| OLD | NEW |
| 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 |
| OLD | NEW |