// defines built-in functions supported by SkSL when running on a GPU $genType radians($genType degrees); $genType degrees($genType radians); $genType sin($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); $genHType radians($genHType degrees); $genHType degrees($genHType radians); $genHType sin($genHType angle); $genHType cos($genHType angle); $genHType tan($genHType angle); $genHType asin($genHType x); $genHType acos($genHType x); $genHType atan($genHType y, $genHType x); $genHType atan($genHType y_over_x); $genHType sinh($genHType x); $genHType cosh($genHType x); $genHType tanh($genHType x); $genHType asinh($genHType x); $genHType acosh($genHType x); $genHType atanh($genHType x); $genHType pow($genHType x, $genHType y); $genHType exp($genHType x); $genHType log($genHType x); $genHType exp2($genHType x); $genHType log2($genHType x); $genHType sqrt($genHType x); $genType inversesqrt($genType x); $genHType inversesqrt($genHType x); $genType abs($genType x); $genHType abs($genHType x); $genIType abs($genIType x); $genType sign($genType x); $genHType sign($genHType x); $genIType sign($genIType x); $genType floor($genType x); $genHType floor($genHType x); $genType trunc($genType x); $genHType trunc($genHType x); $genType round($genType x); $genHType round($genHType x); $genType roundEven($genType x); $genHType roundEven($genHType x); $genType ceil($genType x); $genHType ceil($genHType x); $genType fract($genType x); $genHType fract($genHType x); $genType mod($genType x, float y); $genType mod($genType x, $genType y); $genHType mod($genHType x, half y); $genHType mod($genHType x, $genHType y); $genType modf($genType x, out $genType i); $genHType modf($genHType x, out $genHType i); $genType min($genType x, $genType y); $genType min($genType x, float y); $genHType min($genHType x, $genHType y); $genHType min($genHType x, half y); $genIType min($genIType x, $genIType y); $genIType min($genIType x, int y); $genType max($genType x, $genType y); $genType max($genType x, float y); $genHType max($genHType x, $genHType y); $genHType max($genHType x, half y); $genIType max($genIType x, $genIType y); $genIType max($genIType x, int y); $genType clamp($genType x, $genType minVal, $genType maxVal); $genType clamp($genType x, float minVal, float maxVal); $genHType clamp($genHType x, $genHType minVal, $genHType maxVal); $genHType clamp($genHType x, half minVal, half 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); $genType saturate($genType x); $genHType saturate($genHType x); $genType mix($genType x, $genType y, $genType a); $genType mix($genType x, $genType y, float a); $genHType mix($genHType x, $genHType y, $genHType a); $genHType mix($genHType x, $genHType y, half a); $genType mix($genType x, $genType y, $genBType a); $genHType mix($genHType x, $genHType y, $genBType a); $genIType mix($genIType x, $genIType y, $genBType a); $genBType mix($genBType x, $genBType y, $genBType a); $genType step($genType edge, $genType x); $genType step(float edge, $genType x); $genHType step($genHType edge, $genHType x); $genHType step(half edge, $genHType x); $genType smoothstep($genType edge0, $genType edge1, $genType x); $genType smoothstep(float edge0, float edge1, $genType x); $genHType smoothstep($genHType edge0, $genHType edge1, $genHType x); $genHType smoothstep(half edge0, half edge1, $genHType x); $genBType isnan($genType x); $genBType