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Side by Side Diff: src/sksl/sksl.include

Issue 2442063002: Reduced skslc memory consumption (Closed)
Patch Set: added a few more functions Created 4 years, 1 month ago
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1 STRINGIFY( 1 STRINGIFY(
2 2
3 // defines built-in functions supported by SkiaSL 3 // defines built-in functions supported by SkiaSL
4 4
5 $genType radians($genType degrees); 5 $genType radians($genType degrees);
6 $genType sin($genType angle); 6 $genType sin($genType angle);
7 $genType cos($genType angle); 7 $genType cos($genType angle);
8 $genType tan($genType angle); 8 $genType tan($genType angle);
9 $genType asin($genType x); 9 $genType asin($genType x);
10 $genType acos($genType x); 10 $genType acos($genType x);
11 $genType atan($genType y, $genType x); 11 $genType atan($genType y, $genType x);
12 $genType atan($genType y_over_x); 12 $genType atan($genType y_over_x);
13 $genType sinh($genType x); 13 $genType sinh($genType x);
14 $genType cosh($genType x); 14 $genType cosh($genType x);
15 $genType tanh($genType x); 15 $genType tanh($genType x);
16 $genType asinh($genType x); 16 $genType asinh($genType x);
17 $genType acosh($genType x); 17 $genType acosh($genType x);
18 $genType atanh($genType x); 18 $genType atanh($genType x);
19 $genType pow($genType x, $genType y); 19 $genType pow($genType x, $genType y);
20 $genType exp($genType x); 20 $genType exp($genType x);
21 $genType log($genType x); 21 $genType log($genType x);
22 $genType exp2($genType x); 22 $genType exp2($genType x);
23 $genType log2($genType x); 23 $genType log2($genType x);
24 $genType sqrt($genType x); 24 $genType sqrt($genType x);
25 $genDType sqrt($genDType x); 25 //$genDType sqrt($genDType x);
26 $genType inversesqrt($genType x); 26 $genType inversesqrt($genType x);
27 $genDType inversesqrt($genDType x); 27 //$genDType inversesqrt($genDType x);
28 $genType abs($genType x); 28 $genType abs($genType x);
29 $genIType abs($genIType x); 29 $genIType abs($genIType x);
30 $genDType abs($genDType x); 30 //$genDType abs($genDType x);
31 $genType sign($genType x); 31 $genType sign($genType x);
32 $genIType sign($genIType x); 32 $genIType sign($genIType x);
33 $genDType sign($genDType x); 33 //$genDType sign($genDType x);
34 $genType floor($genType x); 34 $genType floor($genType x);
35 $genDType floor($genDType x); 35 //$genDType floor($genDType x);
36 $genType trunc($genType x); 36 $genType trunc($genType x);
37 $genDType trunc($genDType x); 37 //$genDType trunc($genDType x);
38 $genType round($genType x); 38 $genType round($genType x);
39 $genDType round($genDType x); 39 //$genDType round($genDType x);
40 $genType roundEven($genType x); 40 $genType roundEven($genType x);
41 $genDType roundEven($genDType x); 41 //$genDType roundEven($genDType x);
42 $genType ceil($genType x); 42 $genType ceil($genType x);
43 $genDType ceil($genDType x); 43 //$genDType ceil($genDType x);
44 $genType fract($genType x); 44 $genType fract($genType x);
45 $genDType fract($genDType x); 45 //$genDType fract($genDType x);
46 $genType mod($genType x, float y); 46 $genType mod($genType x, float y);
47 $genType mod($genType x, $genType y); 47 $genType mod($genType x, $genType y);
48 $genDType mod($genDType x, double y); 48 //$genDType mod($genDType x, double y);
49 $genDType mod($genDType x, $genDType y); 49 //$genDType mod($genDType x, $genDType y);
50 $genType modf($genType x, out $genType i); 50 $genType modf($genType x, out $genType i);
51 $genDType modf($genDType x, out $genDType i); 51 //$genDType modf($genDType x, out $genDType i);
52 $genType min($genType x, $genType y); 52 $genType min($genType x, $genType y);
53 $genType min($genType x, float y); 53 $genType min($genType x, float y);
54 $genDType min($genDType x, $genDType y); 54 //$genDType min($genDType x, $genDType y);
55 $genDType min($genDType x, double y); 55 //$genDType min($genDType x, double y);
56 $genIType min($genIType x, $genIType y); 56 $genIType min($genIType x, $genIType y);
57 $genIType min($genIType x, int y); 57 $genIType min($genIType x, int y);
58 $genUType min($genUType x, $genUType y); 58 //$genUType min($genUType x, $genUType y);
59 $genUType min($genUType x, uint y); 59 //$genUType min($genUType x, uint y);
60 $genType max($genType x, $genType y); 60 $genType max($genType x, $genType y);
61 $genType max($genType x, float y); 61 $genType max($genType x, float y);
62 $genDType max($genDType x, $genDType y); 62 //$genDType max($genDType x, $genDType y);
63 $genDType max($genDType x, double y); 63 //$genDType max($genDType x, double y);
64 $genIType max($genIType x, $genIType y); 64 $genIType max($genIType x, $genIType y);
65 $genIType max($genIType x, int y); 65 $genIType max($genIType x, int y);
66 $genUType max($genUType x, $genUType y); 66 //$genUType max($genUType x, $genUType y);
