diff options
author | ethannicholas <ethannicholas@google.com> | 2016-07-01 08:22:01 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2016-07-01 08:22:01 -0700 |
commit | b3058bdb1049ca75d526eb9f11e1a42a49e63585 (patch) | |
tree | 9d72636cd37c2100869fcd02041072b19b86a717 /src/sksl/sksl.include | |
parent | e7d1b24ff0a04686aef54fcb9feaca7a03e19891 (diff) |
initial checkin of SkSL compiler
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1984363002
CQ_EXTRA_TRYBOTS=client.skia.compile:Build-Ubuntu-GCC-x86_64-Release-CMake-Trybot,Build-Mac-Clang-x86_64-Release-CMake-Trybot
Review-Url: https://codereview.chromium.org/1984363002
Diffstat (limited to 'src/sksl/sksl.include')
-rw-r--r-- | src/sksl/sksl.include | 543 |
1 files changed, 543 insertions, 0 deletions
diff --git a/src/sksl/sksl.include b/src/sksl/sksl.include new file mode 100644 index 0000000000..bf35f22dbd --- /dev/null +++ b/src/sksl/sksl.include @@ -0,0 +1,543 @@ +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, $genType c); +$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 $genIType exp); +uint packUnorm2x16(vec2 v); +uint packSnorm2x16(vec2 v); +uint packUnorm4x8(vec4 v); +uint packSnorm4x8(vec4 v); +vec2 unpackUnorm2x16(uint p); +vec2 unpackSnorm2x16(uint p); +vec4 unpackUnorm4x8(uint p); +vec4 unpackSnorm4x8(uint p); +double packDouble2x32(uvec2 v); +uvec2 unpackDouble2x32(double v); +uint packHalf2x16(vec2 v); +vec2 unpackHalf2x16(uint v); +float length($genType x); +double length($genDType x); +float distance($genType p0, $genType p1); +double distance($genDType p0, $genDType p1); +float dot($genType x, $genType y); +double dot($genDType x, $genDType y); +vec3 cross(vec3 x, vec3 y); +dvec3 cross(dvec3 x, dvec3 y); +$genType normalize($genType x); +$genDType normalize($genDType x); +vec4 ftransform(); +$genType faceforward($genType N, $genType I, $genType Nref); +$genDType faceforward($genDType N, $genDType I, $genDType Nref); +$genType reflect($genType I, $genType N); +$genDType reflect($genDType I, $genDType N); +$genType refract($genType I, $genType N, float eta); +$genDType refract($genDType I, $genDType N, float eta); +$mat matrixCompMult($mat x, $mat y); +mat2 outerProduct(vec2 c, vec2 r); +mat3 outerProduct(vec3 c, vec3 r); +mat4 outerProduct(vec4 c, vec4 r); +mat2x3 outerProduct(vec3 c, vec2 r); +mat3x2 outerProduct(vec2 c, vec3 r); +mat2x4 outerProduct(vec4 c, vec2 r); +mat4x2 outerProduct(vec2 c, vec4 r); +mat3x4 outerProduct(vec4 c, vec3 r); +mat4x3 outerProduct(vec3 c, vec4 r); +mat2 transpose(mat2 m); +mat3 transpose(mat3 m); +mat4 transpose(mat4 m); +mat2x3 transpose(mat3x2 m); +mat3x2 transpose(mat2x3 m); +mat2x4 transpose(mat4x2 m); +mat4x2 transpose(mat2x4 m); +mat3x4 transpose(mat4x3 m); +mat4x3 transpose(mat3x4 m); +float determinant(mat2 m); +float determinant(mat3 m); +float determinant(mat4 m); +mat2 inverse(mat2 m); +mat3 inverse(mat3 m); +mat4 inverse(mat4 m); +$bvec lessThan($vec x, $vec y); +$bvec lessThan($ivec x, $ivec y); +$bvec lessThan($uvec x, $uvec y); +$bvec lessThanEqual($vec x, $vec y); +$bvec lessThanEqual($ivec x, $ivec y); +$bvec lessThanEqual($uvec x, $uvec y); +$bvec greaterThan($vec x, $vec y); +$bvec greaterThan($ivec x, $ivec y); +$bvec greaterThan($uvec x, $uvec y); +$bvec greaterThanEqual($vec x, $vec y); +$bvec greaterThanEqual($ivec x, $ivec y); +$bvec greaterThanEqual($uvec x, $uvec y); +$bvec equal($vec x, $vec y); +$bvec equal($ivec x, $ivec y); +$bvec equal($uvec x, $uvec y); +$bvec equal($bvec x, $bvec y); +$bvec notEqual($vec x, $vec y); +$bvec notEqual($ivec x, $ivec y); +$bvec notEqual($uvec x, $uvec y); +$bvec notEqual($bvec x, $bvec y); +bool any($bvec x); +bool all($bvec x); +$bvec not($bvec x); +$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($genUType value); +$genIType bitCount($genIType value); +$genIType bitCount($genUType value); +$genIType findLSB($genIType value); +$genIType findLSB($genUType value); +$genIType findMSB($genIType value); +$genIType findMSB($genUType value); +int textureSize($gsampler1D sampler, int lod); +ivec2 textureSize($gsampler2D sampler, int lod); +ivec3 textureSize($gsampler3D sampler, int lod); +ivec2 textureSize($gsamplerCube sampler, int lod); +int textureSize(sampler1DShadow sampler, int lod); +ivec2 textureSize(sampler2DShadow sampler, int lod); +ivec2 textureSize(samplerCubeShadow sampler, int lod); +ivec3 textureSize($gsamplerCubeArray