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

Issue 2489673002: added constant folding & branch elimination to skslc (Closed)
Patch Set: textureProj on rectangle textures now working Created 3 years, 8 months 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);
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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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