1 STRINGIFY( 2 3 // defines built-in functions supported by SkiaSL 4 5 $genType radians($genType degrees); 6 $genType sin($genType angle); 7 $genType cos($genType angle); 8 $genType tan($genType angle); 9 $genType asin($genType x); 10 $genType acos($genType x); 11 $genType atan($genType y, $genType x); 12 $genType atan($genType y_over_x); 13 $genType sinh($genType x); 14 $genType cosh($genType x); 15 $genType tanh($genType x); 16 $genType asinh($genType x); 17 $genType acosh($genType x); 18 $genType atanh($genType x); 19 $genType pow($genType x, $genType y); 20 $genType exp($genType x); 21 $genType log($genType x); 22 $genType exp2($genType x); 23 $genType log2($genType x); 24 $genType sqrt($genType x); 25 //$genDType sqrt($genDType x); 26 $genType inversesqrt($genType x); 27 //$genDType inversesqrt($genDType x); 28 $genType abs($genType x); 29 $genIType abs($genIType x); 30 //$genDType abs($genDType x); 31 $genType sign($genType x); 32 $genIType sign($genIType x); 33 //$genDType sign($genDType x); 34 $genType floor($genType x); 35 //$genDType floor($genDType x); 36 $genType trunc($genType x); 37 //$genDType trunc($genDType x); 38 $genType round($genType x); 39 //$genDType round($genDType x); 40 $genType roundEven($genType x); 41 //$genDType roundEven($genDType x); 42 $genType ceil($genType x); 43 //$genDType ceil($genDType x); 44 $genType fract($genType x); 45 //$genDType fract($genDType x); 46 $genType mod($genType x, float y); 47 $genType mod($genType x, $genType y); 48 //$genDType mod($genDType x, double y); 49 //$genDType mod($genDType x, $genDType y); 50 $genType modf($genType x, out $genType i); 51 //$genDType modf($genDType x, out $genDType i); 52 $genType min($genType x, $genType y); 53 $genType min($genType x, float y); 54 //$genDType min($genDType x, $genDType y); 55 //$genDType min($genDType x, double y); 56 $genIType min($genIType x, $genIType y); 57 $genIType min($genIType x, int y); 58 //$genUType min($genUType x, $genUType y); 59 //$genUType min($genUType x, uint y); 60 $genType max($genType x, $genType y); 61 $genType max($genType x, float y); 62 //$genDType max($genDType x, $genDType y); 63 //$genDType max($genDType x, double y); 64 $genIType max($genIType x, $genIType y); 65 $genIType max($genIType x, int y); 66 //$genUType max($genUType x, $genUType y); 67 //$genUType max($genUType x, uint y); 68 $genType clamp($genType x, $genType minVal, $genType maxVal); 69 $genType clamp($genType x, float minVal, float maxVal); 70 //$genDType clamp($genDType x, $genDType minVal, $genDType maxVal); 71 //$genDType clamp($genDType x, double minVal, double maxVal); 72 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal); 73 $genIType clamp($genIType x, int minVal, int maxVal); 74 //$genUType clamp($genUType x, $genUType minVal, $genUType maxVal); 75 //$genUType clamp($genUType x, uint minVal, uint maxVal); 76 $genType mix($genType x, $genType y, $genType a); 77 $genType mix($genType x, $genType y, float a); 78 //$genDType mix($genDType x, $genDType y, $genDType a); 79 //$genDType mix($genDType x, $genDType y, double a); 80 $genType mix($genType x, $genType y, $genBType a); 81 //$genDType mix($genDType x, $genDType y, $genBType a); 82 $genIType mix($genIType x, $genIType y, $genBType a); 83 //$genUType mix($genUType x, $genUType y, $genBType a); 84 $genBType mix($genBType x, $genBType y, $genBType a); 85 $genType step($genType edge, $genType x); 86 $genType step(float edge, $genType x); 87 //$genDType step($genDType edge, $genDType x); 88 //$genDType step(double edge, $genDType x); 89 $genType smoothstep($genType edge0, $genType edge1, $genType x); 90 $genType smoothstep(float edge0, float edge1, $genType x); 91 //$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x); 92 //$genDType smoothstep(double edge0, double edge1, $genDType x); 93 $genBType isnan($genType x); 94 $genBType isnan($genDType x); 95 $genBType isinf($genType x); 96 $genBType isinf($genDType x); 97 $genIType floatBitsToInt($genType value); 98 //$genUType floatBitsToUint($genType value); 99 $genType intBitsTofloat($genIType value); 100 $genType uintBitsTofloat($genUType value); 101 $genType fma($genType a, $genType b, $genType c); 102 $genHType