1STRINGIFY( 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($genType x); 25$genHType radians($genHType degrees); 26$genHType sin($genHType angle); 27$genHType cos($genHType angle); 28$genHType tan($genHType angle); 29$genHType asin($genHType x); 30$genHType acos($genHType x); 31$genHType atan($genHType y, $genHType x); 32$genHType atan($genHType y_over_x); 33$genHType sinh($genHType x); 34$genHType cosh($genHType x); 35$genHType tanh($genHType x); 36$genHType asinh($genHType x); 37$genHType acosh($genHType x); 38$genHType atanh($genHType x); 39$genHType pow($genHType x, $genHType y); 40$genHType exp($genHType x); 41$genHType log($genHType x); 42$genHType exp2($genHType x); 43$genHType log2($genHType x); 44$genHType sqrt($genHType x); 45//$genDType sqrt($genDType x); 46$genType inversesqrt($genType x); 47//$genDType inversesqrt($genDType x); 48$genType abs($genType x); 49$genHType abs($genHType x); 50$genIType abs($genIType x); 51//$genDType abs($genDType x); 52$genType sign($genType x); 53$genHType sign($genHType x); 54$genIType sign($genIType x); 55//$genDType sign($genDType x); 56$genType floor($genType x); 57$genHType floor($genHType x); 58//$genDType floor($genDType x); 59$genType trunc($genType x); 60$genHType trunc($genHType x); 61//$genDType trunc($genDType x); 62$genType round($genType x); 63$genHType round($genHType x); 64//$genDType round($genDType x); 65$genType roundEven($genType x); 66$genHType roundEven($genHType x); 67//$genDType roundEven($genDType x); 68$genType ceil($genType x); 69$genHType ceil($genHType x); 70//$genDType ceil($genDType x); 71$genType fract($genType x); 72$genHType fract($genHType x); 73//$genDType fract($genDType x); 74$genType mod($genType x, float y); 75$genType mod($genType x, $genType y); 76$genHType mod($genHType x, half y); 77$genHType mod($genHType x, $genType y); 78//$genDType mod($genDType x, double y); 79//$genDType mod($genDType x, $genDType y); 80$genType modf($genType x, out $genType i); 81$genHType modf($genHType x, out $genHType i); 82//$genDType modf($genDType x, out $genDType i); 83$genType min($genType x, $genType y); 84$genType min($genType x, float y); 85$genHType min($genHType x, $genHType y); 86$genHType min($genHType x, half y); 87//$genDType min($genDType x, $genDType y); 88//$genDType min($genDType x, double y); 89$genIType min($genIType x, $genIType y); 90$genIType min($genIType x, int y); 91//$genUType min($genUType x, $genUType y); 92//$genUType min($genUType x, uint y); 93$genType max($genType x, $genType y); 94$genType max($genType x, float y); 95$genHType max($genHType x, $genHType y); 96$genHType max($genHType x, half y); 97//$genDType max($genDType x, $genDType y); 98//$genDType max($genDType x, double y); 99$genIType max($genIType x, $genIType y); 100$genIType max($genIType x, int y); 101//$genUType max($genUType x, $genUType y); 102//$genUType max($genUType x, uint y); 103$genType clamp($genType x, $genType minVal, $genType maxVal); 104$genType clamp($genType x, float minVal, float maxVal); 105$genHType clamp($genHType x, $genHType minVal, $genHType maxVal); 106$genHType clamp($genHType x, half minVal, half maxVal); 107//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal); 108//$genDType clamp($genDType x, double minVal, double maxVal); 109$genIType clamp($genIType x, $genIType minVal, $genIType maxVal); 110$genIType clamp($genIType x, int minVal, int maxVal); 111//$genUType clamp($genUType x, $genUType minVal, $genUType maxVal); 112//$genUType clamp($genUType x, uint minVal, uint maxVal); 113$genType saturate($genType x); 114$genHType saturate($genHType x); 115$genType mix($genType x, $genType y, $genType a); 116$genType mix($genType x, $genType y, float a); 117$genHType mix($genHType x, $genHType y, $genHType a); 118$genHType mix($genHType x, $genHType y, half a); 119//$genDType mix($genDType x, $genDType y, $genDType a); 120//$genDType mix($genDType x, $genDType y, double a); 121$genType mix($genType x, $genType y, $genBType a); 122//$genDType mix($genDType x, $genDType y, $genBType a); 123$genIType mix($genIType x, $genIType y, $genBType a); 124//$genUType mix($genUType x, $genUType y, $genBType a); 125$genBType mix($genBType x, $genBType y, $genBType a); 126$genType step($genType edge, $genType x); 127$genType step(float edge, $genType x); 128$genHType step($genHType edge, $genHType x); 129$genHType step(half edge, $genHType x); 130//$genDType step($genDType