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(); |
+ |
+) |