STRINGIFY(
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// defines built-in functions supported by SkiaSL
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$genType radians($genType degrees);
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$genType sin($genType angle);
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$genType cos($genType angle);
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$genType tan($genType angle);
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$genType asin($genType x);
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$genType acos($genType x);
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$genType atan($genType y, $genType x);
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$genType atan($genType y_over_x);
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$genType sinh($genType x);
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$genType cosh($genType x);
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$genType tanh($genType x);
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$genType asinh($genType x);
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$genType acosh($genType x);
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$genType atanh($genType x);
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$genType pow($genType x, $genType y);
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$genType exp($genType x);
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$genType log($genType x);
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$genType exp2($genType x);
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$genType log2($genType x);
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$genType sqrt($genType x);
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$genHType radians($genHType degrees);
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$genHType sin($genHType angle);
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$genHType cos($genHType angle);
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$genHType tan($genHType angle);
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$genHType asin($genHType x);
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$genHType acos($genHType x);
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$genHType atan($genHType y, $genHType x);
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$genHType atan($genHType y_over_x);
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$genHType sinh($genHType x);
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$genHType cosh($genHType x);
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$genHType tanh($genHType x);
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$genHType asinh($genHType x);
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$genHType acosh($genHType x);
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$genHType atanh($genHType x);
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$genHType pow($genHType x, $genHType y);
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$genHType exp($genHType x);
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$genHType log($genHType x);
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$genHType exp2($genHType x);
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$genHType log2($genHType x);
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$genHType sqrt($genHType x);
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//$genDType sqrt($genDType x);
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$genType inversesqrt($genType x);
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//$genDType inversesqrt($genDType x);
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$genType abs($genType x);
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$genHType abs($genHType x);
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$genIType abs($genIType x);
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//$genDType abs($genDType x);
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$genType sign($genType x);
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$genHType sign($genHType x);
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$genIType sign($genIType x);
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//$genDType sign($genDType x);
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$genType floor($genType x);
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$genHType floor($genHType x);
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//$genDType floor($genDType x);
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$genType trunc($genType x);
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$genHType trunc($genHType x);
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//$genDType trunc($genDType x);
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$genType round($genType x);
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$genHType round($genHType x);
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//$genDType round($genDType x);
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$genType roundEven($genType x);
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$genHType roundEven($genHType x);
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//$genDType roundEven($genDType x);
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$genType ceil($genType x);
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$genHType ceil($genHType x);
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//$genDType ceil($genDType x);
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$genType fract($genType x);
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$genHType fract($genHType x);
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//$genDType fract($genDType x);
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$genType mod($genType x, float y);
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$genType mod($genType x, $genType y);
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$genHType mod($genHType x, half y);
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$genHType mod($genHType x, $genType y);
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//$genDType mod($genDType x, double y);
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//$genDType mod($genDType x, $genDType y);
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$genType modf($genType x, out $genType i);
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$genHType modf($genHType x, out $genHType i);
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//$genDType modf($genDType x, out $genDType i);
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$genType min($genType x, $genType y);
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$genType min($genType x, float y);
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$genHType min($genHType x, $genHType y);
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$genHType min($genHType x, half y);
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//$genDType min($genDType x, $genDType y);
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//$genDType min($genDType x, double y);
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$genIType min($genIType x, $genIType y);
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$genIType min($genIType x, int y);
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//$genUType min($genUType x, $genUType y);
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//$genUType min($genUType x, uint y);
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$genType max($genType x, $genType y);
