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authorGravatar Ben Wagner <benjaminwagner@google.com>2018-01-24 17:32:17 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-01-26 15:03:28 +0000
commita56c4d267a877d208311a5326d134824ec987db3 (patch)
treed33e2e560c9f5962e4a8398cdea1c3be7e52d37e /src/sksl/sksl.inc
parentfc4f768e5aaf8efdd112f38295a35de83a0f9a55 (diff)
Rename .include files to .inc
Change-Id: Ie7a59d598a5916d8620cb55064a1204f90bc148d Reviewed-on: https://skia-review.googlesource.com/99244 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ben Wagner <benjaminwagner@google.com>
Diffstat (limited to 'src/sksl/sksl.inc')
-rw-r--r--src/sksl/sksl.inc563
1 files changed, 563 insertions, 0 deletions
diff --git a/src/sksl/sksl.inc b/src/sksl/sksl.inc
new file mode 100644
index 0000000000..2b433ebd0f
--- /dev/null
+++ b/src/sksl/sksl.inc
@@ -0,0 +1,563 @@
+STRINGIFY(
+
+// defines built-in functions supported by SkiaSL
+
+$genType radians($genType degrees);
+$genType sin($genType angle);
+$genType cos($genType angle);
+$genType tan($genType angle);
+$genType asin($genType x);
+$genType acos($genType x);
+$genType atan($genType y, $genType x);
+$genType atan($genType y_over_x);
+$genType sinh($genType x);
+$genType cosh($genType x);
+$genType tanh($genType x);
+$genType asinh($genType x);
+$genType acosh($genType x);
+$genType atanh($genType x);
+$genType pow($genType x, $genType y);
+$genType exp($genType x);
+$genType log($genType x);
+$genType exp2($genType x);
+$genType log2($genType x);
+$genType sqrt($genType x);
+//$genDType sqrt($genDType x);
+$genType inversesqrt($genType x);
+//$genDType inversesqrt($genDType x);
+$genType abs($genType x);
+$genIType abs($genIType x);
+//$genDType abs($genDType x);
+$genType sign($genType x);
+$genIType sign($genIType x);
+//$genDType sign($genDType x);
+$genType floor($genType x);
+//$genDType floor($genDType x);
+$genType trunc($genType x);
+//$genDType trunc($genDType x);
+$genType round($genType x);
+//$genDType round($genDType x);
+$genType roundEven($genType x);
+//$genDType roundEven($genDType x);
+$genType ceil($genType x);
+//$genDType ceil($genDType x);
+$genType fract($genType x);
+//$genDType fract($genDType x);
+$genType mod($genType x, float y);
+$genType mod($genType x, $genType y);
+//$genDType mod($genDType x, double y);
+//$genDType mod($genDType x, $genDType y);
+$genType modf($genType x, out $genType i);
+//$genDType modf($genDType x, out $genDType i);
+$genType min($genType x, $genType y);
+$genType min($genType x, float y);
+//$genDType min($genDType x, $genDType y);
+//$genDType min($genDType x, double y);
+$genIType min($genIType x, $genIType y);
+$genIType min($genIType x, int y);
+//$genUType min($genUType x, $genUType y);
+//$genUType min($genUType x, uint y);
+$genType max($genType x, $genType y);
+$genType max($genType x, float y);
+//$genDType max($genDType x, $genDType y);
+//$genDType max($genDType x, double y);
+$genIType max($genIType x, $genIType y);
+$genIType max($genIType x, int y);
+//$genUType max($genUType x, $genUType y);
+//$genUType max($genUType x, uint y);
+$genType clamp($genType x, $genType minVal, $genType maxVal);
+$genType clamp($genType x, float minVal, float maxVal);
+//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
+//$genDType clamp($genDType x, double minVal, double maxVal);
+$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
+$genIType clamp($genIType x, int minVal, int maxVal);
+//$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
+//$genUType clamp($genUType x, uint minVal, uint maxVal);
+$genType mix($genType x, $genType y, $genType a);
+$genType mix($genType x, $genType y, float a);
+//$genDType mix($genDType x, $genDType y, $genDType a);
+//$genDType mix($genDType x, $genDType y, double a);
+$genType mix($genType x, $genType y, $genBType a);