fma($genHType a, $genHType b, $genHType c); 103 $genDType fma($genDType a, $genDType b, $genDType c); 104 //$genDType fma($genDType a, $genDType b, $genDType c); 105 $genType frexp($genType x, out $genIType exp); 106 //$genDType frexp($genDType x, out $genIType exp); 107 $genType ldexp($genType x, in $genIType exp); 108 //$genDType ldexp($genDType x, in $genIType exp); 109 uint packUnorm2x16(float2 v); 110 uint packSnorm2x16(float2 v); 111 uint packUnorm4x8(float4 v); 112 uint packSnorm4x8(float4 v); 113 float2 unpackUnorm2x16(uint p); 114 float2 unpackSnorm2x16(uint p); 115 float4 unpackUnorm4x8(uint p); 116 float4 unpackSnorm4x8(uint p); 117 //double packDouble2x32(uint2 v); 118 uint2 unpackDouble2x32(double v); 119 uint packHalf2x16(float2 v); 120 float2 unpackHalf2x16(uint v); 121 float length($genType x); 122 half length($genHType x); 123 double length($genDType x); 124 float distance($genType p0, $genType p1); 125 half distance($genHType p0, $genHType p1); 126 double distance($genDType p0, $genDType p1); 127 float dot($genType x, $genType y); 128 half dot($genHType x, $genHType y); 129 double dot($genDType x, $genDType y); 130 float3 cross(float3 x, float3 y); 131 half3 cross(half3 x, half3 y); 132 double3 cross(double3 x, double3 y); 133 $genType normalize($genType x); 134 $genHType normalize($genHType x); 135 $genDType normalize($genDType x); 136 float4 ftransform(); 137 $genType faceforward($genType N, $genType I, $genType Nref); 138 $genHType faceforward($genHType N, $genHType I, $genHType Nref); 139 $genDType faceforward($genDType N, $genDType I, $genDType Nref); 140 $genType reflect($genType I, $genType N); 141 $genHType reflect($genHType I, $genHType N); 142 $genDType reflect($genDType I, $genDType N); 143 $genType refract($genType I, $genType N, float eta); 144 $genHType refract($genHType I, $genHType N, float eta); 145 $genDType refract($genDType I, $genDType N, float eta); 146 $mat matrixCompMult($mat x, $mat y); 147 float2x2 outerProduct(float2 c, float2 r); 148 float3x3 outerProduct(float3 c, float3 r); 149 float4x3 outerProduct(float4 c, float4 r); 150 float2x3 outerProduct(float3 c, float2 r); 151 float3x2 outerProduct(float2 c, float3 r); 152 float2x4 outerProduct(float4 c, float2 r); 153 float4x2 outerProduct(float2 c, float4 r); 154 float3x4 outerProduct(float4 c, float3 r); 155 float4x3 outerProduct(float3 c, float4 r); 156 float2x2 transpose(float2x2 m); 157 float3x3 transpose(float3x3 m); 158 float4x4 transpose(float4x4 m); 159 float2x3 transpose(float3x2 m); 160 float3x2 transpose(float2x3 m); 161 float2x4 transpose(float4x2 m); 162 float4x2 transpose(float2x4 m); 163 float3x4 transpose(float4x3 m); 164 float4x3 transpose(float3x4 m); 165 float determinant(float2x2 m); 166 float determinant(float3x3 m); 167 float determinant(float4x4 m); 168 float2x2 inverse(float2x2 m); 169 float3x3 inverse(float3x3 m); 170 float4x4 inverse(float4x4 m); 171 $bvec lessThan($vec x, $vec y); 172 $bvec lessThan($hvec x, $hvec y); 173 $bvec lessThan($dvec x, $dvec y); 174 $bvec lessThan($ivec x, $ivec y); 175 $bvec lessThan($svec x, $svec y); 176 $bvec lessThan($usvec x, $usvec y); 177 $bvec lessThan($uvec x, $uvec y); 178 $bvec lessThanEqual($vec x, $vec y); 179 $bvec lessThanEqual($hvec x, $hvec y); 180 $bvec lessThanEqual($dvec x, $dvec y); 181 $bvec lessThanEqual($ivec x, $ivec y); 182 $bvec lessThanEqual($uvec x, $uvec y); 183 $bvec lessThanEqual($svec x, $svec y); 184 $bvec lessThanEqual($usvec x, $usvec y); 185 $bvec greaterThan($vec x, $vec y); 186 $bvec greaterThan($hvec x, $hvec y); 187 $bvec greaterThan($dvec x, $dvec y); 188 $bvec greaterThan($ivec x, $ivec y); 189 $bvec greaterThan($uvec x, $uvec y); 190 $bvec greaterThan($svec x, $svec y); 191 $bvec greaterThan($usvec x, $usvec y); 192 $bvec greaterThanEqual($vec x, $vec y); 193 $bvec greaterThanEqual($hvec x, $hvec y); 194 $bvec greaterThanEqual($dvec x, $dvec y); 195 $bvec greaterThanEqual($ivec x, $ivec y); 196 $bvec greaterThanEqual($uvec x, $uvec y); 197 $bvec greaterThanEqual($svec x, $svec y); 198 $bvec greaterThanEqual($usvec x, $usvec y); 199 $bvec equal($vec x, $vec y); 200 $bvec equal($hvec x, $hvec y); 201 $bvec equal($dvec x, $dvec y); 202 $bvec