edge, $genDType x); 131//$genDType step(double edge, $genDType x); 132$genType smoothstep($genType edge0, $genType edge1, $genType x); 133$genType smoothstep(float edge0, float edge1, $genType x); 134$genHType smoothstep($genHType edge0, $genHType edge1, $genHType x); 135$genHType smoothstep(half edge0, half edge1, $genHType x); 136//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x); 137//$genDType smoothstep(double edge0, double edge1, $genDType x); 138$genBType isnan($genType x); 139$genBType isnan($genDType x); 140$genBType isinf($genType x); 141$genBType isinf($genDType x); 142$genIType floatBitsToInt($genType value); 143//$genUType floatBitsToUint($genType value); 144$genType intBitsTofloat($genIType value); 145$genType uintBitsTofloat($genUType value); 146$genType fma($genType a, $genType b, $genType c); 147$genHType fma($genHType a, $genHType b, $genHType c); 148$genDType fma($genDType a, $genDType b, $genDType c); 149//$genDType fma($genDType a, $genDType b, $genDType c); 150sk_has_side_effects $genType frexp($genType x, out $genIType exp); 151//$genDType frexp($genDType x, out $genIType exp); 152$genType ldexp($genType x, in $genIType exp); 153//$genDType ldexp($genDType x, in $genIType exp); 154uint packUnorm2x16(float2 v); 155uint packSnorm2x16(float2 v); 156uint packUnorm4x8(float4 v); 157uint packSnorm4x8(float4 v); 158float2 unpackUnorm2x16(uint p); 159float2 unpackSnorm2x16(uint p); 160float4 unpackUnorm4x8(uint p); 161float4 unpackSnorm4x8(uint p); 162//double packDouble2x32(uint2 v); 163uint2 unpackDouble2x32(double v); 164uint packHalf2x16(float2 v); 165float2 unpackHalf2x16(uint v); 166float length($genType x); 167half length($genHType x); 168double length($genDType x); 169float distance($genType p0, $genType p1); 170half distance($genHType p0, $genHType p1); 171double distance($genDType p0, $genDType p1); 172float dot($genType x, $genType y); 173half dot($genHType x, $genHType y); 174double dot($genDType x, $genDType y); 175float3 cross(float3 x, float3 y); 176half3 cross(half3 x, half3 y); 177double3 cross(double3 x, double3 y); 178$genType normalize($genType x); 179$genHType normalize($genHType x); 180$genDType normalize($genDType x); 181float4 ftransform(); 182$genType faceforward($genType N, $genType I, $genType Nref); 183$genHType faceforward($genHType N, $genHType I, $genHType Nref); 184$genDType faceforward($genDType N, $genDType I, $genDType Nref); 185$genType reflect($genType I, $genType N); 186$genHType reflect($genHType I, $genHType N); 187$genDType reflect($genDType I, $genDType N); 188$genType refract($genType I, $genType N, float eta); 189$genHType refract($genHType I, $genHType N, float eta); 190$genDType refract($genDType I, $genDType N, float eta); 191$mat matrixCompMult($mat x, $mat y); 192float2x2 outerProduct(float2 c, float2 r); 193float3x3 outerProduct(float3 c, float3 r); 194float4x3 outerProduct(float4 c, float4 r); 195float2x3 outerProduct(float3 c, float2 r); 196float3x2 outerProduct(float2 c, float3 r); 197float2x4 outerProduct(float4 c, float2 r); 198float4x2 outerProduct(float2 c, float4 r); 199float3x4 outerProduct(float4 c, float3 r); 200float4x3 outerProduct(float3 c, float4 r); 201half2x2 outerProduct(half2 c, half2 r); 202half3x3 outerProduct(half3 c, half3 r); 203half4x3 outerProduct(half4 c, half4 r); 204half2x3 outerProduct(half3 c, half2 r); 205half3x2 outerProduct(half2 c, half3 r); 206half2x4 outerProduct(half4 c, half2 r); 207half4x2 outerProduct(half2 c, half4 r); 208half3x4 outerProduct(half4 c, half3 r); 209half4x3 outerProduct(half3 c, half4 r); 210float2x2 transpose(float2x2 m); 211float3x3 transpose(float3x3 m); 212float4x4 transpose(float4x4 m); 213float2x3 transpose(float3x2 m); 214float3x2 transpose(float2x3 m); 215float2x4 transpose(float4x2 m); 216float4x2 transpose(float2x4 m); 217float3x4 transpose(float4x3 m); 218float4x3 transpose(float3x4 m); 219half2x2 transpose(half2x2 m); 220half3x3 transpose(half3x3 m); 221half4x4 transpose(half4x4 m); 222half2x3 transpose(half3x2 m); 223half3x2 transpose(half2x3 m); 224half2x4 transpose(half4x2 m); 225half4x2 transpose(half2x4 m); 226half3x4 transpose(half4x3 m); 227half4x3 transpose(half3x4 m); 228float determinant(float2x2 m); 229float determinant(float3x3 m); 230float determinant(float4x4 m); 231half determinant(half2x2 m); 232half determinant(half3x3 m); 233half determinant(half4x4 m); 234float2x2 inverse(float2x2 