67 $genUType max($genUType x, uint y); 67 //$genUType max($genUType x, uint y);
68 $genType clamp($genType x, $genType minVal, $genType maxVal); 68 $genType clamp($genType x, $genType minVal, $genType maxVal);
69 $genType clamp($genType x, float minVal, float maxVal); 69 $genType clamp($genType x, float minVal, float maxVal);
70 $genDType clamp($genDType x, $genDType minVal, $genDType maxVal); 70 //$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
71 $genDType clamp($genDType x, double minVal, double maxVal); 71 //$genDType clamp($genDType x, double minVal, double maxVal);
72 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal); 72 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
73 $genIType clamp($genIType x, int minVal, int maxVal); 73 $genIType clamp($genIType x, int minVal, int maxVal);
74 $genUType clamp($genUType x, $genUType minVal, $genUType maxVal); 74 //$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
75 $genUType clamp($genUType x, uint minVal, uint maxVal); 75 //$genUType clamp($genUType x, uint minVal, uint maxVal);
76 $genType mix($genType x, $genType y, $genType a); 76 $genType mix($genType x, $genType y, $genType a);
77 $genType mix($genType x, $genType y, float a); 77 $genType mix($genType x, $genType y, float a);
78 $genDType mix($genDType x, $genDType y, $genDType a); 78 //$genDType mix($genDType x, $genDType y, $genDType a);
79 $genDType mix($genDType x, $genDType y, double a); 79 //$genDType mix($genDType x, $genDType y, double a);
80 $genType mix($genType x, $genType y, $genBType a); 80 $genType mix($genType x, $genType y, $genBType a);
81 $genDType mix($genDType x, $genDType y, $genBType a); 81 //$genDType mix($genDType x, $genDType y, $genBType a);
82 $genIType mix($genIType x, $genIType y, $genBType a); 82 $genIType mix($genIType x, $genIType y, $genBType a);
83 $genUType mix($genUType x, $genUType y, $genBType a); 83 //$genUType mix($genUType x, $genUType y, $genBType a);
84 $genBType mix($genBType x, $genBType y, $genBType a); 84 $genBType mix($genBType x, $genBType y, $genBType a);
85 $genType step($genType edge, $genType x); 85 $genType step($genType edge, $genType x);
86 $genType step(float edge, $genType x); 86 $genType step(float edge, $genType x);
87 $genDType step($genDType edge, $genDType x); 87 //$genDType step($genDType edge, $genDType x);
88 $genDType step(double edge, $genDType x); 88 //$genDType step(double edge, $genDType x);
89 $genType smoothstep($genType edge0, $genType edge1, $genType x); 89 $genType smoothstep($genType edge0, $genType edge1, $genType x);
90 $genType smoothstep(float edge0, float edge1, $genType x); 90 $genType smoothstep(float edge0, float edge1, $genType x);
91 $genDType smoothstep($genDType edge0, $genDType edge1, $genDType x); 91 //$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
92 $genDType smoothstep(double edge0, double edge1, $genDType x); 92 //$genDType smoothstep(double edge0, double edge1, $genDType x);
93 $genBType isnan($genType x); 93 $genBType isnan($genType x);
94 $genBType isnan($genDType x); 94 $genBType isnan($genDType x);
95 $genBType isinf($genType x); 95 $genBType isinf($genType x);
96 $genBType isinf($genDType x); 96 $genBType isinf($genDType x);
97 $genIType floatBitsToInt($genType value); 97 $genIType floatBitsToInt($genType value);
98 $genUType floatBitsToUint($genType value); 98 //$genUType floatBitsToUint($genType value);
99 $genType intBitsToFloat($genIType value); 99 $genType intBitsToFloat($genIType value);
100 $genType uintBitsToFloat($genUType value); 100 $genType uintBitsToFloat($genUType value);
101 $genType fma($genType a, $genType b, $genType c); 101 $genType fma($genType a, $genType b, $genType c);
102 $genDType fma($genDType a, $genDType b, $genDType c); 102 //$genDType fma($genDType a, $genDType b, $genDType c);
103 $genType frexp($genType x, out $genIType exp); 103 $genType frexp($genType x, out $genIType exp);
104 $genDType frexp($genDType x, out $genIType exp); 104 //$genDType frexp($genDType x, out $genIType exp);
105 $genType ldexp($genType x, in $genIType exp); 105 $genType ldexp($genType x, in $genIType exp);
106 $genDType ldexp($genDType x, in $genIType exp); 106 //$genDType ldexp($genDType x, in $genIType exp);
107 uint packUnorm2x16(vec2 v); 107 uint packUnorm2x16(vec2 v);
108 uint packSnorm2x16(vec2 v); 108 uint packSnorm2x16(vec2 v);
109 uint packUnorm4x8(vec4 v); 109 uint packUnorm4x8(vec4 v);
110 uint packSnorm4x8(vec4 v); 110 uint packSnorm4x8(vec4 v);
111 vec2 unpackUnorm2x16(uint p); 111 vec2 unpackUnorm2x16(uint p);
112 vec2 unpackSnorm2x16(uint p); 112 vec2 unpackSnorm2x16(uint p);
113 vec4 unpackUnorm4x8(uint p); 113 vec4 unpackUnorm4x8(uint p);
114 vec4 unpackSnorm4x8(uint p); 114 vec4 unpackSnorm4x8(uint p);
115 double packDouble2x32(uvec2 v); 115 //double packDouble2x32(uvec2 v);
116 uvec2 unpackDouble2x32(double v); 116 uvec2 unpackDouble2x32(double v);