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$genType max($genType x, float y);
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$genHType max($genHType x, $genHType y);
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$genHType max($genHType x, half y);
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//$genDType max($genDType x, $genDType y);
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//$genDType max($genDType x, double y);
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$genIType max($genIType x, $genIType y);
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$genIType max($genIType x, int y);
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//$genUType max($genUType x, $genUType y);
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//$genUType max($genUType x, uint y);
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$genType clamp($genType x, $genType minVal, $genType maxVal);
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$genType clamp($genType x, float minVal, float maxVal);
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$genHType clamp($genHType x, $genHType minVal, $genHType maxVal);
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$genHType clamp($genHType x, half minVal, half maxVal);
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//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
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//$genDType clamp($genDType x, double minVal, double maxVal);
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$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
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$genIType clamp($genIType x, int minVal, int maxVal);
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//$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
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//$genUType clamp($genUType x, uint minVal, uint maxVal);
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$genType saturate($genType x);
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$genHType saturate($genHType x);
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$genType mix($genType x, $genType y, $genType a);
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$genType mix($genType x, $genType y, float a);
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$genHType mix($genHType x, $genHType y, $genHType a);
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$genHType mix($genHType x, $genHType y, half a);
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//$genDType mix($genDType x, $genDType y, $genDType a);
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//$genDType mix($genDType x, $genDType y, double a);
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$genType mix($genType x, $genType y, $genBType a);
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//$genDType mix($genDType x, $genDType y, $genBType a);
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$genIType mix($genIType x, $genIType y, $genBType a);
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//$genUType mix($genUType x, $genUType y, $genBType a);
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$genBType mix($genBType x, $genBType y, $genBType a);
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$genType step($genType edge, $genType x);
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$genType step(float edge, $genType x);
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$genHType step($genHType edge, $genHType x);
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$genHType step(half edge, $genHType x);
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//$genDType step($genDType edge, $genDType x);
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//$genDType step(double edge, $genDType x);
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$genType smoothstep($genType edge0, $genType edge1, $genType x);
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$genType smoothstep(float edge0, float edge1, $genType x);
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$genHType smoothstep($genHType edge0, $genHType edge1, $genHType x);
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$genHType smoothstep(half edge0, half edge1, $genHType x);
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//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
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//$genDType smoothstep(double edge0, double edge1, $genDType x);
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$genBType isnan($genType x);
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$genBType isnan($genDType x);
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$genBType isinf($genType x);
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$genBType isinf($genDType x);
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$genIType floatBitsToInt($genType value);
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//$genUType floatBitsToUint($genType value);
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$genType intBitsTofloat($genIType value);
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$genType uintBitsTofloat($genUType value);
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$genType fma($genType a, $genType b, $genType c);
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$genHType fma($genHType a, $genHType b, $genHType c);
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$genDType fma($genDType a, $genDType b, $genDType c);
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//$genDType fma($genDType a, $genDType b, $genDType c);
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sk_has_side_effects $genType frexp($genType x, out $genIType exp);
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//$genDType frexp($genDType x, out $genIType exp);
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$genType ldexp($genType x, in $genIType exp);
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//$genDType ldexp($genDType x, in $genIType exp);
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uint packUnorm2x16(float2 v);
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uint packSnorm2x16(float2 v);
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uint packUnorm4x8(float4 v);
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uint packSnorm4x8(float4 v);
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float2 unpackUnorm2x16(uint p);
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float2 unpackSnorm2x16(uint p);
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float4 unpackUnorm4x8(uint p);
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float4 unpackSnorm4x8(uint p);
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//double packDouble2x32(uint2 v);
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uint2 unpackDouble2x32(double v);
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uint packHalf2x16(float2 v);
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float2 unpackHalf2x16(uint v);
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float length($genType x);
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half length($genHType x);
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double length($genDType x);
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float distance($genType p0, $genType p1);
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half distance($genHType p0, $genHType p1);
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double distance($genDType p0, $genDType p1);