m); 235float3x3 inverse(float3x3 m); 236float4x4 inverse(float4x4 m); 237half2x2 inverse(half2x2 m); 238half3x3 inverse(half3x3 m); 239half4x4 inverse(half4x4 m); 240$bvec lessThan($vec x, $vec y); 241$bvec lessThan($hvec x, $hvec y); 242$bvec lessThan($dvec x, $dvec y); 243$bvec lessThan($ivec x, $ivec y); 244$bvec lessThan($svec x, $svec y); 245$bvec lessThan($usvec x, $usvec y); 246$bvec lessThan($uvec x, $uvec y); 247$bvec lessThanEqual($vec x, $vec y); 248$bvec lessThanEqual($hvec x, $hvec y); 249$bvec lessThanEqual($dvec x, $dvec y); 250$bvec lessThanEqual($ivec x, $ivec y); 251$bvec lessThanEqual($uvec x, $uvec y); 252$bvec lessThanEqual($svec x, $svec y); 253$bvec lessThanEqual($usvec x, $usvec y); 254$bvec greaterThan($vec x, $vec y); 255$bvec greaterThan($hvec x, $hvec y); 256$bvec greaterThan($dvec x, $dvec y); 257$bvec greaterThan($ivec x, $ivec y); 258$bvec greaterThan($uvec x, $uvec y); 259$bvec greaterThan($svec x, $svec y); 260$bvec greaterThan($usvec x, $usvec y); 261$bvec greaterThanEqual($vec x, $vec y); 262$bvec greaterThanEqual($hvec x, $hvec y); 263$bvec greaterThanEqual($dvec x, $dvec y); 264$bvec greaterThanEqual($ivec x, $ivec y); 265$bvec greaterThanEqual($uvec x, $uvec y); 266$bvec greaterThanEqual($svec x, $svec y); 267$bvec greaterThanEqual($usvec x, $usvec y); 268$bvec equal($vec x, $vec y); 269$bvec equal($hvec x, $hvec y); 270$bvec equal($dvec x, $dvec y); 271$bvec equal($ivec x, $ivec y); 272$bvec equal($uvec x, $uvec y); 273$bvec equal($svec x, $svec y); 274$bvec equal($usvec x, $usvec y); 275$bvec equal($bvec x, $bvec y); 276$bvec notEqual($vec x, $vec y); 277$bvec notEqual($hvec x, $hvec y); 278$bvec notEqual($dvec x, $dvec y); 279$bvec notEqual($ivec x, $ivec y); 280$bvec notEqual($uvec x, $uvec y); 281$bvec notEqual($svec x, $svec y); 282$bvec notEqual($usvec x, $usvec y); 283$bvec notEqual($bvec x, $bvec y); 284bool any($bvec x); 285bool all($bvec x); 286$bvec not($bvec x); 287 288$genIType bitCount($genIType value); 289$genIType bitCount($genUType value); 290$genIType findLSB($genIType value); 291$genIType findLSB($genUType value); 292$genIType findMSB($genIType value); 293$genIType findMSB($genUType value); 294 295/* 296//$genUType uaddCarry($genUType x, $genUType y, out $genUType carry); 297//$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow); 298void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb); 299void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb); 300$genIType bitfieldExtract($genIType value, int offset, int bits); 301//$genUType bitfieldExtract($genUType value, int offset, int bits); 302$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits); 303//$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits); 304$genIType bitfieldReverse($genIType value); 305//$genUType bitfieldReverse($genUType value); 306int textureSize($gsampler1D sampler, int lod); 307int2 textureSize($gsampler2D sampler, int lod); 308int3 textureSize($gsampler3D sampler, int lod); 309int2 textureSize($gsamplerCube sampler, int lod); 310int textureSize(sampler1DShadow sampler, int lod); 311int2 textureSize(sampler2DShadow sampler, int lod); 312int2 textureSize(samplerCubeShadow sampler, int lod); 313int3 textureSize($gsamplerCubeArray sampler, int lod); 314int3 textureSize(samplerCubeArrayShadow sampler, int lod); 315*/ 316int2 textureSize($gsampler2DRect sampler); 317/* 318int2 textureSize(sampler2DRectShadow sampler); 319int2 textureSize($gsampler1DArray sampler, int lod); 320int3 textureSize($gsampler2DArray sampler, int lod); 321int2 textureSize(sampler1DArrayShadow sampler, int lod); 322int3 textureSize(sampler2DArrayShadow sampler, int lod); 323int textureSize($gsamplerBuffer sampler); 324int2 textureSize($gsampler2DMS sampler); 325int3 textureSize($gsampler2DMSArray sampler); 326float2 textureQueryLod($gsampler1D sampler, float P); 327float2 textureQueryLod($gsampler2D sampler, float2 P); 328float2 textureQueryLod($gsampler3D sampler, float3 P); 329float2 textureQueryLod($gsamplerCube sampler, float3 P); 330float2 textureQueryLod($gsampler1DArray sampler, float P); 331float2 textureQueryLod($gsampler2DArray sampler, float2 P); 332float2 textureQueryLod($gsamplerCubeArray sampler, float3 P); 333float2 textureQueryLod(sampler1DShadow sampler, float P); 334float2 textureQueryLod(sampler2DShadow sampler, float2 P); 335float2 textureQueryLod(samplerCubeShadow sampler, float3 P); 336float2 