sampler, int lod); +ivec3 textureSize(samplerCubeArrayShadow sampler, int lod); +ivec2 textureSize($gsampler2DRect sampler); +ivec2 textureSize(sampler2DRectShadow sampler); +ivec2 textureSize($gsampler1DArray sampler, int lod); +ivec3 textureSize($gsampler2DArray sampler, int lod); +ivec2 textureSize(sampler1DArrayShadow sampler, int lod); +ivec3 textureSize(sampler2DArrayShadow sampler, int lod); +int textureSize($gsamplerBuffer sampler); +ivec2 textureSize($gsampler2DMS sampler); +ivec3 textureSize($gsampler2DMSArray sampler); +vec2 textureQueryLod($gsampler1D sampler, float P); +vec2 textureQueryLod($gsampler2D sampler, vec2 P); +vec2 textureQueryLod($gsampler3D sampler, vec3 P); +vec2 textureQueryLod($gsamplerCube sampler, vec3 P); +vec2 textureQueryLod($gsampler1DArray sampler, float P); +vec2 textureQueryLod($gsampler2DArray sampler, vec2 P); +vec2 textureQueryLod($gsamplerCubeArray sampler, vec3 P); +vec2 textureQueryLod(sampler1DShadow sampler, float P); +vec2 textureQueryLod(sampler2DShadow sampler, vec2 P); +vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P); +vec2 textureQueryLod(sampler1DArrayShadow sampler, float P); +vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P); +vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P); +int textureQueryLevels($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); +$gvec4 texture($gsampler1D sampler, float P); +$gvec4 texture($gsampler1D sampler, float P, float bias); +$gvec4 texture($gsampler2D sampler, vec2 P); +$gvec4 texture($gsampler2D sampler, vec2 P, float bias); +$gvec4 texture($gsampler3D sampler, vec3 P); +$gvec4 texture($gsampler3D sampler, vec3 P, float bias); +$gvec4 texture($gsamplerCube sampler, vec3 P); +$gvec4 texture($gsamplerCube sampler, vec3 P, float bias); +float texture(sampler1DShadow sampler, vec3 P); +float texture(sampler1DShadow sampler, vec3 P, float bias); +float texture(sampler2DShadow sampler, vec3 P); +float texture(sampler2DShadow sampler, vec3 P, float bias); +float texture(samplerCubeShadow sampler, vec4 P); +float texture(samplerCubeShadow sampler, vec4 P, float bias); +$gvec4 texture($gsampler1DArray sampler, vec2 P); +$gvec4 texture($gsampler1DArray sampler, vec2 P, float bias); +$gvec4 texture($gsampler2DArray sampler, vec3 P); +$gvec4 texture($gsampler2DArray sampler, vec3 P, float bias); +$gvec4 texture($gsamplerCubeArray sampler, vec4 P); +$gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias); +float texture(sampler1DArrayShadow sampler, vec3 P); +float texture(sampler1DArrayShadow sampler, vec3 P, float bias); +float texture(sampler2DArrayShadow sampler, vec4 P); +$gvec4 texture($gsampler2DRect sampler, vec2 P); +float texture(sampler2DRectShadow sampler, vec3 P); +float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare); + +) + +// split into multiple chunks, as MSVC++ complains if a single string is too long + +STRINGIFY( + +$gvec4 textureProj($gsampler1D sampler, vec2 P); +$gvec4 textureProj($gsampler1D sampler, vec2 P, float bias); +$gvec4 textureProj($gsampler1D sampler, vec4 P); +$gvec4 textureProj($gsampler1D sampler, vec4 P, float bias); +$gvec4 textureProj($gsampler2D sampler, vec3 P); +$gvec4 textureProj($gsampler2D sampler, vec3 P, float bias); +$gvec4 textureProj($gsampler2D sampler, vec4 P); +$gvec4 textureProj($gsampler2D sampler, vec4 P, float bias); +$gvec4 textureProj($gsampler3D sampler, vec4 P); +$gvec4 textureProj($gsampler3D sampler, vec4 P, float bias); +float textureProj(sampler1DShadow sampler, vec4 P); +float textureProj(sampler1DShadow sampler, vec4 P, float bias); +float textureProj(sampler2DShadow sampler, vec4 P); +float textureProj(sampler2DShadow sampler, vec4 P, float bias); +$gvec4 textureProj($gsampler2DRect sampler, vec3 P); +$gvec4 textureProj($gsampler2DRect sampler, vec4 P); +float textureProj(sampler2DRectShadow sampler, vec4 P); +$gvec4 textureLod($gsampler1D sampler, float P, float lod); +$gvec4 textureLod($gsampler2D sampler, vec2 P, float lod); +$gvec4 textureLod($gsampler3D sampler, vec3 P, float lod); +$gvec4 textureLod($gsamplerCube sampler, vec3 P, float lod); +float textureLod(sampler1DShadow sampler, vec3 P, float lod); +float textureLod(sampler2DShadow sampler, vec3 P, float lod); +$gvec4 textureLod($gsampler1DArray sampler, vec2 P, float lod); +$gvec4 textureLod($gsampler2DArray sampler, vec3 P, float lod); +float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); +$gvec4 