equal($ivec x, $ivec y); 203 $bvec equal($uvec x, $uvec y); 204 $bvec equal($svec x, $svec y); 205 $bvec equal($usvec x, $usvec y); 206 $bvec equal($bvec x, $bvec y); 207 $bvec notEqual($vec x, $vec y); 208 $bvec notEqual($hvec x, $hvec y); 209 $bvec notEqual($dvec x, $dvec y); 210 $bvec notEqual($ivec x, $ivec y); 211 $bvec notEqual($uvec x, $uvec y); 212 $bvec notEqual($svec x, $svec y); 213 $bvec notEqual($usvec x, $usvec y); 214 $bvec notEqual($bvec x, $bvec y); 215 bool any($bvec x); 216 bool all($bvec x); 217 $bvec not($bvec x); 218 219 $genIType bitCount($genIType value); 220 $genIType bitCount($genUType value); 221 $genIType findLSB($genIType value); 222 $genIType findLSB($genUType value); 223 $genIType findMSB($genIType value); 224 $genIType findMSB($genUType value); 225 226 /* 227 //$genUType uaddCarry($genUType x, $genUType y, out $genUType carry); 228 //$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow); 229 void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb); 230 void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb); 231 $genIType bitfieldExtract($genIType value, int offset, int bits); 232 //$genUType bitfieldExtract($genUType value, int offset, int bits); 233 $genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits); 234 //$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits); 235 $genIType bitfieldReverse($genIType value); 236 //$genUType bitfieldReverse($genUType value); 237 int textureSize($gsampler1D sampler, int lod); 238 int2 textureSize($gsampler2D sampler, int lod); 239 int3 textureSize($gsampler3D sampler, int lod); 240 int2 textureSize($gsamplerCube sampler, int lod); 241 int textureSize(sampler1DShadow sampler, int lod); 242 int2 textureSize(sampler2DShadow sampler, int lod); 243 int2 textureSize(samplerCubeShadow sampler, int lod); 244 int3 textureSize($gsamplerCubeArray sampler, int lod); 245 int3 textureSize(samplerCubeArrayShadow sampler, int lod); 246 */ 247 int2 textureSize($gsampler2DRect sampler); 248 /* 249 int2 textureSize(sampler2DRectShadow sampler); 250 int2 textureSize($gsampler1DArray sampler, int lod); 251 int3 textureSize($gsampler2DArray sampler, int lod); 252 int2 textureSize(sampler1DArrayShadow sampler, int lod); 253 int3 textureSize(sampler2DArrayShadow sampler, int lod); 254 int textureSize($gsamplerBuffer sampler); 255 int2 textureSize($gsampler2DMS sampler); 256 int3 textureSize($gsampler2DMSArray sampler); 257 float2 textureQueryLod($gsampler1D sampler, float P); 258 float2 textureQueryLod($gsampler2D sampler, float2 P); 259 float2 textureQueryLod($gsampler3D sampler, float3 P); 260 float2 textureQueryLod($gsamplerCube sampler, float3 P); 261 float2 textureQueryLod($gsampler1DArray sampler, float P); 262 float2 textureQueryLod($gsampler2DArray sampler, float2 P); 263 float2 textureQueryLod($gsamplerCubeArray sampler, float3 P); 264 float2 textureQueryLod(sampler1DShadow sampler, float P); 265 float2 textureQueryLod(sampler2DShadow sampler, float2 P); 266 float2 textureQueryLod(samplerCubeShadow sampler, float3 P); 267 float2 textureQueryLod(sampler1DArrayShadow sampler, float P); 268 float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P); 269 float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P); 270 int textureQueryLevels($gsampler1D sampler); 271 int textureQueryLevels($gsampler2D sampler); 272 int textureQueryLevels($gsampler3D sampler); 273 int textureQueryLevels($gsamplerCube sampler); 274 int textureQueryLevels($gsampler1DArray sampler); 275 int textureQueryLevels($gsampler2DArray sampler); 276 int textureQueryLevels($gsamplerCubeArray sampler); 277 int textureQueryLevels(sampler1DShadow sampler); 278 int textureQueryLevels(sampler2DShadow sampler); 279 int textureQueryLevels(samplerCubeShadow sampler); 280 int textureQueryLevels(sampler1DArrayShadow sampler); 281 int textureQueryLevels(sampler2DArrayShadow sampler); 282 int textureQueryLevels(samplerCubeArrayShadow sampler); 283 */ 284 285 half4 texture($gsampler1D sampler, float P); 286 half4 texture($gsampler1D sampler, float P, float bias); 287 half4 texture($gsampler2D sampler, float2 P); 288 // The above currently only expand to handle the float/fixed case. So we also declare this integer 289 // version of texture(). 