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float dot($genType x, $genType y);
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half dot($genHType x, $genHType y);
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double dot($genDType x, $genDType y);
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float3 cross(float3 x, float3 y);
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half3 cross(half3 x, half3 y);
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double3 cross(double3 x, double3 y);
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$genType normalize($genType x);
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$genHType normalize($genHType x);
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$genDType normalize($genDType x);
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float4 ftransform();
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$genType faceforward($genType N, $genType I, $genType Nref);
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$genHType faceforward($genHType N, $genHType I, $genHType Nref);
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$genDType faceforward($genDType N, $genDType I, $genDType Nref);
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$genType reflect($genType I, $genType N);
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$genHType reflect($genHType I, $genHType N);
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$genDType reflect($genDType I, $genDType N);
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$genType refract($genType I, $genType N, float eta);
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$genHType refract($genHType I, $genHType N, float eta);
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$genDType refract($genDType I, $genDType N, float eta);
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$mat matrixCompMult($mat x, $mat y);
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float2x2 outerProduct(float2 c, float2 r);
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float3x3 outerProduct(float3 c, float3 r);
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float4x3 outerProduct(float4 c, float4 r);
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float2x3 outerProduct(float3 c, float2 r);
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float3x2 outerProduct(float2 c, float3 r);
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float2x4 outerProduct(float4 c, float2 r);
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float4x2 outerProduct(float2 c, float4 r);
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float3x4 outerProduct(float4 c, float3 r);
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float4x3 outerProduct(float3 c, float4 r);
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half2x2 outerProduct(half2 c, half2 r);
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half3x3 outerProduct(half3 c, half3 r);
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half4x3 outerProduct(half4 c, half4 r);
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half2x3 outerProduct(half3 c, half2 r);
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half3x2 outerProduct(half2 c, half3 r);
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half2x4 outerProduct(half4 c, half2 r);
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half4x2 outerProduct(half2 c, half4 r);
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half3x4 outerProduct(half4 c, half3 r);
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half4x3 outerProduct(half3 c, half4 r);
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float2x2 transpose(float2x2 m);
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float3x3 transpose(float3x3 m);
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float4x4 transpose(float4x4 m);
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float2x3 transpose(float3x2 m);
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float3x2 transpose(float2x3 m);
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float2x4 transpose(float4x2 m);
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float4x2 transpose(float2x4 m);
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float3x4 transpose(float4x3 m);
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float4x3 transpose(float3x4 m);
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half2x2 transpose(half2x2 m);
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half3x3 transpose(half3x3 m);
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half4x4 transpose(half4x4 m);
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half2x3 transpose(half3x2 m);
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half3x2 transpose(half2x3 m);
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half2x4 transpose(half4x2 m);
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half4x2 transpose(half2x4 m);
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half3x4 transpose(half4x3 m);
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half4x3 transpose(half3x4 m);
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float determinant(float2x2 m);
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float determinant(float3x3 m);
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float determinant(float4x4 m);
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half determinant(half2x2 m);
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half determinant(half3x3 m);
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half determinant(half4x4 m);
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float2x2 inverse(float2x2 m);
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float3x3 inverse(float3x3 m);
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float4x4 inverse(float4x4 m);
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half2x2 inverse(half2x2 m);
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half3x3 inverse(half3x3 m);
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half4x4 inverse(half4x4 m);
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$bvec lessThan($vec x, $vec y);
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$bvec lessThan($hvec x, $hvec y);
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$bvec lessThan($dvec x, $dvec y);
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$bvec lessThan($ivec x, $ivec y);
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$bvec lessThan($svec x, $svec y);
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$bvec lessThan($usvec x, $usvec y);
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$bvec lessThan($uvec x, $uvec y);
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$bvec lessThanEqual($vec x, $vec y);
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$bvec lessThanEqual($hvec x, $hvec y);
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$bvec lessThanEqual($dvec x, $dvec y);
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$bvec lessThanEqual($ivec x, $ivec y);
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$bvec lessThanEqual($uvec x, $uvec y);
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$bvec lessThanEqual($svec x, $svec y);
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$bvec lessThanEqual($usvec x, $usvec y);
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$bvec greaterThan($vec x, $vec y);
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$bvec greaterThan($hvec x, $hvec y);
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$bvec greaterThan($dvec x, $dvec y);
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$bvec greaterThan($ivec x, $ivec y);