textureLod($gsamplerCubeArray sampler, vec4 P, float lod); +$gvec4 textureOffset($gsampler1D sampler, float P, int offset); +$gvec4 textureOffset($gsampler1D sampler, float P, int offset, float bias); +$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset); +$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset, float bias); +$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset); +$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset, float bias); +$gvec4 textureOffset($gsampler2DRect sampler, vec2 P, ivec2 offset); +float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset); +float textureOffset(sampler1DShadow sampler, vec3 P, int offset); +float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias); +float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset); +float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); +$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset); +$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset, float bias); +$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset); +$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, float bias); +float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); +float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias); +float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset); +$gvec4 texelFetch($gsampler1D sampler, int P, int lod); +$gvec4 texelFetch($gsampler2D sampler, ivec2 P, int lod); +$gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod); +$gvec4 texelFetch($gsampler2DRect sampler, ivec2 P); +$gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod); +$gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod); +$gvec4 texelFetch($gsamplerBuffer sampler, int P); +$gvec4 texelFetch($gsampler2DMS sampler, ivec2 P, int sample); +$gvec4 texelFetch($gsampler2DMSArray sampler, ivec3 P, int sample); +$gvec4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset); +$gvec4 texelFetchOffset($gsampler2D sampler, ivec2 P, int lod, ivec2 offset); +$gvec4 texelFetchOffset($gsampler3D sampler, ivec3 P, int lod, ivec3 offset); +$gvec4 texelFetchOffset($gsampler2DRect sampler, ivec2 P, ivec2 offset); +$gvec4 texelFetchOffset($gsampler1DArray sampler, ivec2 P, int lod, int offset); +$gvec4 texelFetchOffset($gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset); +$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset); +$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset, float bias); +$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset); +$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset, float bias); +$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset); +$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset, float bias); +$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset); +$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset, float bias); +$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset); +$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset, float bias); +$gvec4 textureProjOffset($gsampler2DRect sampler, vec3 P, ivec2 offset); +$gvec4 textureProjOffset($gsampler2DRect sampler, vec4 P, ivec2 offset); +float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset); +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset, float bias); +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias); +$gvec4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset); +$gvec4 textureLodOffset($gsampler2D sampler, vec2 P, float lod, ivec2 offset); +$gvec4 textureLodOffset($gsampler3D sampler, vec3 P, float lod, ivec3 offset); +float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset); +float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset); +$gvec4 textureLodOffset($gsampler1DArray sampler, vec2 P, float lod, int offset); +$gvec4 textureLodOffset($gsampler2DArray sampler, vec3 P, float lod, ivec2 offset); +float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset); +$gvec4 textureProjLod($gsampler1D sampler, vec2 P, float lod); +$gvec4 textureProjLod($gsampler1D sampler, vec4 P, float lod); +$gvec4 textureProjLod($gsampler2D sampler, vec3 P, float lod); +$gvec4 textureProjLod($gsampler2D sampler, vec4 P, float lod); +$gvec4 textureProjLod($gsampler3D sampler, vec4 P, float lod); +float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); +float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); +$gvec4 