117 uint packHalf2x16(vec2 v); 117 uint packHalf2x16(vec2 v);
118 vec2 unpackHalf2x16(uint v); 118 vec2 unpackHalf2x16(uint v);
119 float length($genType x); 119 float length($genType x);
120 double length($genDType x); 120 //double length($genDType x);
121 float distance($genType p0, $genType p1); 121 float distance($genType p0, $genType p1);
122 double distance($genDType p0, $genDType p1); 122 //double distance($genDType p0, $genDType p1);
123 float dot($genType x, $genType y); 123 float dot($genType x, $genType y);
124 double dot($genDType x, $genDType y); 124 //double dot($genDType x, $genDType y);
125 vec3 cross(vec3 x, vec3 y); 125 vec3 cross(vec3 x, vec3 y);
126 dvec3 cross(dvec3 x, dvec3 y); 126 //dvec3 cross(dvec3 x, dvec3 y);
127 $genType normalize($genType x); 127 $genType normalize($genType x);
128 $genDType normalize($genDType x); 128 //$genDType normalize($genDType x);
129 vec4 ftransform(); 129 vec4 ftransform();
130 $genType faceforward($genType N, $genType I, $genType Nref); 130 $genType faceforward($genType N, $genType I, $genType Nref);
131 $genDType faceforward($genDType N, $genDType I, $genDType Nref); 131 //$genDType faceforward($genDType N, $genDType I, $genDType Nref);
132 $genType reflect($genType I, $genType N); 132 $genType reflect($genType I, $genType N);
133 $genDType reflect($genDType I, $genDType N); 133 //$genDType reflect($genDType I, $genDType N);
134 $genType refract($genType I, $genType N, float eta); 134 $genType refract($genType I, $genType N, float eta);
135 $genDType refract($genDType I, $genDType N, float eta); 135 //$genDType refract($genDType I, $genDType N, float eta);
136 $mat matrixCompMult($mat x, $mat y); 136 $mat matrixCompMult($mat x, $mat y);
137 mat2 outerProduct(vec2 c, vec2 r); 137 mat2 outerProduct(vec2 c, vec2 r);
138 mat3 outerProduct(vec3 c, vec3 r); 138 mat3 outerProduct(vec3 c, vec3 r);
139 mat4 outerProduct(vec4 c, vec4 r); 139 mat4 outerProduct(vec4 c, vec4 r);
140 mat2x3 outerProduct(vec3 c, vec2 r); 140 mat2x3 outerProduct(vec3 c, vec2 r);
141 mat3x2 outerProduct(vec2 c, vec3 r); 141 mat3x2 outerProduct(vec2 c, vec3 r);
142 mat2x4 outerProduct(vec4 c, vec2 r); 142 mat2x4 outerProduct(vec4 c, vec2 r);
143 mat4x2 outerProduct(vec2 c, vec4 r); 143 mat4x2 outerProduct(vec2 c, vec4 r);
144 mat3x4 outerProduct(vec4 c, vec3 r); 144 mat3x4 outerProduct(vec4 c, vec3 r);
145 mat4x3 outerProduct(vec3 c, vec4 r); 145 mat4x3 outerProduct(vec3 c, vec4 r);
(...skipping 28 matching lines...) Expand all
174 $bvec equal($ivec x, $ivec y); 174 $bvec equal($ivec x, $ivec y);
175 $bvec equal($uvec x, $uvec y); 175 $bvec equal($uvec x, $uvec y);
176 $bvec equal($bvec x, $bvec y); 176 $bvec equal($bvec x, $bvec y);
177 $bvec notEqual($vec x, $vec y); 177 $bvec notEqual($vec x, $vec y);
178 $bvec notEqual($ivec x, $ivec y); 178 $bvec notEqual($ivec x, $ivec y);
179 $bvec notEqual($uvec x, $uvec y); 179 $bvec notEqual($uvec x, $uvec y);
180 $bvec notEqual($bvec x, $bvec y); 180 $bvec notEqual($bvec x, $bvec y);
181 bool any($bvec x); 181 bool any($bvec x);
182 bool all($bvec x); 182 bool all($bvec x);
183 $bvec not($bvec x); 183 $bvec not($bvec x);
184 $genUType uaddCarry($genUType x, $genUType y, out $genUType carry); 184
185 $genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
186 void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb );
187 void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb );
188 $genIType bitfieldExtract($genIType value, int offset, int bits);
189 $genUType bitfieldExtract($genUType value, int offset, int bits);
190 $genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits) ;
191 $genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits) ;
192 $genIType bitfieldReverse($genIType value);
193 $genUType bitfieldReverse($genUType value);
194 $genIType bitCount($genIType value); 185 $genIType bitCount($genIType value);
195 $genIType bitCount($genUType value); 186 $genIType bitCount($genUType value);
196 $genIType findLSB($genIType value); 187 $genIType findLSB($genIType value);
197 $genIType findLSB($genUType value); 188 $genIType findLSB($genUType value);
198 $genIType findMSB($genIType value); 189 $genIType findMSB($genIType value);
199 $genIType findMSB($genUType value); 190 $genIType findMSB($genUType value);
191
192 /*
193 //$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
194 //$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
195 void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb );
196 void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb );
197 $genIType bitfieldExtract($genIType value, int offset, int bits);
198 //$genUType bitfieldExtract($genUType value, int offset, int bits);
199 $genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits) ;
200 //$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bit s);
201 $genIType bitfieldReverse($genIType value);