+//$genDType mix($genDType x, $genDType y, $genBType a);
+$genIType mix($genIType x, $genIType y, $genBType a);
+//$genUType mix($genUType x, $genUType y, $genBType a);
+$genBType mix($genBType x, $genBType y, $genBType a);
+$genType step($genType edge, $genType x);
+$genType step(float edge, $genType x);
+//$genDType step($genDType edge, $genDType x);
+//$genDType step(double edge, $genDType x);
+$genType smoothstep($genType edge0, $genType edge1, $genType x);
+$genType smoothstep(float edge0, float edge1, $genType x);
+//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
+//$genDType smoothstep(double edge0, double edge1, $genDType x);
+$genBType isnan($genType x);
+$genBType isnan($genDType x);
+$genBType isinf($genType x);
+$genBType isinf($genDType x);
+$genIType floatBitsToInt($genType value);
+//$genUType floatBitsToUint($genType value);
+$genType intBitsTofloat($genIType value);
+$genType uintBitsTofloat($genUType value);
+$genType fma($genType a, $genType b, $genType c);
+$genHType fma($genHType a, $genHType b, $genHType c);
+$genDType fma($genDType a, $genDType b, $genDType c);
+//$genDType fma($genDType a, $genDType b, $genDType c);
+$genType frexp($genType x, out $genIType exp);
+//$genDType frexp($genDType x, out $genIType exp);
+$genType ldexp($genType x, in $genIType exp);
+//$genDType ldexp($genDType x, in $genIType exp);
+uint packUnorm2x16(float2 v);
+uint packSnorm2x16(float2 v);
+uint packUnorm4x8(float4 v);
+uint packSnorm4x8(float4 v);
+float2 unpackUnorm2x16(uint p);
+float2 unpackSnorm2x16(uint p);
+float4 unpackUnorm4x8(uint p);
+float4 unpackSnorm4x8(uint p);
+//double packDouble2x32(uint2 v);
+uint2 unpackDouble2x32(double v);
+uint packHalf2x16(float2 v);
+float2 unpackHalf2x16(uint v);
+float length($genType x);
+half length($genHType x);
+double length($genDType x);
+float distance($genType p0, $genType p1);
+half distance($genHType p0, $genHType p1);
+double distance($genDType p0, $genDType p1);
+float dot($genType x, $genType y);
+half dot($genHType x, $genHType y);
+double dot($genDType x, $genDType y);
+float3 cross(float3 x, float3 y);
+half3 cross(half3 x, half3 y);
+double3 cross(double3 x, double3 y);
+$genType normalize($genType x);
+$genHType normalize($genHType x);
+$genDType normalize($genDType x);
+float4 ftransform();
+$genType faceforward($genType N, $genType I, $genType Nref);
+$genHType faceforward($genHType N, $genHType I, $genHType Nref);
+$genDType faceforward($genDType N, $genDType I, $genDType Nref);
+$genType reflect($genType I, $genType N);
+$genHType reflect($genHType I, $genHType N);
+$genDType reflect($genDType I, $genDType N);
+$genType refract($genType I, $genType N, float eta);
+$genHType refract($genHType I, $genHType N, float eta);
+$genDType refract($genDType I, $genDType N, float eta);
+$mat matrixCompMult($mat x, $mat y);
+float2x2 outerProduct(float2 c, float2 r);
+float3x3 outerProduct(float3 c, float3 r);
+float4x3 outerProduct(float4 c, float4 r);
+float2x3 outerProduct(float3 c, float2 r);
+float3x2 outerProduct(float2 c, float3 r);
+float2x4 outerProduct(float4 c, float2 r);
+float4x2 outerProduct(float2 c, float4 r);
+float3x4 outerProduct(float4 c, float3 r);
+float4x3 outerProduct(float3 c, float4 r);
+float2x2 transpose(float2x2 m);
+float3x3 transpose(float3x3 m);
+float4x4 transpose(float4x4 m);
+float2x3 transpose(float3x2 m);
+float3x2 transpose(float2x3 m);
+float2x4 transpose(float4x2 m);
+float4x2 transpose(float2x4 m);
+float3x4 transpose(float4x3 m);
+float4x3 transpose(float3x4 m);
+float determinant(float2x2 m);
+float determinant(float3x3 m);
+float determinant(float4x4 m);
+float2x2 inverse(float2x2 m);
+float3x3 inverse(float3x3 m);
+float4x4 inverse(float4x4 m);
+$bvec lessThan($vec x, $vec y);
+$bvec lessThan($hvec x, $hvec y);
+$bvec lessThan($dvec x, $dvec y);