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$bvec greaterThan($uvec x, $uvec y);
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$bvec greaterThan($svec x, $svec y);
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$bvec greaterThan($usvec x, $usvec y);
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$bvec greaterThanEqual($vec x, $vec y);
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$bvec greaterThanEqual($hvec x, $hvec y);
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$bvec greaterThanEqual($dvec x, $dvec y);
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$bvec greaterThanEqual($ivec x, $ivec y);
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$bvec greaterThanEqual($uvec x, $uvec y);
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$bvec greaterThanEqual($svec x, $svec y);
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$bvec greaterThanEqual($usvec x, $usvec y);
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$bvec equal($vec x, $vec y);
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$bvec equal($hvec x, $hvec y);
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$bvec equal($dvec x, $dvec y);
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$bvec equal($ivec x, $ivec y);
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$bvec equal($uvec x, $uvec y);
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$bvec equal($svec x, $svec y);
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$bvec equal($usvec x, $usvec y);
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$bvec equal($bvec x, $bvec y);
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$bvec notEqual($vec x, $vec y);
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$bvec notEqual($hvec x, $hvec y);
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$bvec notEqual($dvec x, $dvec y);
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$bvec notEqual($ivec x, $ivec y);
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$bvec notEqual($uvec x, $uvec y);
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$bvec notEqual($svec x, $svec y);
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$bvec notEqual($usvec x, $usvec y);
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$bvec notEqual($bvec x, $bvec y);
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bool any($bvec x);
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bool all($bvec x);
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$bvec not($bvec x);
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$genIType bitCount($genIType value);
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$genIType bitCount($genUType value);
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$genIType findLSB($genIType value);
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$genIType findLSB($genUType value);
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$genIType findMSB($genIType value);
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$genIType findMSB($genUType value);
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/*
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//$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
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//$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
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void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb);
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void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb);
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$genIType bitfieldExtract($genIType value, int offset, int bits);
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//$genUType bitfieldExtract($genUType value, int offset, int bits);
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$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits);
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//$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits);
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$genIType bitfieldReverse($genIType value);
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//$genUType bitfieldReverse($genUType value);
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int textureSize($gsampler1D sampler, int lod);
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int2 textureSize($gsampler2D sampler, int lod);
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int3 textureSize($gsampler3D sampler, int lod);
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int2 textureSize($gsamplerCube sampler, int lod);
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int textureSize(sampler1DShadow sampler, int lod);
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int2 textureSize(sampler2DShadow sampler, int lod);
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int2 textureSize(samplerCubeShadow sampler, int lod);
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int3 textureSize($gsamplerCubeArray sampler, int lod);
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int3 textureSize(samplerCubeArrayShadow sampler, int lod);
|
*/
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int2 textureSize($gsampler2DRect sampler);
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/*
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int2 textureSize(sampler2DRectShadow sampler);
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int2 textureSize($gsampler1DArray sampler, int lod);
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int3 textureSize($gsampler2DArray sampler, int lod);
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int2 textureSize(sampler1DArrayShadow sampler, int lod);
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int3 textureSize(sampler2DArrayShadow sampler, int lod);
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int textureSize($gsamplerBuffer sampler);
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int2 textureSize($gsampler2DMS sampler);
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int3 textureSize($gsampler2DMSArray sampler);
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float2 textureQueryLod($gsampler1D sampler, float P);
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float2 textureQueryLod($gsampler2D sampler, float2 P);
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float2 textureQueryLod($gsampler3D sampler, float3 P);
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float2 textureQueryLod($gsamplerCube sampler, float3 P);
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float2 textureQueryLod($gsampler1DArray sampler, float P);
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float2 textureQueryLod($gsampler2DArray sampler, float2 P);
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float2 textureQueryLod($gsamplerCubeArray sampler, float3 P);
|
float2 textureQueryLod(sampler1DShadow sampler, float P);
|
float2 textureQueryLod(sampler2DShadow sampler, float2 P);
|
float2 textureQueryLod(samplerCubeShadow sampler, float3 P);
|
float2 textureQueryLod(sampler1DArrayShadow sampler, float P);
|
float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P);
|
float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P);
|
int textureQueryLevels($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);
|
*/
|
|
half4 texture($gsampler1D sampler, float P);
|
half4 texture($gsampler1D sampler, float P, float bias);
|
half4 texture($gsampler2D sampler, float2 P);
|
// The above currently only expand to handle the float/fixed case. So we also declare this integer
|
// version of texture().