202 //$genUType bitfieldReverse($genUType value);
200 int textureSize($gsampler1D sampler, int lod); 203 int textureSize($gsampler1D sampler, int lod);
201 ivec2 textureSize($gsampler2D sampler, int lod); 204 ivec2 textureSize($gsampler2D sampler, int lod);
202 ivec3 textureSize($gsampler3D sampler, int lod); 205 ivec3 textureSize($gsampler3D sampler, int lod);
203 ivec2 textureSize($gsamplerCube sampler, int lod); 206 ivec2 textureSize($gsamplerCube sampler, int lod);
204 int textureSize(sampler1DShadow sampler, int lod); 207 int textureSize(sampler1DShadow sampler, int lod);
205 ivec2 textureSize(sampler2DShadow sampler, int lod); 208 ivec2 textureSize(sampler2DShadow sampler, int lod);
206 ivec2 textureSize(samplerCubeShadow sampler, int lod); 209 ivec2 textureSize(samplerCubeShadow sampler, int lod);
207 ivec3 textureSize($gsamplerCubeArray sampler, int lod); 210 ivec3 textureSize($gsamplerCubeArray sampler, int lod);
208 ivec3 textureSize(samplerCubeArrayShadow sampler, int lod); 211 ivec3 textureSize(samplerCubeArrayShadow sampler, int lod);
212 */
209 ivec2 textureSize($gsampler2DRect sampler); 213 ivec2 textureSize($gsampler2DRect sampler);
214 /*
210 ivec2 textureSize(sampler2DRectShadow sampler); 215 ivec2 textureSize(sampler2DRectShadow sampler);
211 ivec2 textureSize($gsampler1DArray sampler, int lod); 216 ivec2 textureSize($gsampler1DArray sampler, int lod);
212 ivec3 textureSize($gsampler2DArray sampler, int lod); 217 ivec3 textureSize($gsampler2DArray sampler, int lod);
213 ivec2 textureSize(sampler1DArrayShadow sampler, int lod); 218 ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
214 ivec3 textureSize(sampler2DArrayShadow sampler, int lod); 219 ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
215 int textureSize($gsamplerBuffer sampler); 220 int textureSize($gsamplerBuffer sampler);
216 ivec2 textureSize($gsampler2DMS sampler); 221 ivec2 textureSize($gsampler2DMS sampler);
217 ivec3 textureSize($gsampler2DMSArray sampler); 222 ivec3 textureSize($gsampler2DMSArray sampler);
218 vec2 textureQueryLod($gsampler1D sampler, float P); 223 vec2 textureQueryLod($gsampler1D sampler, float P);
219 vec2 textureQueryLod($gsampler2D sampler, vec2 P); 224 vec2 textureQueryLod($gsampler2D sampler, vec2 P);
(...skipping 14 matching lines...) Expand all
234 int textureQueryLevels($gsamplerCube sampler); 239 int textureQueryLevels($gsamplerCube sampler);
235 int textureQueryLevels($gsampler1DArray sampler); 240 int textureQueryLevels($gsampler1DArray sampler);
236 int textureQueryLevels($gsampler2DArray sampler); 241 int textureQueryLevels($gsampler2DArray sampler);
237 int textureQueryLevels($gsamplerCubeArray sampler); 242 int textureQueryLevels($gsamplerCubeArray sampler);
238 int textureQueryLevels(sampler1DShadow sampler); 243 int textureQueryLevels(sampler1DShadow sampler);
239 int textureQueryLevels(sampler2DShadow sampler); 244 int textureQueryLevels(sampler2DShadow sampler);
240 int textureQueryLevels(samplerCubeShadow sampler); 245 int textureQueryLevels(samplerCubeShadow sampler);
241 int textureQueryLevels(sampler1DArrayShadow sampler); 246 int textureQueryLevels(sampler1DArrayShadow sampler);
242 int textureQueryLevels(sampler2DArrayShadow sampler); 247 int textureQueryLevels(sampler2DArrayShadow sampler);
243 int textureQueryLevels(samplerCubeArrayShadow sampler); 248 int textureQueryLevels(samplerCubeArrayShadow sampler);
249 */
250
244 $gvec4 texture($gsampler1D sampler, float P); 251 $gvec4 texture($gsampler1D sampler, float P);
245 $gvec4 texture($gsampler1D sampler, float P, float bias); 252 $gvec4 texture($gsampler1D sampler, float P, float bias);
246 $gvec4 texture($gsampler2D sampler, vec2 P); 253 $gvec4 texture($gsampler2D sampler, vec2 P);
247 vec4 texture(samplerExternalOES sampler, vec2 P, float bias); 254 vec4 texture(samplerExternalOES sampler, vec2 P, float bias);
248 vec4 texture(samplerExternalOES sampler, vec2 P); 255 vec4 texture(samplerExternalOES sampler, vec2 P);
256
257 /*
249 $gvec4 texture($gsampler2D sampler, vec2 P, float bias); 258 $gvec4 texture($gsampler2D sampler, vec2 P, float bias);
250 $gvec4 texture($gsampler3D sampler, vec3 P); 259 $gvec4 texture($gsampler3D sampler, vec3 P);
251 $gvec4 texture($gsampler3D sampler, vec3 P, float bias); 260 $gvec4 texture($gsampler3D sampler, vec3 P, float bias);
252 $gvec4 texture($gsamplerCube sampler, vec3 P); 261 $gvec4 texture($gsamplerCube sampler, vec3 P);
253 $gvec4 texture($gsamplerCube sampler, vec3 P, float bias); 262 $gvec4 texture($gsamplerCube sampler, vec3 P, float bias);
254 float texture(sampler1DShadow sampler, vec3 P); 263 float texture(sampler1DShadow sampler, vec3 P);
255 float texture(sampler1DShadow sampler, vec3 P, float bias); 264 float texture(sampler1DShadow sampler, vec3 P, float bias);
256 float texture(sampler2DShadow sampler, vec3 P); 265 float texture(sampler2DShadow sampler, vec3 P);