textureQueryLod(sampler1DArrayShadow sampler, float P); 337float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P); 338float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P); 339int textureQueryLevels($gsampler1D sampler); 340int textureQueryLevels($gsampler2D sampler); 341int textureQueryLevels($gsampler3D sampler); 342int textureQueryLevels($gsamplerCube sampler); 343int textureQueryLevels($gsampler1DArray sampler); 344int textureQueryLevels($gsampler2DArray sampler); 345int textureQueryLevels($gsamplerCubeArray sampler); 346int textureQueryLevels(sampler1DShadow sampler); 347int textureQueryLevels(sampler2DShadow sampler); 348int textureQueryLevels(samplerCubeShadow sampler); 349int textureQueryLevels(sampler1DArrayShadow sampler); 350int textureQueryLevels(sampler2DArrayShadow sampler); 351int textureQueryLevels(samplerCubeArrayShadow sampler); 352*/ 353 354half4 texture($gsampler1D sampler, float P); 355half4 texture($gsampler1D sampler, float P, float bias); 356half4 texture($gsampler2D sampler, float2 P); 357// The above currently only expand to handle the float/fixed case. So we also declare this integer 358// version of texture(). 359int4 texture(isampler2D sampler, float2 P); 360half4 texture(samplerExternalOES sampler, float2 P, float bias); 361half4 texture(samplerExternalOES sampler, float2 P); 362 363/* 364$gfloat4 texture($gsampler2D sampler, float2 P, float bias); 365$gfloat4 texture($gsampler3D sampler, float3 P); 366$gfloat4 texture($gsampler3D sampler, float3 P, float bias); 367$gfloat4 texture($gsamplerCube sampler, float3 P); 368$gfloat4 texture($gsamplerCube sampler, float3 P, float bias); 369float texture(sampler1DShadow sampler, float3 P); 370float texture(sampler1DShadow sampler, float3 P, float bias); 371float texture(sampler2DShadow sampler, float3 P); 372float texture(sampler2DShadow sampler, float3 P, float bias); 373float texture(samplerCubeShadow sampler, float4 P); 374float texture(samplerCubeShadow sampler, float4 P, float bias); 375$gfloat4 texture($gsampler1DArray sampler, float2 P); 376$gfloat4 texture($gsampler1DArray sampler, float2 P, float bias); 377$gfloat4 texture($gsampler2DArray sampler, float3 P); 378$gfloat4 texture($gsampler2DArray sampler, float3 P, float bias); 379$gfloat4 texture($gsamplerCubeArray sampler, float4 P); 380$gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias); 381float texture(sampler1DArrayShadow sampler, float3 P); 382float texture(sampler1DArrayShadow sampler, float3 P, float bias); 383float texture(sampler2DArrayShadow sampler, float4 P); 384*/ 385 386half4 texture($gsampler2DRect sampler, float2 P); 387half4 texture($gsampler2DRect sampler, float3 P); 388 389/* 390float texture(sampler2DRectShadow sampler, float3 P); 391float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare); 392*/ 393 394// Currently we do not support the generic types of loading subpassInput so we have some explicit 395// versions that we currently use 396float4 subpassLoad(subpassInput subpass); 397float4 subpassLoad(subpassInputMS subpass, int sample); 398/* 399$gfloat4subpassLoad(gsubpassInput subpass); 400$gfloat4subpassLoad(gsubpassInputMS subpass, int sample); 401*/ 402) 403 404// split into multiple chunks, as MSVC++ complains if a single string is too long 405 406STRINGIFY( 407 408half4 texture($gsampler1D sampler, float2 P); 409half4 texture($gsampler1D sampler, float2 P, float bias); 410half4 texture($gsampler2D sampler, float3 P); 411half4 texture($gsampler2D sampler, float3 P, float bias); 412/* 413$gfloat4 textureProj($gsampler3D sampler, float4 P); 414$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias); 415float textureProj(sampler1DShadow sampler, float4 P); 416float textureProj(sampler1DShadow sampler, float4 P, float bias); 417float textureProj(sampler2DShadow sampler, float4 P); 418float textureProj(sampler2DShadow sampler, float4 P, float bias); 419$gfloat4 textureProj($gsampler2DRect sampler, float4 P); 420float textureProj(sampler2DRectShadow sampler, float4 P); 421$gfloat4 textureLod($gsampler1D sampler, float P, float lod); 422$gfloat4 textureLod($gsampler2D sampler, float2 P, float lod); 423$gfloat4 textureLod($gsampler3D sampler, float3 P, float lod); 424$gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod); 425float textureLod(sampler1DShadow sampler, float3 P, float lod); 426float textureLod(sampler2DShadow sampler, float3 P, float lod); 