler, ivec2 P, ivec2 offset);
|
| +$gvec4 texelFetchOffset($gsampler1DArray sampler, ivec2 P, int lod, int offset);
|
| +$gvec4 texelFetchOffset($gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
|
| +$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset);
|
| +$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset, float bias);
|
| +$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset);
|
| +$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset, float bias);
|
| +$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset);
|
| +$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset, float bias);
|
| +$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset);
|
| +$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset, float bias);
|
| +$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset);
|
| +$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset, float bias);
|
| +$gvec4 textureProjOffset($gsampler2DRect sampler, vec3 P, ivec2 offset);
|
| +$gvec4 textureProjOffset($gsampler2DRect sampler, vec4 P, ivec2 offset);
|
| +float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset);
|
| +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
|
| +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset, float bias);
|
| +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
|
| +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
|
| +$gvec4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset);
|
| +$gvec4 textureLodOffset($gsampler2D sampler, vec2 P, float lod, ivec2 offset);
|
| +$gvec4 textureLodOffset($gsampler3D sampler, vec3 P, float lod, ivec3 offset);
|
| +float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset);
|
| +float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset);
|
| +$gvec4 textureLodOffset($gsampler1DArray sampler, vec2 P, float lod, int offset);
|
| +$gvec4 textureLodOffset($gsampler2DArray sampler, vec3 P, float lod, ivec2 offset);
|
| +float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset);
|
| +$gvec4 textureProjLod($gsampler1D sampler, vec2 P, float lod);
|
| +$gvec4 textureProjLod($gsampler1D sampler, vec4 P, float lod);
|
| +$gvec4 textureProjLod($gsampler2D sampler, vec3 P, float lod);
|
| +$gvec4 textureProjLod($gsampler2D sampler, vec4 P, float lod);
|
| +$gvec4 textureProjLod($gsampler3D sampler, vec4 P, float lod);
|
| +float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
|
| +float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
|
| +$gvec4 textureProjLodOffset($gsampler1D sampler, vec2 P, float lod, int offset);
|
| +$gvec4 textureProjLodOffset($gsampler1D sampler, vec4 P, float lod, int offset);
|
| +$gvec4 textureProjLodOffset($gsampler2D sampler, vec3 P, float lod, ivec2 offset);
|
| +$gvec4 textureProjLodOffset($gsampler2D sampler, vec4 P, float lod, ivec2 offset);
|
| +$gvec4 textureProjLodOffset($gsampler3D sampler, vec4 P, float lod, ivec3 offset);
|
| +float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset);
|
| +float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset);
|
| +$gvec4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy);
|
| +$gvec4 textureGrad($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureGrad($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
|
| +$gvec4 textureGrad($gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
|
| +$gvec4 textureGrad($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
|
| +float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
|
| +float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy);
|
| +float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
|
| +float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);
|
| +$gvec4 textureGrad($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy);
|
| +$gvec4 textureGrad($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
|
| +float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
|
| +float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureGrad($gsamplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy);
|
| +$gvec4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset);
|
| +$gvec4 textureGradOffset($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureGradOffset($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);
|
| +$gvec4 textureGradOffset($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset );
|
| +float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureGradOffset($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset);
|
| +$gvec4 textureGradOffset($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset);
|
| +float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureProjGrad($gsampler1D sampler, vec2 P, float dPdx, float dPdy);
|
| +$gvec4 textureProjGrad($gsampler1D sampler, vec4 P, float dPdx, float dPdy);
|
| +$gvec4 textureProjGrad($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureProjGrad($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureProjGrad($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
|
| +$gvec4 textureProjGrad($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureProjGrad($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
|
| +float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
|
| +float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
|
| +float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
|
| +$gvec4 textureProjGradOffset($gsampler1D sampler, vec2 P, float dPdx, float dPdy, int offset);
|
| +$gvec4 textureProjGradOffset($gsampler1D sampler, vec4 P, float dPdx, float dPdy, int offset);
|
| +$gvec4 textureProjGradOffset($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureProjGradOffset($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureProjGradOffset($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset);
|
| +float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset);
|
| +float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
|
| +$gvec4 textureGather($gsampler2D sampler, vec2 P);
|
| +$gvec4 textureGather($gsampler2D sampler, vec2 P, int comp);
|
| +$gvec4 textureGather($gsampler2DArray sampler, vec3 P);
|
| +$gvec4 textureGather($gsampler2DArray sampler, vec3 P, int comp);
|
| +$gvec4 textureGather($gsamplerCube sampler, vec3 P);
|