257 float texture(sampler2DShadow sampler, vec3 P, float bias); 266 float texture(sampler2DShadow sampler, vec3 P, float bias);
258 float texture(samplerCubeShadow sampler, vec4 P); 267 float texture(samplerCubeShadow sampler, vec4 P);
259 float texture(samplerCubeShadow sampler, vec4 P, float bias); 268 float texture(samplerCubeShadow sampler, vec4 P, float bias);
260 $gvec4 texture($gsampler1DArray sampler, vec2 P); 269 $gvec4 texture($gsampler1DArray sampler, vec2 P);
261 $gvec4 texture($gsampler1DArray sampler, vec2 P, float bias); 270 $gvec4 texture($gsampler1DArray sampler, vec2 P, float bias);
262 $gvec4 texture($gsampler2DArray sampler, vec3 P); 271 $gvec4 texture($gsampler2DArray sampler, vec3 P);
263 $gvec4 texture($gsampler2DArray sampler, vec3 P, float bias); 272 $gvec4 texture($gsampler2DArray sampler, vec3 P, float bias);
264 $gvec4 texture($gsamplerCubeArray sampler, vec4 P); 273 $gvec4 texture($gsamplerCubeArray sampler, vec4 P);
265 $gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias); 274 $gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias);
266 float texture(sampler1DArrayShadow sampler, vec3 P); 275 float texture(sampler1DArrayShadow sampler, vec3 P);
267 float texture(sampler1DArrayShadow sampler, vec3 P, float bias); 276 float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
268 float texture(sampler2DArrayShadow sampler, vec4 P); 277 float texture(sampler2DArrayShadow sampler, vec4 P);
278 */
279
269 $gvec4 texture($gsampler2DRect sampler, vec2 P); 280 $gvec4 texture($gsampler2DRect sampler, vec2 P);
281
282 /*
270 float texture(sampler2DRectShadow sampler, vec3 P); 283 float texture(sampler2DRectShadow sampler, vec3 P);
271 float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare); 284 float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare);
272 285 */
273 ) 286 )
274 287
275 // split into multiple chunks, as MSVC++ complains if a single string is too lon g 288 // split into multiple chunks, as MSVC++ complains if a single string is too lon g
276 289
277 STRINGIFY( 290 STRINGIFY(
278 291
279 $gvec4 textureProj($gsampler1D sampler, vec2 P); 292 $gvec4 textureProj($gsampler1D sampler, vec2 P);
280 $gvec4 textureProj($gsampler1D sampler, vec2 P, float bias); 293 $gvec4 textureProj($gsampler1D sampler, vec2 P, float bias);
281 $gvec4 textureProj($gsampler1D sampler, vec4 P); 294 $gvec4 textureProj($gsampler1D sampler, vec4 P);
282 $gvec4 textureProj($gsampler1D sampler, vec4 P, float bias); 295 $gvec4 textureProj($gsampler1D sampler, vec4 P, float bias);
283 $gvec4 textureProj($gsampler2D sampler, vec3 P); 296 $gvec4 textureProj($gsampler2D sampler, vec3 P);
284 $gvec4 textureProj($gsampler2D sampler, vec3 P, float bias); 297 $gvec4 textureProj($gsampler2D sampler, vec3 P, float bias);
285 $gvec4 textureProj($gsampler2D sampler, vec4 P); 298 $gvec4 textureProj($gsampler2D sampler, vec4 P);
286 $gvec4 textureProj($gsampler2D sampler, vec4 P, float bias); 299 $gvec4 textureProj($gsampler2D sampler, vec4 P, float bias);
300 /*
287 $gvec4 textureProj($gsampler3D sampler, vec4 P); 301 $gvec4 textureProj($gsampler3D sampler, vec4 P);
288 $gvec4 textureProj($gsampler3D sampler, vec4 P, float bias); 302 $gvec4 textureProj($gsampler3D sampler, vec4 P, float bias);
289 float textureProj(sampler1DShadow sampler, vec4 P); 303 float textureProj(sampler1DShadow sampler, vec4 P);
290 float textureProj(sampler1DShadow sampler, vec4 P, float bias); 304 float textureProj(sampler1DShadow sampler, vec4 P, float bias);
291 float textureProj(sampler2DShadow sampler, vec4 P); 305 float textureProj(sampler2DShadow sampler, vec4 P);
292 float textureProj(sampler2DShadow sampler, vec4 P, float bias); 306 float textureProj(sampler2DShadow sampler, vec4 P, float bias);
293 $gvec4 textureProj($gsampler2DRect sampler, vec3 P); 307 $gvec4 textureProj($gsampler2DRect sampler, vec3 P);
294 $gvec4 textureProj($gsampler2DRect sampler, vec4 P); 308 $gvec4 textureProj($gsampler2DRect sampler, vec4 P);
295 float textureProj(sampler2DRectShadow sampler, vec4 P); 309 float textureProj(sampler2DRectShadow sampler, vec4 P);
296 $gvec4 textureLod($gsampler1D sampler, float P, float lod); 310 $gvec4 textureLod($gsampler1D sampler, float P, float lod);
(...skipping 18 matching lines...) Expand all
315 float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias); 329 float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
316 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset); 330 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
317 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); 331 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
318 $gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset); 332 $gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset);
