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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); |
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274 $gvec4 texture($gsampler2DArray sampler, vec3 P); | 274 $gvec4 texture($gsampler2DArray sampler, vec3 P); |
275 $gvec4 texture($gsampler2DArray sampler, vec3 P, float bias); | 275 $gvec4 texture($gsampler2DArray sampler, vec3 P, float bias); |
276 $gvec4 texture($gsamplerCubeArray sampler, vec4 P); | 276 $gvec4 texture($gsamplerCubeArray sampler, vec4 P); |
277 $gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias); | 277 $gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias); |
278 float texture(sampler1DArrayShadow sampler, vec3 P); | 278 float texture(sampler1DArrayShadow sampler, vec3 P); |
279 float texture(sampler1DArrayShadow sampler, vec3 P, float bias); | 279 float texture(sampler1DArrayShadow sampler, vec3 P, float bias); |
280 float texture(sampler2DArrayShadow sampler, vec4 P); | 280 float texture(sampler2DArrayShadow sampler, vec4 P); |
281 */ | 281 */ |
282 | 282 |
283 $gvec4 texture($gsampler2DRect sampler, vec2 P); | 283 $gvec4 texture($gsampler2DRect sampler, vec2 P); |
| 284 $gvec4 texture($gsampler2DRect sampler, vec3 P); |
284 | 285 |
285 /* | 286 /* |
286 float texture(sampler2DRectShadow sampler, vec3 P); | 287 float texture(sampler2DRectShadow sampler, vec3 P); |
287 float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare); | 288 float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare); |
288 */ | 289 */ |
289 | 290 |
290 // Currently we do not support the generic types of loading subpassInput so we h
ave some explicit | 291 // Currently we do not support the generic types of loading subpassInput so we h
ave some explicit |
291 // versions that we currently use | 292 // versions that we currently use |
292 vec4 subpassLoad(subpassInput subpass); | 293 vec4 subpassLoad(subpassInput subpass); |
293 vec4 subpassLoad(subpassInputMS subpass, int sample); | 294 vec4 subpassLoad(subpassInputMS subpass, int sample); |
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305 $gvec4 texture($gsampler1D sampler, vec2 P, float bias); | 306 $gvec4 texture($gsampler1D sampler, vec2 P, float bias); |
306 $gvec4 texture($gsampler2D sampler, vec3 P); | 307 $gvec4 texture($gsampler2D sampler, vec3 P); |
307 $gvec4 texture($gsampler2D sampler, vec3 P, float bias); | 308 $gvec4 texture($gsampler2D sampler, vec3 P, float bias); |
308 /* | 309 /* |
309 $gvec4 textureProj($gsampler3D sampler, vec4 P); | 310 $gvec4 textureProj($gsampler3D sampler, vec4 P); |
310 $gvec4 textureProj($gsampler3D sampler, vec4 P, float bias); | 311 $gvec4 textureProj($gsampler3D sampler, vec4 P, float bias); |
311 float textureProj(sampler1DShadow sampler, vec4 P); | 312 float textureProj(sampler1DShadow sampler, vec4 P); |
312 float textureProj(sampler1DShadow sampler, vec4 P, float bias); | 313 float textureProj(sampler1DShadow sampler, vec4 P, float bias); |
313 float textureProj(sampler2DShadow sampler, vec4 P); | 314 float textureProj(sampler2DShadow sampler, vec4 P); |
314 float textureProj(sampler2DShadow sampler, vec4 P, float bias); | 315 float textureProj(sampler2DShadow sampler, vec4 P, float bias); |
315 $gvec4 textureProj($gsampler2DRect sampler, vec3 P); | |
316 $gvec4 textureProj($gsampler2DRect sampler, vec4 P); | 316 $gvec4 textureProj($gsampler2DRect sampler, vec4 P); |
317 float textureProj(sampler2DRectShadow sampler, vec4 P); | 317 float textureProj(sampler2DRectShadow sampler, vec4 P); |
318 $gvec4 textureLod($gsampler1D sampler, float P, float lod); | 318 $gvec4 textureLod($gsampler1D sampler, float P, float lod); |
319 $gvec4 textureLod($gsampler2D sampler, vec2 P, float lod); | 319 $gvec4 textureLod($gsampler2D sampler, vec2 P, float lod); |
320 $gvec4 textureLod($gsampler3D sampler, vec3 P, float lod); | 320 $gvec4 textureLod($gsampler3D sampler, vec3 P, float lod); |
321 $gvec4 textureLod($gsamplerCube sampler, vec3 P, float lod); | 321 $gvec4 textureLod($gsamplerCube sampler, vec3 P, float lod); |
322 float textureLod(sampler1DShadow sampler, vec3 P, float lod); | 322 float textureLod(sampler1DShadow sampler, vec3 P, float lod); |
323 float textureLod(sampler2DShadow sampler, vec3 P, float lod); | 323 float textureLod(sampler2DShadow sampler, vec3 P, float lod); |
324 $gvec4 textureLod($gsampler1DArray sampler, vec2 P, float lod); | 324 $gvec4 textureLod($gsampler1DArray sampler, vec2 P, float lod); |
325 $gvec4 textureLod($gsampler2DArray sampler, vec3 P, float lod); | 325 $gvec4 textureLod($gsampler2DArray sampler, vec3 P, float lod); |
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520 void memoryBarrier(); | 520 void memoryBarrier(); |
521 void memoryBarrierAtomicCounter(); | 521 void memoryBarrierAtomicCounter(); |
522 void memoryBarrierBuffer(); | 522 void memoryBarrierBuffer(); |
523 void memoryBarrierShared(); | 523 void memoryBarrierShared(); |
524 void memoryBarrierImage(); | 524 void memoryBarrierImage(); |
525 void groupMemoryBarrier(); | 525 void groupMemoryBarrier(); |
526 */ | 526 */ |
527 | 527 |
528 ) | 528 ) |
529 | 529 |
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