+$bvec lessThan($ivec x, $ivec y);
+$bvec lessThan($svec x, $svec y);
+$bvec lessThan($usvec x, $usvec y);
+$bvec lessThan($uvec x, $uvec y);
+$bvec lessThanEqual($vec x, $vec y);
+$bvec lessThanEqual($hvec x, $hvec y);
+$bvec lessThanEqual($dvec x, $dvec y);
+$bvec lessThanEqual($ivec x, $ivec y);
+$bvec lessThanEqual($uvec x, $uvec y);
+$bvec lessThanEqual($svec x, $svec y);
+$bvec lessThanEqual($usvec x, $usvec y);
+$bvec greaterThan($vec x, $vec y);
+$bvec greaterThan($hvec x, $hvec y);
+$bvec greaterThan($dvec x, $dvec y);
+$bvec greaterThan($ivec x, $ivec y);
+$bvec greaterThan($uvec x, $uvec y);
+$bvec greaterThan($svec x, $svec y);
+$bvec greaterThan($usvec x, $usvec y);
+$bvec greaterThanEqual($vec x, $vec y);
+$bvec greaterThanEqual($hvec x, $hvec y);
+$bvec greaterThanEqual($dvec x, $dvec y);
+$bvec greaterThanEqual($ivec x, $ivec y);
+$bvec greaterThanEqual($uvec x, $uvec y);
+$bvec greaterThanEqual($svec x, $svec y);
+$bvec greaterThanEqual($usvec x, $usvec y);
+$bvec equal($vec x, $vec y);
+$bvec equal($hvec x, $hvec y);
+$bvec equal($dvec x, $dvec y);
+$bvec equal($ivec x, $ivec y);
+$bvec equal($uvec x, $uvec y);
+$bvec equal($svec x, $svec y);
+$bvec equal($usvec x, $usvec y);
+$bvec equal($bvec x, $bvec y);
+$bvec notEqual($vec x, $vec y);
+$bvec notEqual($hvec x, $hvec y);
+$bvec notEqual($dvec x, $dvec y);
+$bvec notEqual($ivec x, $ivec y);
+$bvec notEqual($uvec x, $uvec y);
+$bvec notEqual($svec x, $svec y);
+$bvec notEqual($usvec x, $usvec y);
+$bvec notEqual($bvec x, $bvec y);
+bool any($bvec x);
+bool all($bvec x);
+$bvec not($bvec x);
+
+$genIType bitCount($genIType value);
+$genIType bitCount($genUType value);
+$genIType findLSB($genIType value);
+$genIType findLSB($genUType value);
+$genIType findMSB($genIType value);
+$genIType findMSB($genUType value);
+
+/*
+//$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
+//$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
+void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb);
+void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb);
+$genIType bitfieldExtract($genIType value, int offset, int bits);
+//$genUType bitfieldExtract($genUType value, int offset, int bits);
+$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits);
+//$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits);
+$genIType bitfieldReverse($genIType value);
+//$genUType bitfieldReverse($genUType value);
+int textureSize($gsampler1D sampler, int lod);
+int2 textureSize($gsampler2D sampler, int lod);
+int3 textureSize($gsampler3D sampler, int lod);
+int2 textureSize($gsamplerCube sampler, int lod);
+int textureSize(sampler1DShadow sampler, int lod);
+int2 textureSize(sampler2DShadow sampler, int lod);
+int2 textureSize(samplerCubeShadow sampler, int lod);
+int3 textureSize($gsamplerCubeArray sampler, int lod);
+int3 textureSize(samplerCubeArrayShadow sampler, int lod);
+*/
+int2 textureSize($gsampler2DRect sampler);
+/*
+int2 textureSize(sampler2DRectShadow sampler);
+int2 textureSize($gsampler1DArray sampler, int lod);
+int3 textureSize($gsampler2DArray sampler, int lod);
+int2 textureSize(sampler1DArrayShadow sampler, int lod);
+int3 textureSize(sampler2DArrayShadow sampler, int lod);
+int textureSize($gsamplerBuffer sampler);
+int2 textureSize($gsampler2DMS sampler);
+int3 textureSize($gsampler2DMSArray sampler);
+float2 textureQueryLod($gsampler1D sampler, float P);
+float2 textureQueryLod($gsampler2D sampler, float2 P);
+float2 textureQueryLod($gsampler3D sampler, float3 P);
+float2 textureQueryLod($gsamplerCube sampler, float3 P);
+float2 textureQueryLod($gsampler1DArray sampler, float P);
+float2 textureQueryLod($gsampler2DArray sampler, float2 P);
+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);
+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();
+*/
+
+)