319 $gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset, float bias); 333 $gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset, float bias);
320 $gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset); 334 $gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
321 $gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, float bias) ; 335 $gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, float bias) ;
322 float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); 336 float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
323 float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias ); 337 float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias );
324 float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset); 338 float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset);
339 */
325 $gvec4 texelFetch($gsampler1D sampler, int P, int lod); 340 $gvec4 texelFetch($gsampler1D sampler, int P, int lod);
326 $gvec4 texelFetch($gsampler2D sampler, ivec2 P, int lod); 341 $gvec4 texelFetch($gsampler2D sampler, ivec2 P, int lod);
342 $gvec4 texelFetch($gsamplerBuffer sampler, int P);
343 $gvec4 texelFetch($gsampler2DRect sampler, ivec2 P);
344 /*
327 $gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod); 345 $gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod);
328 $gvec4 texelFetch($gsampler2DRect sampler, ivec2 P);
329 $gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod); 346 $gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod);
330 $gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod); 347 $gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod);
331 $gvec4 texelFetch($gsamplerBuffer sampler, int P);
332 $gvec4 texelFetch($gsampler2DMS sampler, ivec2 P, int sample); 348 $gvec4 texelFetch($gsampler2DMS sampler, ivec2 P, int sample);
333 $gvec4 texelFetch($gsampler2DMSArray sampler, ivec3 P, int sample); 349 $gvec4 texelFetch($gsampler2DMSArray sampler, ivec3 P, int sample);
334 $gvec4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset); 350 $gvec4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset);
335 $gvec4 texelFetchOffset($gsampler2D sampler, ivec2 P, int lod, ivec2 offset); 351 $gvec4 texelFetchOffset($gsampler2D sampler, ivec2 P, int lod, ivec2 offset);
336 $gvec4 texelFetchOffset($gsampler3D sampler, ivec3 P, int lod, ivec3 offset); 352 $gvec4 texelFetchOffset($gsampler3D sampler, ivec3 P, int lod, ivec3 offset);
337 $gvec4 texelFetchOffset($gsampler2DRect sampler, ivec2 P, ivec2 offset); 353 $gvec4 texelFetchOffset($gsampler2DRect sampler, ivec2 P, ivec2 offset);
338 $gvec4 texelFetchOffset($gsampler1DArray sampler, ivec2 P, int lod, int offset); 354 $gvec4 texelFetchOffset($gsampler1DArray sampler, ivec2 P, int lod, int offset);
339 $gvec4 texelFetchOffset($gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset ); 355 $gvec4 texelFetchOffset($gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset );
340 $gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset); 356 $gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset);
341 $gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset, float bias); 357 $gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset, float bias);
(...skipping 96 matching lines...) Expand 10 before | Expand all | Expand 10 after
438 vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ); 454 vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ);
439 $gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset); 455 $gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset);
440 $gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset, int comp); 456 $gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset, int comp);
441 $gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset); 457 $gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
442 $gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, int c omp); 458 $gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, int c omp);
443 $gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset); 459 $gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset);
444 $gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset, int co mp); 460 $gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset, int co mp);
445 vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offs et); 461 vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offs et);
446 vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset); 462 vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset);
447 vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset); 463 vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset);
448 /*
449 $gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4]); 464 $gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4]);
450 $gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4], int c omp); 465 $gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4], int c omp);