|
int4 texture(isampler2D sampler, float2 P);
|
half4 texture(samplerExternalOES sampler, float2 P, float bias);
|
half4 texture(samplerExternalOES sampler, float2 P);
|
|
/*
|
$gfloat4 texture($gsampler2D sampler, float2 P, float bias);
|
$gfloat4 texture($gsampler3D sampler, float3 P);
|
$gfloat4 texture($gsampler3D sampler, float3 P, float bias);
|
$gfloat4 texture($gsamplerCube sampler, float3 P);
|
$gfloat4 texture($gsamplerCube sampler, float3 P, float bias);
|
float texture(sampler1DShadow sampler, float3 P);
|
float texture(sampler1DShadow sampler, float3 P, float bias);
|
float texture(sampler2DShadow sampler, float3 P);
|
float texture(sampler2DShadow sampler, float3 P, float bias);
|
float texture(samplerCubeShadow sampler, float4 P);
|
float texture(samplerCubeShadow sampler, float4 P, float bias);
|
$gfloat4 texture($gsampler1DArray sampler, float2 P);
|
$gfloat4 texture($gsampler1DArray sampler, float2 P, float bias);
|
$gfloat4 texture($gsampler2DArray sampler, float3 P);
|
$gfloat4 texture($gsampler2DArray sampler, float3 P, float bias);
|
$gfloat4 texture($gsamplerCubeArray sampler, float4 P);
|
$gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias);
|
float texture(sampler1DArrayShadow sampler, float3 P);
|
float texture(sampler1DArrayShadow sampler, float3 P, float bias);
|
float texture(sampler2DArrayShadow sampler, float4 P);
|
*/
|
|
half4 texture($gsampler2DRect sampler, float2 P);
|
half4 texture($gsampler2DRect sampler, float3 P);
|
|
/*
|
float texture(sampler2DRectShadow sampler, float3 P);
|
float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare);
|
*/
|
|
// Currently we do not support the generic types of loading subpassInput so we have some explicit
|
// versions that we currently use
|
float4 subpassLoad(subpassInput subpass);
|
float4 subpassLoad(subpassInputMS subpass, int sample);
|
/*
|
$gfloat4subpassLoad(gsubpassInput subpass);
|
$gfloat4subpassLoad(gsubpassInputMS subpass, int sample);
|
*/
|
)
|
|
// split into multiple chunks, as MSVC++ complains if a single string is too long
|
|
STRINGIFY(
|
|
half4 texture($gsampler1D sampler, float2 P);
|
half4 texture($gsampler1D sampler, float2 P, float bias);
|
half4 texture($gsampler2D sampler, float3 P);
|
half4 texture($gsampler2D sampler, float3 P, float bias);
|
/*
|
$gfloat4 textureProj($gsampler3D sampler, float4 P);
|
$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias);
|
float textureProj(sampler1DShadow sampler, float4 P);
|
float textureProj(sampler1DShadow sampler, float4 P, float bias);
|
float textureProj(sampler2DShadow sampler, float4 P);
|
float textureProj(sampler2DShadow sampler, float4 P, float bias);
|
$gfloat4 textureProj($gsampler2DRect sampler, float4 P);
|
float textureProj(sampler2DRectShadow sampler, float4 P);
|
$gfloat4 textureLod($gsampler1D sampler, float P, float lod);
|
$gfloat4 textureLod($gsampler2D sampler, float2 P, float lod);
|
$gfloat4 textureLod($gsampler3D sampler, float3 P, float lod);
|
$gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod);
|
float textureLod(sampler1DShadow sampler, float3 P, float lod);
|
float textureLod(sampler2DShadow sampler, float3 P, float lod);
|
$gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod);
|
$gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod);
|
float textureLod(sampler1DArrayShadow sampler, float3 P, float lod);
|
$gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod);
|
$gfloat4 textureOffset($gsampler1D sampler, float P, int offset);
|
$gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias);
|
$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset);
|
$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias);
|
$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset);
|
$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias);
|
$gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset);
|
float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset);
|
float textureOffset(sampler1DShadow sampler, float3 P, int offset);
|
float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias);
|
float textureOffset(sampler2DShadow sampler, float3 P, int2 offset);
|
float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias);
|
$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset);
|
$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias);
|
$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset);
|
$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias);
|
float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset);
|
float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias);
|
float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset);
|
float4 texelFetch(samplerBuffer sampler, int P);
|
$gfloat4 texelFetch($gsampler1D sampler, int P, int lod);
|
$gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod);
|
$gfloat4 texelFetch($gsampler2DRect sampler, int2 P);
|
$gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod);