290 int4 texture(isampler2D sampler, float2 P); 291 half4 texture(samplerExternalOES sampler, float2 P, float bias); 292 half4 texture(samplerExternalOES sampler, float2 P); 293 294 /* 295 $gfloat4 texture($gsampler2D sampler, float2 P, float bias); 296 $gfloat4 texture($gsampler3D sampler, float3 P); 297 $gfloat4 texture($gsampler3D sampler, float3 P, float bias); 298 $gfloat4 texture($gsamplerCube sampler, float3 P); 299 $gfloat4 texture($gsamplerCube sampler, float3 P, float bias); 300 float texture(sampler1DShadow sampler, float3 P); 301 float texture(sampler1DShadow sampler, float3 P, float bias); 302 float texture(sampler2DShadow sampler, float3 P); 303 float texture(sampler2DShadow sampler, float3 P, float bias); 304 float texture(samplerCubeShadow sampler, float4 P); 305 float texture(samplerCubeShadow sampler, float4 P, float bias); 306 $gfloat4 texture($gsampler1DArray sampler, float2 P); 307 $gfloat4 texture($gsampler1DArray sampler, float2 P, float bias); 308 $gfloat4 texture($gsampler2DArray sampler, float3 P); 309 $gfloat4 texture($gsampler2DArray sampler, float3 P, float bias); 310 $gfloat4 texture($gsamplerCubeArray sampler, float4 P); 311 $gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias); 312 float texture(sampler1DArrayShadow sampler, float3 P); 313 float texture(sampler1DArrayShadow sampler, float3 P, float bias); 314 float texture(sampler2DArrayShadow sampler, float4 P); 315 */ 316 317 half4 texture($gsampler2DRect sampler, float2 P); 318 half4 texture($gsampler2DRect sampler, float3 P); 319 320 /* 321 float texture(sampler2DRectShadow sampler, float3 P); 322 float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare); 323 */ 324 325 // Currently we do not support the generic types of loading subpassInput so we have some explicit 326 // versions that we currently use 327 float4 subpassLoad(subpassInput subpass); 328 float4 subpassLoad(subpassInputMS subpass, int sample); 329 /* 330 $gfloat4subpassLoad(gsubpassInput subpass); 331 $gfloat4subpassLoad(gsubpassInputMS subpass, int sample); 332 */ 333 ) 334 335 // split into multiple chunks, as MSVC++ complains if a single string is too long 336 337 STRINGIFY( 338 339 half4 texture($gsampler1D sampler, float2 P); 340 half4 texture($gsampler1D sampler, float2 P, float bias); 341 half4 texture($gsampler2D sampler, float3 P); 342 half4 texture($gsampler2D sampler, float3 P, float bias); 343 /* 344 $gfloat4 textureProj($gsampler3D sampler, float4 P); 345 $gfloat4 textureProj($gsampler3D sampler, float4 P, float bias); 346 float textureProj(sampler1DShadow sampler, float4 P); 347 float textureProj(sampler1DShadow sampler, float4 P, float bias); 348 float textureProj(sampler2DShadow sampler, float4 P); 349 float textureProj(sampler2DShadow sampler, float4 P, float bias); 350 $gfloat4 textureProj($gsampler2DRect sampler, float4 P); 351 float textureProj(sampler2DRectShadow sampler, float4 P); 352 $gfloat4 textureLod($gsampler1D sampler, float P, float lod); 353 $gfloat4 textureLod($gsampler2D sampler, float2 P, float lod); 354 $gfloat4 textureLod($gsampler3D sampler, float3 P, float lod); 355 $gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod); 356 float textureLod(sampler1DShadow sampler, float3 P, float lod); 357 float textureLod(sampler2DShadow sampler, float3 P, float lod); 358 $gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod); 359 $gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod); 360 float textureLod(sampler1DArrayShadow sampler, float3 P, float lod); 361 $gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod); 362 $gfloat4 textureOffset($gsampler1D sampler, float P, int offset); 363 $gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias); 364 $gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset); 365 $gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias); 366 $gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset); 367 $gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias); 368 $gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset); 369 float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset); 370 float textureOffset(sampler1DShadow