451 $gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4]); 466 $gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4]);
452 $gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4], int comp); 467 $gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4], int comp);
453 $gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4]); 468 $gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4]);
454 $gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], i nt comp); 469 $gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], i nt comp);
455 vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 off sets[4]); 470 vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 off sets[4]);
456 vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec 2 offsets[4]); 471 vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec 2 offsets[4]);
457 vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]); 472 vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
458 */ 473 */
459 vec4 texture1D(sampler1D sampler, float coord); 474 vec4 texture1D(sampler1D sampler, float coord);
460 vec4 texture1D(sampler1D sampler, float coord, float bias); 475 vec4 texture1D(sampler1D sampler, float coord, float bias);
476 /*
461 vec4 texture1DProj(sampler1D sampler, vec2 coord); 477 vec4 texture1DProj(sampler1D sampler, vec2 coord);
462 vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias); 478 vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
463 vec4 texture1DProj(sampler1D sampler, vec4 coord); 479 vec4 texture1DProj(sampler1D sampler, vec4 coord);
464 vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias); 480 vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
465 vec4 texture1DLod(sampler1D sampler, float coord, float lod); 481 vec4 texture1DLod(sampler1D sampler, float coord, float lod);
466 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 482 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
467 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 483 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
484 */
468 vec4 texture2D(sampler2D sampler, vec2 coord); 485 vec4 texture2D(sampler2D sampler, vec2 coord);
469 vec4 texture2D(samplerExternalOES sampler, vec2 coord); 486 vec4 texture2D(samplerExternalOES sampler, vec2 coord);
470 vec4 texture2D(sampler2D sampler, vec2 coord, float bias); 487 vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
471 vec4 texture2DProj(sampler2D sampler, vec3 coord); 488 vec4 texture2DProj(sampler2D sampler, vec3 coord);
489 /*
472 vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias); 490 vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
473 vec4 texture2DProj(sampler2D sampler, vec4 coord); 491 vec4 texture2DProj(sampler2D sampler, vec4 coord);
474 vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias); 492 vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
475 vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod); 493 vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
476 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 494 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
477 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 495 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
478 vec4 texture3D(sampler3D sampler, vec3 coord); 496 vec4 texture3D(sampler3D sampler, vec3 coord);
479 vec4 texture3D(sampler3D sampler, vec3 coord, float bias); 497 vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
480 vec4 texture3DProj(sampler3D sampler, vec4 coord); 498 vec4 texture3DProj(sampler3D sampler, vec4 coord);
481 vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias); 499 vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
482 vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod); 500 vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
483 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 501 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
484 vec4 textureCube(samplerCube sampler, vec3 coord); 502 vec4 textureCube(samplerCube sampler, vec3 coord);
485 vec4 textureCube(samplerCube sampler, vec3 coord, float bias); 503 vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
486 vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod); 504 vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
487 vec4 shadow1D(sampler1DShadow sampler, vec3 coord); 505 vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
488 vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias); 506 vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
489 vec4 shadow2D(sampler2DShadow sampler, vec3 coord); 507 vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
490 vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias); 508 vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
491 vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord); 509 vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