isinf($genType x); $genIType floatBitsToInt($genType value); $genUType floatBitsToUint($genType value); $genType intBitsToFloat($genIType value); $genType uintBitsToFloat($genUType value); $genType fma($genType a, $genType b, $genType c); $genHType fma($genHType a, $genHType b, $genHType c); sk_has_side_effects $genType frexp($genType x, out $genIType exp); sk_has_side_effects $genHType frexp($genHType x, out $genIType exp); $genType ldexp($genType x, in $genIType exp); $genHType ldexp($genHType x, in $genIType exp); uint packUnorm2x16(float2 v); uint packSnorm2x16(float2 v); uint packUnorm4x8(float4 v); uint packSnorm4x8(float4 v); float2 unpackUnorm2x16(uint p); float2 unpackSnorm2x16(uint p); float4 unpackUnorm4x8(uint p); float4 unpackSnorm4x8(uint p); uint packHalf2x16(float2 v); float2 unpackHalf2x16(uint v); float length($genType x); half length($genHType x); float distance($genType p0, $genType p1); half distance($genHType p0, $genHType p1); float dot($genType x, $genType y); half dot($genHType x, $genHType y); float3 cross(float3 x, float3 y); half3 cross(half3 x, half3 y); $genType normalize($genType x); $genHType normalize($genHType x); $genType faceforward($genType N, $genType I, $genType Nref); $genHType faceforward($genHType N, $genHType I, $genHType Nref); $genType reflect($genType I, $genType N); $genHType reflect($genHType I, $genHType N); $genType refract($genType I, $genType N, float eta); $genHType refract($genHType I, $genHType N, half eta); $mat matrixCompMult($mat x, $mat y); $hmat matrixCompMult($hmat x, $hmat y); $squareMat outerProduct($vec c, $vec r); float2x3 outerProduct(float3 c, float2 r); float3x2 outerProduct(float2 c, float3 r); float2x4 outerProduct(float4 c, float2 r); float4x2 outerProduct(float2 c, float4 r); float3x4 outerProduct(float4 c, float3 r); float4x3 outerProduct(float3 c, float4 r); $squareHMat outerProduct($hvec c, $hvec r); half2x3 outerProduct(half3 c, half2 r); half3x2 outerProduct(half2 c, half3 r); half2x4 outerProduct(half4 c, half2 r); half4x2 outerProduct(half2 c, half4 r); half3x4 outerProduct(half4 c, half3 r); half4x3 outerProduct(half3 c, half4 r); $squareMat transpose($squareMat m); float2x3 transpose(float3x2 m); float3x2 transpose(float2x3 m); float2x4 transpose(float4x2 m); float4x2 transpose(float2x4 m); float3x4 transpose(float4x3 m); float4x3 transpose(float3x4 m); $squareHMat transpose($squareHMat m); half2x3 transpose(half3x2 m); half3x2 transpose(half2x3 m); half2x4 transpose(half4x2 m); half4x2 transpose(half2x4 m); half3x4 transpose(half4x3 m); half4x3 transpose(half3x4 m); float determinant($squareMat m); half determinant($squareHMat m); $squareMat inverse($squareMat m); $squareHMat inverse($squareHMat m); $bvec lessThan($vec x, $vec y); $bvec lessThan($hvec x, $hvec y); $bvec lessThan($ivec x, $ivec y); $bvec lessThan($svec x, $svec y); $bvec lessThan($usvec x, $usvec y); $bvec lessThan($uvec x, $uvec y); $bvec lessThanEqual($vec x, $vec y); $bvec lessThanEqual($hvec x, $hvec y); $bvec lessThanEqual($ivec x, $ivec y); $bvec lessThanEqual($uvec x, $uvec y); $bvec lessThanEqual($svec x, $svec y); $bvec lessThanEqual($usvec x, $usvec y); $bvec greaterThan($vec x, $vec y); $bvec greaterThan($hvec x, $hvec y); $bvec greaterThan($ivec x, $ivec y); $bvec greaterThan($uvec x, $uvec y); $bvec greaterThan($svec x, $svec y); $bvec greaterThan($usvec x, $usvec