sampler, float3 P, int offset); 371 float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias); 372 float textureOffset(sampler2DShadow sampler, float3 P, int2 offset); 373 float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias); 374 $gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset); 375 $gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias); 376 $gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset); 377 $gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias); 378 float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset); 379 float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias); 380 float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset); 381 */ 382 float4 texelFetch(samplerBuffer sampler, int P); 383 384 $gfloat4 texelFetch($gsampler1D sampler, int P, int lod); 385 $gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod); 386 $gfloat4 texelFetch($gsampler2DRect sampler, int2 P); 387 /* 388 $gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod); 389 $gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod); 390 $gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod); 391 $gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample); 392 $gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample); 393 $gfloat4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset); 394 $gfloat4 texelFetchOffset($gsampler2D sampler, int2 P, int lod, int2 offset); 395 $gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset); 396 $gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset); 397 $gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset); 398 $gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset); 399 $gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset); 400 $gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias); 401 $gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset); 402 $gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias); 403 $gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset); 404 $gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias); 405 $gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset); 406 $gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset, float bias); 407 $gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset); 408 $gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset, float bias); 409 $gfloat4 textureProjOffset($gsampler2DRect sampler, float3 P, int2 offset); 410 $gfloat4 textureProjOffset($gsampler2DRect sampler, float4 P, int2 offset); 411 float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset); 412 float textureProjOffset(sampler1DShadow sampler, float4 P, int offset); 413 float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias); 414 float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset); 415 float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset, float bias); 416 $gfloat4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset); 417 $gfloat4 textureLodOffset($gsampler2D sampler, float2 P, float lod, int2 offset); 418 $gfloat4 textureLodOffset($gsampler3D sampler, float3 P, float lod, int3 offset); 419 float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset); 420 float textureLodOffset(sampler2DShadow sampler, float3 P, float lod, int2 offset); 421 $gfloat4 textureLodOffset($gsampler1DArray sampler, float2 P, float lod, int offset); 422 $gfloat4 textureLodOffset($gsampler2DArray sampler, float3 P, float lod, int2 offset); 423 float textureLodOffset(sampler1DArrayShadow sampler, float3 P, float lod, int offset); 424 $gfloat4 textureProjLod($gsampler1D sampler, float2 P, float lod); 425 $gfloat4 textureProjLod($gsampler1D sampler, float4 P, float lod); 426 $gfloat4 textureProjLod($gsampler2D sampler, float3 P, float lod); 427 $gfloat4 textureProjLod($gsampler2D sampler, float4 P, float lod); 428 $gfloat4 textureProjLod($gsampler3D sampler, float4 P, float lod); 429 float textureProjLod(sampler1DShadow sampler, float4 P, float lod); 430 float textureProjLod(sampler2DShadow sampler, float4 P, float lod); 431 $gfloat4 textureProjLodOffset($gsampler1D sampler, float2 P, float lod, int offset); 432 $gfloat4 textureProjLodOffset($gsampler1D sampler, float4 