| +$gvec4 textureGather($gsamplerCube sampler, vec3 P, int comp);
|
| +$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P);
|
| +$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P, int comp);
|
| +$gvec4 textureGather($gsampler2DRect sampler, vec2 P);
|
| +$gvec4 textureGather($gsampler2DRect sampler, vec2 P, int comp);
|
| +vec4 textureGather(sampler2DShadow sampler, vec2 P, float refZ);
|
| +vec4 textureGather(sampler2DArrayShadow sampler, vec3 P, float refZ);
|
| +vec4 textureGather(samplerCubeShadow sampler, vec3 P, float refZ);
|
| +vec4 textureGather(samplerCubeArrayShadow sampler, vec4 P, float refZ);
|
| +vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ);
|
| +$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset);
|
| +$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset, int comp);
|
| +$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
|
| +$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, int comp);
|
| +$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset);
|
| +$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset, int comp);
|
| +vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset);
|
| +vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset);
|
| +vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset);
|
| +/*
|
| +$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4]);
|
| +$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4], int comp);
|
| +$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4]);
|
| +$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4], int comp);
|
| +$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4]);
|
| +$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], int comp);
|
| +vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
|
| +vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offsets[4]);
|
| +vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
|
| +*/
|
| +vec4 texture1D(sampler1D sampler, float coord);
|
| +vec4 texture1D(sampler1D sampler, float coord, float bias);
|
| +vec4 texture1DProj(sampler1D sampler, vec2 coord);
|
| +vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
|
| +vec4 texture1DProj(sampler1D sampler, vec4 coord);
|
| +vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
|
| +vec4 texture1DLod(sampler1D sampler, float coord, float lod);
|
| +vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
|
| +vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
|
| +vec4 texture2D(sampler2D sampler, vec2 coord);
|
| +vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
|
| +vec4 texture2DProj(sampler2D sampler, vec3 coord);
|
| +vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
|
| +vec4 texture2DProj(sampler2D sampler, vec4 coord);
|
| +vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
|
| +vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
|
| +vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
|
| +vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
|
| +vec4 texture3D(sampler3D sampler, vec3 coord);
|
| +vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
|
| +vec4 texture3DProj(sampler3D sampler, vec4 coord);
|
| +vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
|
| +vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
|
| +vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
|
| +vec4 textureCube(samplerCube sampler, vec3 coord);
|
| +vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
|
| +vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
|
| +vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
|
| +vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
|
| +vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
|
| +vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
|
| +vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
|
| +vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
|
| +vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
|
| +vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
|
| +vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
|
| +vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
|
| +vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
|
| +vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
|
| +/*
|
| +uint atomicCounterIncrement(atomic_uint c);
|
| +uint atomicCounter(atomic_uint c);
|
| +uint atomicAdd(inout uint mem, uint data);
|
| +int atomicAdd(inout int mem, int data);
|
| +uint atomicMin(inout uint mem, uint data);
|
| +int atomicMin(inout int mem, int data);
|
| +uint atomicMax(inout uint mem, uint data);
|
| +int atomicMax(inout int mem, int data);
|
| +uint atomicAnd(inout uint mem, uint data);
|
| +int atomicAnd(inout int mem, int data);
|
| +uint atomicOr(inout uint mem, uint data);
|
| +int atomicOr(inout int mem, int data);
|
| +uint atomicXor(inout uint mem, uint data);
|
| +int atomicXor(inout int mem, int data);
|
| +uint atomicExchange(inout uint mem, uint data);
|
| +int atomicExchange(inout int mem, int data);
|
| +uint atomicCompSwap(inout uint mem, uint compare, uint data);
|
| +int atomicCompSwap(inout int mem, int compare, int data);
|
| +*/
|
| +// section 8.12 Image Functions will go here if and when we add support for them
|
| +
|
| +$genType dFdx($genType p);
|
| +$genType dFdy($genType p);
|
| +$genType fwidth($genType p);
|
| +$genType fwidthCoarse($genType p);
|
| +$genType fwidthFine($genType p);
|
| +float interpolateAtSample(float interpolant, int sample);
|
| +vec2 interpolateAtSample(vec2 interpolant, int sample);
|
| +vec3 interpolateAtSample(vec3 interpolant, int sample);
|
| +vec4 interpolateAtSample(vec4 interpolant, int sample);
|
| +float interpolateAtOffset(float interpolant, vec2 offset);
|
| +vec2 interpolateAtOffset(vec2 interpolant, vec2 offset);
|
| +vec3 interpolateAtOffset(vec3 interpolant, vec2 offset);
|
| +vec4 interpolateAtOffset(vec4 interpolant, vec2 offset);
|
| +void EmitStreamVertex(int stream);
|
| +void EndStreamPrimitive(int stream);
|
| +void EmitVertex();
|
| +void EndPrimitive();
|
| +void barrier();
|
| +void memoryBarrier();
|
| +void memoryBarrierAtomicCounter();
|
| +void memoryBarrierBuffer();
|
| +void memoryBarrierShared();
|
| +void memoryBarrierImage();
|
| +void groupMemoryBarrier();
|
| +
|
| +)
|
|
|