y); $bvec greaterThanEqual($vec x, $vec y); $bvec greaterThanEqual($hvec x, $hvec y); $bvec greaterThanEqual($ivec x, $ivec y); $bvec greaterThanEqual($uvec x, $uvec y); $bvec greaterThanEqual($svec x, $svec y); $bvec greaterThanEqual($usvec x, $usvec y); $bvec equal($vec x, $vec y); $bvec equal($hvec x, $hvec y); $bvec equal($ivec x, $ivec y); $bvec equal($uvec x, $uvec y); $bvec equal($svec x, $svec y); $bvec equal($usvec x, $usvec y); $bvec equal($bvec x, $bvec y); $bvec notEqual($vec x, $vec y); $bvec notEqual($hvec x, $hvec y); $bvec notEqual($ivec x, $ivec y); $bvec notEqual($uvec x, $uvec y); $bvec notEqual($svec x, $svec y); $bvec notEqual($usvec x, $usvec y); $bvec notEqual($bvec x, $bvec y); bool any($bvec x); bool all($bvec x); $bvec not($bvec x); $genIType bitCount($genIType value); $genIType bitCount($genUType value); $genIType findLSB($genIType value); $genIType findLSB($genUType value); $genIType findMSB($genIType value); $genIType findMSB($genUType value); sampler2D makeSampler2D(texture2D texture, sampler s); int2 textureSize(sampler2DRect s); half4 sample(sampler1D s, float P); half4 sample(sampler1D s, float P, float bias); half4 sample(sampler2D s, float2 P); int4 sample(isampler2D s, float2 P); half4 sample(samplerExternalOES s, float2 P, float bias); half4 sample(samplerExternalOES s, float2 P); half4 sample(sampler2DRect s, float2 P); half4 sample(sampler2DRect s, float3 P); // Currently we do not support the generic types of loading subpassInput so we have some explicit // versions that we currently use half4 subpassLoad(subpassInput subpass); half4 subpassLoad(subpassInputMS subpass, int sample); half4 sample(sampler1D s, float2 P); half4 sample(sampler1D s, float2 P, float bias); half4 sample(sampler2D s, float3 P); half4 sample(sampler2D s, float3 P, float bias); $genType dFdx($genType p); $genType dFdy($genType p); $genHType dFdx($genHType p); $genHType dFdy($genHType p); $genType fwidth($genType p); $genHType fwidth($genHType p); float interpolateAtSample(float interpolant, int sample); float2 interpolateAtSample(float2 interpolant, int sample); float3 interpolateAtSample(float3 interpolant, int sample); float4 interpolateAtSample(float4 interpolant, int sample); float interpolateAtOffset(float interpolant, float2 offset); float2 interpolateAtOffset(float2 interpolant, float2 offset); float3 interpolateAtOffset(float3 interpolant, float2 offset); float4 interpolateAtOffset(float4 interpolant, float2 offset); // Definitions of functions implementing all of the SkBlendMode blends. half4 blend_clear(half4 src, half4 dst) { return half4(0); } half4 blend_src(half4 src, half4 dst) { return src; } half4 blend_dst(half4 src, half4 dst) { return dst; } half4 blend_src_over(half4 src, half4 dst) { return src + (1 - src.a)*dst; } half4 blend_dst_over(half4 src, half4 dst) { return (1 - dst.a)*src + dst; } half4 blend_src_in(half4 src, half4 dst) { return src*dst.a; } half4 blend_dst_in(half4 src, half4 dst) { return dst*src.a; } half4 blend_src_out(half4 src, half4 dst) { return (1 - dst.a)*src; } half4 blend_dst_out(half4 src, half4 dst) { return (1 - src.a)*dst; } half4 blend_src_atop(half4 src, half4 dst) { return dst.a*src + (1 - src.a)*dst; } half4 blend_dst_atop(half4 src, half4 dst) { return (1 - dst.a) * src + src.a*dst; } half4 blend_xor(half4 src, half4 dst) { return (1 - dst.a)*src + (1 - src.a)*dst; } half4 blend_plus(half4 src, half4 dst) { return min(src + dst, 1); } half4 blend_modulate(half4 src, half4 dst) { return src*dst; } half4 blend_screen(half4 src, half4 dst) { return src + (1 - src)*dst; } half _blend_overlay_component(half2 s, half2 d) { return (2*d.x <= d.y) ? 