P, float lod, int offset); 433 $gfloat4 textureProjLodOffset($gsampler2D sampler, float3 P, float lod, int2 offset); 434 $gfloat4 textureProjLodOffset($gsampler2D sampler, float4 P, float lod, int2 offset); 435 $gfloat4 textureProjLodOffset($gsampler3D sampler, float4 P, float lod, int3 offset); 436 float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset); 437 float textureProjLodOffset(sampler2DShadow sampler, float4 P, float lod, int2 offset); 438 $gfloat4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy); 439 $gfloat4 textureGrad($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy); 440 $gfloat4 textureGrad($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy); 441 $gfloat4 textureGrad($gsamplerCube sampler, float3 P, float3 dPdx, float3 dPdy); 442 $gfloat4 textureGrad($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy); 443 float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy); 444 float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy); 445 float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy); 446 float textureGrad(samplerCubeShadow sampler, float4 P, float3 dPdx, float3 dPdy); 447 $gfloat4 textureGrad($gsampler1DArray sampler, float2 P, float dPdx, float dPdy); 448 $gfloat4 textureGrad($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy); 449 float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy); 450 float textureGrad(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy); 451 $gfloat4 textureGrad($gsamplerCubeArray sampler, float4 P, float3 dPdx, float3 dPdy); 452 $gfloat4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset); 453 $gfloat4 textureGradOffset($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset); 454 $gfloat4 textureGradOffset($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy, int3 offset); 455 $gfloat4 textureGradOffset($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset); 456 float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 457 float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset ); 458 float textureGradOffset(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 459 $gfloat4 textureGradOffset($gsampler1DArray sampler, float2 P, float dPdx, float dPdy, int offset); 460 $gfloat4 textureGradOffset($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 461 float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset); 462 float textureGradOffset(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 463 $gfloat4 textureProjGrad($gsampler1D sampler, float2 P, float dPdx, float dPdy); 464 $gfloat4 textureProjGrad($gsampler1D sampler, float4 P, float dPdx, float dPdy); 465 $gfloat4 textureProjGrad($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy); 466 $gfloat4 textureProjGrad($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy); 467 $gfloat4 textureProjGrad($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy); 468 $gfloat4 textureProjGrad($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy); 469 $gfloat4 textureProjGrad($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy); 470 float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy); 471 float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy); 472 float textureProjGrad(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy); 473 $gfloat4 textureProjGradOffset($gsampler1D sampler, float2 P, float dPdx, float dPdy, int offset); 474 $gfloat4 textureProjGradOffset($gsampler1D sampler, float4 P, float dPdx, float dPdy, int offset); 475 $gfloat4 textureProjGradOffset($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 476 $gfloat4 textureProjGradOffset($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 477 $gfloat4 textureProjGradOffset($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 478 $gfloat4 textureProjGradOffset($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 479 float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 480 $gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset); 481 float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset); 482 float textureProjGradOffset(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 483 $gfloat4 textureGather($gsampler2D sampler, float2 P); 484 $gfloat4 