427$gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod); 428$gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod); 429float textureLod(sampler1DArrayShadow sampler, float3 P, float lod); 430$gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod); 431$gfloat4 textureOffset($gsampler1D sampler, float P, int offset); 432$gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias); 433$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset); 434$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias); 435$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset); 436$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias); 437$gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset); 438float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset); 439float textureOffset(sampler1DShadow sampler, float3 P, int offset); 440float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias); 441float textureOffset(sampler2DShadow sampler, float3 P, int2 offset); 442float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias); 443$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset); 444$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias); 445$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset); 446$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias); 447float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset); 448float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias); 449float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset); 450float4 texelFetch(samplerBuffer sampler, int P); 451$gfloat4 texelFetch($gsampler1D sampler, int P, int lod); 452$gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod); 453$gfloat4 texelFetch($gsampler2DRect sampler, int2 P); 454$gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod); 455$gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod); 456$gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod); 457$gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample); 458$gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample); 459$gfloat4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset); 460$gfloat4 texelFetchOffset($gsampler2D sampler, int2 P, int lod, int2 offset); 461$gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset); 462$gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset); 463$gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset); 464$gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset); 465$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset); 466$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias); 467$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset); 468$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias); 469$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset); 470$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias); 471$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset); 472$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset, float bias); 473$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset); 474$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset, float bias); 475$gfloat4 textureProjOffset($gsampler2DRect sampler, float3 P, int2 offset); 476$gfloat4 textureProjOffset($gsampler2DRect sampler, float4 P, int2 offset); 477float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset); 478float textureProjOffset(sampler1DShadow sampler, float4 P, int offset); 479float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias); 480float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset); 481float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset, float bias); 482$gfloat4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset); 483$gfloat4 textureLodOffset($gsampler2D sampler, float2 P, float lod, int2 offset); 484$gfloat4 textureLodOffset($gsampler3D sampler, float3 P, float lod, int3 offset); 485float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset); 486float textureLodOffset(sampler2DShadow sampler, float3 P, float lod, int2 offset); 487$gfloat4 textureLodOffset($gsampler1DArray sampler, float2 P, float lod, int offset); 488$gfloat4 textureLodOffset($gsampler2DArray sampler, float3 P, float lod, int2 offset); 489float textureLodOffset(sampler1DArrayShadow sampler, float3 P, float lod, int offset); 490$gfloat4 textureProjLod($gsampler1D sampler, float2 P, float lod); 491$gfloat4 textureProjLod($gsampler1D sampler, float4 