textureProjLodOffset($gsampler1D sampler, vec2 P, float lod, int offset); +$gvec4 textureProjLodOffset($gsampler1D sampler, vec4 P, float lod, int offset); +$gvec4 textureProjLodOffset($gsampler2D sampler, vec3 P, float lod, ivec2 offset); +$gvec4 textureProjLodOffset($gsampler2D sampler, vec4 P, float lod, ivec2 offset); +$gvec4 textureProjLodOffset($gsampler3D sampler, vec4 P, float lod, ivec3 offset); +float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset); +float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset); +$gvec4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy); +$gvec4 textureGrad($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureGrad($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); +$gvec4 textureGrad($gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); +$gvec4 textureGrad($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); +float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); +float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy); +float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); +float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy); +$gvec4 textureGrad($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy); +$gvec4 textureGrad($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); +float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); +float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureGrad($gsamplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy); +$gvec4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset); +$gvec4 textureGradOffset($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureGradOffset($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset); +$gvec4 textureGradOffset($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset ); +float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureGradOffset($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset); +$gvec4 textureGradOffset($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset); +float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureProjGrad($gsampler1D sampler, vec2 P, float dPdx, float dPdy); +$gvec4 textureProjGrad($gsampler1D sampler, vec4 P, float dPdx, float dPdy); +$gvec4 textureProjGrad($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureProjGrad($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureProjGrad($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); +$gvec4 textureProjGrad($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureProjGrad($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); +float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); +float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); +float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); +$gvec4 textureProjGradOffset($gsampler1D sampler, vec2 P, float dPdx, float dPdy, int offset); +$gvec4 textureProjGradOffset($gsampler1D sampler, vec4 P, float dPdx, float dPdy, int offset); +$gvec4 textureProjGradOffset($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureProjGradOffset($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureProjGradOffset($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset); +float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset); +float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset); +$gvec4 textureGather($gsampler2D sampler, vec2 P); +$gvec4 textureGather($gsampler2D sampler, vec2 P, int comp); +$gvec4 textureGather($gsampler2DArray sampler, vec3 P); +$gvec4 textureGather($gsampler2DArray sampler, vec3 P, int comp); +$gvec4 textureGather($gsamplerCube sampler, vec3 P); +$gvec4 textureGather($gsamplerCube sampler, vec3 P, int comp); +$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P); +$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P, int comp); +$gvec4 textureGather($gsampler2DRect sampler, vec2 P); +$gvec4 textureGather($gsampler2DRect sampler, vec2 P, int comp); +vec4 textureGather(sampler2DShadow sampler, vec2 P, float refZ); +vec4 textureGather(sampler2DArrayShadow sampler, vec3 P, float refZ); +vec4 textureGather(samplerCubeShadow sampler, vec3 P, float refZ); +vec4 textureGather(samplerCubeArrayShadow sampler, vec4 P, float refZ); +vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ); +$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset); +$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset, int