textureGather($gsampler2D sampler, float2 P, int comp); 485 $gfloat4 textureGather($gsampler2DArray sampler, float3 P); 486 $gfloat4 textureGather($gsampler2DArray sampler, float3 P, int comp); 487 $gfloat4 textureGather($gsamplerCube sampler, float3 P); 488 $gfloat4 textureGather($gsamplerCube sampler, float3 P, int comp); 489 $gfloat4 textureGather($gsamplerCubeArray sampler, float4 P); 490 $gfloat4 textureGather($gsamplerCubeArray sampler, float4 P, int comp); 491 $gfloat4 textureGather($gsampler2DRect sampler, float2 P); 492 $gfloat4 textureGather($gsampler2DRect sampler, float2 P, int comp); 493 float4 textureGather(sampler2DShadow sampler, float2 P, float refZ); 494 float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ); 495 float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ); 496 float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ); 497 float4 textureGather(sampler2DRectShadow sampler, float2 P, float refZ); 498 $gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset); 499 $gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset, int comp); 500 $gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset); 501 $gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset, int comp); 502 $gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset); 503 $gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset, int comp); 504 float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset); 505 float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset); 506 float4 textureGatherOffset(sampler2DRectShadow sampler, float2 P, float refZ, int2 offset); 507 $gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4]); 508 $gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4], int comp); 509 $gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4]); 510 $gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4], int comp); 511 $gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4]); 512 $gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4], int comp); 513 float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]); 514 float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]); 515 float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]); 516 uint atomicCounterIncrement(atomic_uint c); 517 uint atomicCounter(atomic_uint c); 518 uint atomicAdd(inout uint mem, uint data); 519 int atomicAdd(inout int mem, int data); 520 uint atomicMin(inout uint mem, uint data); 521 int atomicMin(inout int mem, int data); 522 uint atomicMax(inout uint mem, uint data); 523 int atomicMax(inout int mem, int data); 524 uint atomicAnd(inout uint mem, uint data); 525 int atomicAnd(inout int mem, int data); 526 uint atomicOr(inout uint mem, uint data); 527 int atomicOr(inout int mem, int data); 528 uint atomicXor(inout uint mem, uint data); 529 int atomicXor(inout int mem, int data); 530 uint atomicExchange(inout uint mem, uint data); 531 int atomicExchange(inout int mem, int data); 532 uint atomicCompSwap(inout uint mem, uint compare, uint data); 533 int atomicCompSwap(inout int mem, int compare, int data); 534 */ 535 // section 8.12 Additional Image Functions will go here if and when we add 536 // support for them 537 float4 imageLoad(image2D image, int2 P); 538 int4 imageLoad(iimage2D image, int2 P); 539 $genType dFdx($genType p); 540 $genType dFdy($genType p); 541 float interpolateAtSample(float interpolant, int sample); 542 float2 interpolateAtSample(float2 interpolant, int sample); 543 float3 interpolateAtSample(float3 interpolant, int sample); 544 float4 interpolateAtSample(float4 interpolant, int sample); 545 float interpolateAtOffset(float interpolant, float2 offset); 546 float2 interpolateAtOffset(float2 interpolant, float2 offset); 547 float3 interpolateAtOffset(float3 interpolant, float2 offset); 548 float4 interpolateAtOffset(float4 interpolant, float2 offset); 549 550 /* 551 $genType fwidth($genType p); 552 $genType fwidthCoarse($genType p); 553 $genType fwidthFine($genType p); 554 void barrier(); 555 void memoryBarrier(); 556 void memoryBarrierAtomicCounter(); 557 void memoryBarrierBuffer(); 558 void memoryBarrierShared(); 559 void memoryBarrierImage(); 560 void groupMemoryBarrier(); 561 */ 562 563 ) 564