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); $genIType bitCount($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($gsampler1D sampler, int lod); ivec2 textureSize($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); // The above currently only expand to handle the float/fixed case. So we also declare this integer // version of texture(). ivec4 texture(isampler2D sampler, vec2 P); vec4 texture(samplerExternalOES sampler, vec2 P, float bias); vec4 texture(samplerExternalOES 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); $gvec4 texture($gsampler2DRect sampler, vec3 P); /* float texture(sampler2DRectShadow sampler, vec3 P); float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare); */ // Currently we do not support the generic types of loading subpassInput so we have some explicit // versions that we currently use vec4 subpassLoad(subpassInput subpass); vec4 subpassLoad(subpassInputMS subpass, int sample); /* $gvec4 subpassLoad(gsubpassInput subpass); $gvec4 subpassLoad(gsubpassInputMS subpass, int sample); */ ) // split into multiple chunks, as MSVC++ complains if a single string is too long STRINGIFY( $gvec4 texture($gsampler1D sampler, vec2 P); $gvec4 texture($gsampler1D sampler, vec2 P, float bias); $gvec4 texture($gsampler2D sampler, vec3 P); $gvec4 texture($gsampler2D sampler, vec3 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, 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); $gvec4 texelFetch($gsamplerBuffer sampler, int P); $gvec4 texelFetch($gsampler2DRect sampler, ivec2 P); /* $gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod); $gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod); $gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod); $gvec4 texelFetch($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]); 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 vec4 imageLoad(image2D image, ivec2 P); ivec4 imageLoad(iimage2D image, ivec2 P); $genType dFdx($genType p); $genType dFdy($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); /* $genType fwidth($genType p); $genType fwidthCoarse($genType p); $genType fwidthFine($genType p); void barrier(); void memoryBarrier(); void memoryBarrierAtomicCounter(); void memoryBarrierBuffer(); void memoryBarrierShared(); void memoryBarrierImage(); void groupMemoryBarrier(); */ )