|
$gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod);
|
$gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod);
|
$gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample);
|
$gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample);
|
$gfloat4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset);
|
$gfloat4 texelFetchOffset($gsampler2D sampler, int2 P, int lod, int2 offset);
|
$gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset);
|
$gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset);
|
$gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset);
|
$gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset);
|
$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset);
|
$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias);
|
$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset);
|
$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias);
|
$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset);
|
$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias);
|
$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset);
|
$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset, float bias);
|
$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset);
|
$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset, float bias);
|
$gfloat4 textureProjOffset($gsampler2DRect sampler, float3 P, int2 offset);
|
$gfloat4 textureProjOffset($gsampler2DRect sampler, float4 P, int2 offset);
|
float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset);
|
float textureProjOffset(sampler1DShadow sampler, float4 P, int offset);
|
float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias);
|
float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset);
|
float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset, float bias);
|
$gfloat4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset);
|
$gfloat4 textureLodOffset($gsampler2D sampler, float2 P, float lod, int2 offset);
|
$gfloat4 textureLodOffset($gsampler3D sampler, float3 P, float lod, int3 offset);
|
float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset);
|
float textureLodOffset(sampler2DShadow sampler, float3 P, float lod, int2 offset);
|
$gfloat4 textureLodOffset($gsampler1DArray sampler, float2 P, float lod, int offset);
|
$gfloat4 textureLodOffset($gsampler2DArray sampler, float3 P, float lod, int2 offset);
|
float textureLodOffset(sampler1DArrayShadow sampler, float3 P, float lod, int offset);
|
$gfloat4 textureProjLod($gsampler1D sampler, float2 P, float lod);
|
$gfloat4 textureProjLod($gsampler1D sampler, float4 P, float lod);
|
$gfloat4 textureProjLod($gsampler2D sampler, float3 P, float lod);
|
$gfloat4 textureProjLod($gsampler2D sampler, float4 P, float lod);
|
$gfloat4 textureProjLod($gsampler3D sampler, float4 P, float lod);
|
float textureProjLod(sampler1DShadow sampler, float4 P, float lod);
|
float textureProjLod(sampler2DShadow sampler, float4 P, float lod);
|
$gfloat4 textureProjLodOffset($gsampler1D sampler, float2 P, float lod, int offset);
|
$gfloat4 textureProjLodOffset($gsampler1D sampler, float4 P, float lod, int offset);
|
$gfloat4 textureProjLodOffset($gsampler2D sampler, float3 P, float lod, int2 offset);
|
$gfloat4 textureProjLodOffset($gsampler2D sampler, float4 P, float lod, int2 offset);
|
$gfloat4 textureProjLodOffset($gsampler3D sampler, float4 P, float lod, int3 offset);
|
float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset);
|
float textureProjLodOffset(sampler2DShadow sampler, float4 P, float lod, int2 offset);
|
$gfloat4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy);
|
$gfloat4 textureGrad($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureGrad($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy);
|
$gfloat4 textureGrad($gsamplerCube sampler, float3 P, float3 dPdx, float3 dPdy);
|
$gfloat4 textureGrad($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy);
|
float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy);
|
float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy);
|
float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy);
|
float textureGrad(samplerCubeShadow sampler, float4 P, float3 dPdx, float3 dPdy);
|
$gfloat4 textureGrad($gsampler1DArray sampler, float2 P, float dPdx, float dPdy);
|
$gfloat4 textureGrad($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy);
|
float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy);
|
float textureGrad(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureGrad($gsamplerCubeArray sampler, float4 P, float3 dPdx, float3 dPdy);
|
$gfloat4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset);
|
$gfloat4 textureGradOffset($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureGradOffset($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy, int3 offset);
|
$gfloat4 textureGradOffset($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
|
float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset );
|
float textureGradOffset(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureGradOffset($gsampler1DArray sampler, float2 P, float dPdx, float dPdy, int offset);
|
$gfloat4 textureGradOffset($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset);
|
float textureGradOffset(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureProjGrad($gsampler1D sampler, float2 P, float dPdx, float dPdy);
|
$gfloat4 textureProjGrad($gsampler1D sampler, float4 P, float dPdx, float dPdy);
|
$gfloat4 textureProjGrad($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureProjGrad($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureProjGrad($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy);
|
$gfloat4 textureProjGrad($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureProjGrad($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy);
|
float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy);
|
float textureProjGrad(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
$gfloat4 textureProjGradOffset($gsampler1D sampler, float2 P, float dPdx, float dPdy, int offset);
|
$gfloat4 textureProjGradOffset($gsampler1D sampler, float4 P, float dPdx, float dPdy, int offset);
|
$gfloat4 textureProjGradOffset($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureProjGradOffset($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset);
|
float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset);
|
float textureProjGradOffset(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
$gfloat4 textureGather($gsampler2D sampler, float2 P);
|
$gfloat4 textureGather($gsampler2D sampler, float2 P, int comp);
|
$gfloat4 textureGather($gsampler2DArray sampler, float3 P);
|
$gfloat4 textureGather($gsampler2DArray sampler, float3 P, int comp);
|
$gfloat4 textureGather($gsamplerCube sampler, float3 P);
|
$gfloat4 textureGather($gsamplerCube sampler, float3 P, int comp);
|
$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P);
|
$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P, int comp);
|
$gfloat4 textureGather($gsampler2DRect sampler, float2 P);
|
$gfloat4 textureGather($gsampler2DRect sampler, float2 P, int comp);
|
float4 textureGather(sampler2DShadow sampler, float2 P, float refZ);
|
float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ);
|
float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ);
|
float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ);
|
float4 textureGather(sampler2DRectShadow sampler, float2 P, float refZ);
|
$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset);
|
$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset, int comp);
|
$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset);
|
$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset, int comp);
|
$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset);
|
$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset, int comp);
|
float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset);
|
float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset);
|
float4 textureGatherOffset(sampler2DRectShadow sampler, float2 P, float refZ, int2 offset);
|
$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4]);
|
$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4], int comp);
|
$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4]);
|
$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4], int comp);
|
$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4]);
|
$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4], int comp);
|
float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]);
|
float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]);
|
float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]);
|
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 Additional Image Functions will go here if and when we add
|
// support for them
|
float4 imageLoad(image2D image, int2 P);
|
int4 imageLoad(iimage2D image, int2 P);
|
$genType dFdx($genType p);
|
$genType dFdy($genType p);
|
$genHType dFdx($genHType p);
|
$genHType dFdy($genHType p);
|
$genType fwidth($genType p);
|
$genHType fwidth($genHType p);
|
float interpolateAtSample(float interpolant, int sample);
|
float2 interpolateAtSample(float2 interpolant, int sample);
|
float3 interpolateAtSample(float3 interpolant, int sample);
|
float4 interpolateAtSample(float4 interpolant, int sample);
|
float interpolateAtOffset(float interpolant, float2 offset);
|
float2 interpolateAtOffset(float2 interpolant, float2 offset);
|
float3 interpolateAtOffset(float3 interpolant, float2 offset);
|
float4 interpolateAtOffset(float4 interpolant, float2 offset);
|
|
/*
|
$genType fwidth($genType p);
|
$genType fwidthCoarse($genType p);
|
$genType fwidthFine($genType p);
|
void barrier();
|
void memoryBarrier();
|
void memoryBarrierAtomicCounter();
|
void memoryBarrierBuffer();
|
void memoryBarrierShared();
|
void memoryBarrierImage();
|
void groupMemoryBarrier();
|
*/
|
|
)
|