comp); +$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset); +$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, int comp); +$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset); +$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset, int comp); +vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset); +vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset); +vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset); +/* +$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4]); +$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4], int comp); +$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4]); +$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4], int comp); +$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4]); +$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], int comp); +vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offsets[4]); +vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offsets[4]); +vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]); +*/ +vec4 texture1D(sampler1D sampler, float coord); +vec4 texture1D(sampler1D sampler, float coord, float bias); +vec4 texture1DProj(sampler1D sampler, vec2 coord); +vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias); +vec4 texture1DProj(sampler1D sampler, vec4 coord); +vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias); +vec4 texture1DLod(sampler1D sampler, float coord, float lod); +vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); +vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); +vec4 texture2D(sampler2D sampler, vec2 coord); +vec4 texture2D(sampler2D sampler, vec2 coord, float bias); +vec4 texture2DProj(sampler2D sampler, vec3 coord); +vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias); +vec4 texture2DProj(sampler2D sampler, vec4 coord); +vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias); +vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod); +vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); +vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); +vec4 texture3D(sampler3D sampler, vec3 coord); +vec4 texture3D(sampler3D sampler, vec3 coord, float bias); +vec4 texture3DProj(sampler3D sampler, vec4 coord); +vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias); +vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod); +vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); +vec4 textureCube(samplerCube sampler, vec3 coord); +vec4 textureCube(samplerCube sampler, vec3 coord, float bias); +vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod); +vec4 shadow1D(sampler1DShadow sampler, vec3 coord); +vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias); +vec4 shadow2D(sampler2DShadow sampler, vec3 coord); +vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias); +vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord); +vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias); +vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord); +vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias); +vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod); +vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod); +vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); +vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod); +/* +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 Image Functions will go here if and when we add support for them + +$genType dFdx($genType p); +$genType dFdy($genType p); +$genType fwidth($genType p); +$genType fwidthCoarse($genType p); +$genType fwidthFine($genType p); +float interpolateAtSample(float interpolant, int sample); +vec2 interpolateAtSample(vec2 interpolant, int sample); +vec3 interpolateAtSample(vec3 interpolant, int sample); +vec4 interpolateAtSample(vec4 interpolant, int sample); +float interpolateAtOffset(float interpolant, vec2 offset); +vec2 interpolateAtOffset(vec2 interpolant, vec2 offset); +vec3 interpolateAtOffset(vec3 interpolant, vec2 offset); +vec4 interpolateAtOffset(vec4 interpolant, vec2 offset); +void EmitStreamVertex(int stream); +void EndStreamPrimitive(int stream); +void EmitVertex(); +void EndPrimitive(); +void barrier(); +void memoryBarrier(); +void memoryBarrierAtomicCounter(); +void memoryBarrierBuffer(); +void memoryBarrierShared(); +void memoryBarrierImage(); +void groupMemoryBarrier(); + +)
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