P, float lod); 492$gfloat4 textureProjLod($gsampler2D sampler, float3 P, float lod); 493$gfloat4 textureProjLod($gsampler2D sampler, float4 P, float lod); 494$gfloat4 textureProjLod($gsampler3D sampler, float4 P, float lod); 495float textureProjLod(sampler1DShadow sampler, float4 P, float lod); 496float textureProjLod(sampler2DShadow sampler, float4 P, float lod); 497$gfloat4 textureProjLodOffset($gsampler1D sampler, float2 P, float lod, int offset); 498$gfloat4 textureProjLodOffset($gsampler1D sampler, float4 P, float lod, int offset); 499$gfloat4 textureProjLodOffset($gsampler2D sampler, float3 P, float lod, int2 offset); 500$gfloat4 textureProjLodOffset($gsampler2D sampler, float4 P, float lod, int2 offset); 501$gfloat4 textureProjLodOffset($gsampler3D sampler, float4 P, float lod, int3 offset); 502float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset); 503float textureProjLodOffset(sampler2DShadow sampler, float4 P, float lod, int2 offset); 504$gfloat4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy); 505$gfloat4 textureGrad($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy); 506$gfloat4 textureGrad($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy); 507$gfloat4 textureGrad($gsamplerCube sampler, float3 P, float3 dPdx, float3 dPdy); 508$gfloat4 textureGrad($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy); 509float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy); 510float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy); 511float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy); 512float textureGrad(samplerCubeShadow sampler, float4 P, float3 dPdx, float3 dPdy); 513$gfloat4 textureGrad($gsampler1DArray sampler, float2 P, float dPdx, float dPdy); 514$gfloat4 textureGrad($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy); 515float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy); 516float textureGrad(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy); 517$gfloat4 textureGrad($gsamplerCubeArray sampler, float4 P, float3 dPdx, float3 dPdy); 518$gfloat4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset); 519$gfloat4 textureGradOffset($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset); 520$gfloat4 textureGradOffset($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy, int3 offset); 521$gfloat4 textureGradOffset($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset); 522float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 523float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset ); 524float textureGradOffset(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 525$gfloat4 textureGradOffset($gsampler1DArray sampler, float2 P, float dPdx, float dPdy, int offset); 526$gfloat4 textureGradOffset($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 527float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset); 528float textureGradOffset(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 529$gfloat4 textureProjGrad($gsampler1D sampler, float2 P, float dPdx, float dPdy); 530$gfloat4 textureProjGrad($gsampler1D sampler, float4 P, float dPdx, float dPdy); 531$gfloat4 textureProjGrad($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy); 532$gfloat4 textureProjGrad($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy); 533$gfloat4 textureProjGrad($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy); 534$gfloat4 textureProjGrad($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy); 535$gfloat4 textureProjGrad($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy); 536float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy); 537float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy); 538float textureProjGrad(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy); 539$gfloat4 textureProjGradOffset($gsampler1D sampler, float2 P, float dPdx, float dPdy, int offset); 540$gfloat4 textureProjGradOffset($gsampler1D sampler, float4 P, float dPdx, float dPdy, int offset); 541$gfloat4 textureProjGradOffset($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 542$gfloat4 textureProjGradOffset($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 543$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 544$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 545float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 546$gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset); 547float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset); 