492 vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias); 510 vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
493 vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord); 511 vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
494 vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias); 512 vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
495 vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod); 513 vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
496 vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod); 514 vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
497 vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); 515 vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
498 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod); 516 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
499 /*
500 uint atomicCounterIncrement(atomic_uint c); 517 uint atomicCounterIncrement(atomic_uint c);
501 uint atomicCounter(atomic_uint c); 518 uint atomicCounter(atomic_uint c);
502 uint atomicAdd(inout uint mem, uint data); 519 uint atomicAdd(inout uint mem, uint data);
503 int atomicAdd(inout int mem, int data); 520 int atomicAdd(inout int mem, int data);
504 uint atomicMin(inout uint mem, uint data); 521 uint atomicMin(inout uint mem, uint data);
505 int atomicMin(inout int mem, int data); 522 int atomicMin(inout int mem, int data);
506 uint atomicMax(inout uint mem, uint data); 523 uint atomicMax(inout uint mem, uint data);
507 int atomicMax(inout int mem, int data); 524 int atomicMax(inout int mem, int data);
508 uint atomicAnd(inout uint mem, uint data); 525 uint atomicAnd(inout uint mem, uint data);
509 int atomicAnd(inout int mem, int data); 526 int atomicAnd(inout int mem, int data);
510 uint atomicOr(inout uint mem, uint data); 527 uint atomicOr(inout uint mem, uint data);
511 int atomicOr(inout int mem, int data); 528 int atomicOr(inout int mem, int data);
512 uint atomicXor(inout uint mem, uint data); 529 uint atomicXor(inout uint mem, uint data);
513 int atomicXor(inout int mem, int data); 530 int atomicXor(inout int mem, int data);
514 uint atomicExchange(inout uint mem, uint data); 531 uint atomicExchange(inout uint mem, uint data);
515 int atomicExchange(inout int mem, int data); 532 int atomicExchange(inout int mem, int data);
516 uint atomicCompSwap(inout uint mem, uint compare, uint data); 533 uint atomicCompSwap(inout uint mem, uint compare, uint data);
517 int atomicCompSwap(inout int mem, int compare, int data); 534 int atomicCompSwap(inout int mem, int compare, int data);
518 */ 535 */
519 // section 8.12 Image Functions will go here if and when we add support for them 536 // section 8.12 Image Functions will go here if and when we add support for them
520 537
521 $genType dFdx($genType p); 538 $genType dFdx($genType p);
522 $genType dFdy($genType p); 539 $genType dFdy($genType p);
523 $genType fwidth($genType p);
524 $genType fwidthCoarse($genType p);
525 $genType fwidthFine($genType p);
526 float interpolateAtSample(float interpolant, int sample); 540 float interpolateAtSample(float interpolant, int sample);
527 vec2 interpolateAtSample(vec2 interpolant, int sample); 541 vec2 interpolateAtSample(vec2 interpolant, int sample);
528 vec3 interpolateAtSample(vec3 interpolant, int sample); 542 vec3 interpolateAtSample(vec3 interpolant, int sample);
529 vec4 interpolateAtSample(vec4 interpolant, int sample); 543 vec4 interpolateAtSample(vec4 interpolant, int sample);
530 float interpolateAtOffset(float interpolant, vec2 offset); 544 float interpolateAtOffset(float interpolant, vec2 offset);
531 vec2 interpolateAtOffset(vec2 interpolant, vec2 offset); 545 vec2 interpolateAtOffset(vec2 interpolant, vec2 offset);
532 vec3 interpolateAtOffset(vec3 interpolant, vec2 offset); 546 vec3 interpolateAtOffset(vec3 interpolant, vec2 offset);
533 vec4 interpolateAtOffset(vec4 interpolant, vec2 offset); 547 vec4 interpolateAtOffset(vec4 interpolant, vec2 offset);
548
549 /*
550 $genType fwidth($genType p);
551 $genType fwidthCoarse($genType p);
552 $genType fwidthFine($genType p);
534 void EmitStreamVertex(int stream); 553 void EmitStreamVertex(int stream);
535 void EndStreamPrimitive(int stream); 554 void EndStreamPrimitive(int stream);
536 void EmitVertex(); 555 void EmitVertex();
537 void EndPrimitive(); 556 void EndPrimitive();
538 void barrier(); 557 void barrier();
539 void memoryBarrier(); 558 void memoryBarrier();
540 void memoryBarrierAtomicCounter(); 559 void memoryBarrierAtomicCounter();
541 void memoryBarrierBuffer(); 560 void memoryBarrierBuffer();
542 void memoryBarrierShared(); 561 void memoryBarrierShared();
543 void memoryBarrierImage(); 562 void memoryBarrierImage();
544 void groupMemoryBarrier(); 563 void groupMemoryBarrier();
564 */
545 565
546 ) 566 )
547 567
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