548float textureProjGradOffset(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 549$gfloat4 textureGather($gsampler2D sampler, float2 P); 550$gfloat4 textureGather($gsampler2D sampler, float2 P, int comp); 551$gfloat4 textureGather($gsampler2DArray sampler, float3 P); 552$gfloat4 textureGather($gsampler2DArray sampler, float3 P, int comp); 553$gfloat4 textureGather($gsamplerCube sampler, float3 P); 554$gfloat4 textureGather($gsamplerCube sampler, float3 P, int comp); 555$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P); 556$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P, int comp); 557$gfloat4 textureGather($gsampler2DRect sampler, float2 P); 558$gfloat4 textureGather($gsampler2DRect sampler, float2 P, int comp); 559float4 textureGather(sampler2DShadow sampler, float2 P, float refZ); 560float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ); 561float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ); 562float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ); 563float4 textureGather(sampler2DRectShadow sampler, float2 P, float refZ); 564$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset); 565$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset, int comp); 566$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset); 567$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset, int comp); 568$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset); 569$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset, int comp); 570float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset); 571float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset); 572float4 textureGatherOffset(sampler2DRectShadow sampler, float2 P, float refZ, int2 offset); 573$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4]); 574$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4], int comp); 575$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4]); 576$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4], int comp); 577$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4]); 578$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4], int comp); 579float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]); 580float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]); 581float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]); 582uint atomicCounterIncrement(atomic_uint c); 583uint atomicCounter(atomic_uint c); 584uint atomicAdd(inout uint mem, uint data); 585int atomicAdd(inout int mem, int data); 586uint atomicMin(inout uint mem, uint data); 587int atomicMin(inout int mem, int data); 588uint atomicMax(inout uint mem, uint data); 589int atomicMax(inout int mem, int data); 590uint atomicAnd(inout uint mem, uint data); 591int atomicAnd(inout int mem, int data); 592uint atomicOr(inout uint mem, uint data); 593int atomicOr(inout int mem, int data); 594uint atomicXor(inout uint mem, uint data); 595int atomicXor(inout int mem, int data); 596uint atomicExchange(inout uint mem, uint data); 597int atomicExchange(inout int mem, int data); 598uint atomicCompSwap(inout uint mem, uint compare, uint data); 599int atomicCompSwap(inout int mem, int compare, int data); 600*/ 601// section 8.12 Additional Image Functions will go here if and when we add 602// support for them 603float4 imageLoad(image2D image, int2 P); 604int4 imageLoad(iimage2D image, int2 P); 605$genType dFdx($genType p); 606$genType dFdy($genType p); 607$genHType dFdx($genHType p); 608$genHType dFdy($genHType p); 609$genType fwidth($genType p); 610$genHType fwidth($genHType p); 611float interpolateAtSample(float interpolant, int sample); 612float2 interpolateAtSample(float2 interpolant, int sample); 613float3 interpolateAtSample(float3 interpolant, int sample); 614float4 interpolateAtSample(float4 interpolant, int sample); 615float interpolateAtOffset(float interpolant, float2 offset); 616float2 interpolateAtOffset(float2 interpolant, float2 offset); 617float3 interpolateAtOffset(float3 interpolant, float2 offset); 618float4 interpolateAtOffset(float4 interpolant, float2 offset); 619 620/* 621$genType fwidth($genType p); 622$genType fwidthCoarse($genType p); 623$genType fwidthFine($genType p); 624void barrier(); 625void memoryBarrier(); 626void memoryBarrierAtomicCounter(); 627void memoryBarrierBuffer(); 628void memoryBarrierShared(); 629void memoryBarrierImage(); 630void groupMemoryBarrier(); 631*/ 632 633) 634