2*s.x*d.x : s.y*d.y - 2*(d.y - d.x)*(s.y - s.x); } half4 blend_overlay(half4 src, half4 dst) { half4 result = half4(_blend_overlay_component(src.ra, dst.ra), _blend_overlay_component(src.ga, dst.ga), _blend_overlay_component(src.ba, dst.ba), src.a + (1 - src.a)*dst.a); result.rgb += dst.rgb*(1 - src.a) + src.rgb*(1 - dst.a); return result; } half4 blend_darken(half4 src, half4 dst) { half4 result = blend_src_over(src, dst); result.rgb = min(result.rgb, (1 - dst.a)*src.rgb + dst.rgb); return result; } half4 blend_lighten(half4 src, half4 dst) { half4 result = blend_src_over(src, dst); result.rgb = max(result.rgb, (1 - dst.a)*src.rgb + dst.rgb); return result; } half _guarded_divide(half n, half d) { return sk_Caps.mustGuardDivisionEvenAfterExplicitZeroCheck ? n/(d + 0.00000001) : n/d; } half3 _guarded_divide(half3 n, half d) { return sk_Caps.mustGuardDivisionEvenAfterExplicitZeroCheck ? n/(d + 0.00000001) : n/d; } half _color_dodge_component(half2 s, half2 d) { if (d.x == 0) { return s.x*(1 - d.y); } else { half delta = s.y - s.x; if (delta == 0) { return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y); } else { delta = min(d.y, _guarded_divide(d.x*s.y, delta)); return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); } } } half4 blend_color_dodge(half4 src, half4 dst) { return half4(_color_dodge_component(src.ra, dst.ra), _color_dodge_component(src.ga, dst.ga), _color_dodge_component(src.ba, dst.ba), src.a + (1 - src.a)*dst.a); } half _color_burn_component(half2 s, half2 d) { if (d.y == d.x) { return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y); } else if (s.x == 0) { return d.x*(1 - s.y); } else { half delta = max(0, d.y - _guarded_divide((d.y - d.x)*s.y, s.x)); return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y); } } half4 blend_color_burn(half4 src, half4 dst) { return half4(_color_burn_component(src.ra, dst.ra), _color_burn_component(src.ga, dst.ga), _color_burn_component(src.ba, dst.ba), src.a + (1 - src.a)*dst.a); } half4 blend_hard_light(half4 src, half4 dst) { return blend_overlay(dst, src); } half _soft_light_component(half2 s, half2 d) { if (2*s.x <= s.y) { return _guarded_divide(d.x*d.x*(s.y - 2*s.x), d.y) + (1 - d.y)*s.x + d.x*(-s.y + 2*s.x + 1); } else if (4.0 * d.x <= d.y) { half DSqd = d.x*d.x; half DCub = DSqd*d.x; half DaSqd = d.y*d.y; half DaCub = DaSqd*d.y; return _guarded_divide(DaSqd*(s.x - d.x*(3*s.y - 6*s.x - 1)) + 12*d.y*DSqd*(s.y - 2*s.x) - 16*DCub * (s.y - 2*s.x) - DaCub*s.x, DaSqd); } else { return d.x*(s.y - 2*s.x + 1) + s.x - sqrt(d.y*d.x)*(s.y - 2*s.x) - d.y*s.x; } } half4 blend_soft_light(half4 src, half4 dst) { return (dst.a == 0) ? src : half4(_soft_light_component(src.ra, dst.ra), _soft_light_component(src.ga, dst.ga), _soft_light_component(src.ba, dst.ba), src.a + (1 - src.a)*dst.a); } half4 blend_difference(half4 src, half4 dst) { return half4(src.rgb + dst.rgb - 2*min(src.rgb*dst.a, dst.rgb*src.a), src.a + (1 - src.a)*dst.a); } half4 blend_exclusion(half4 src, half4 dst) { return half4(dst.rgb + src.rgb - 2*dst.rgb*src.rgb, src.a + (1 - src.a)*dst.a); } half4 blend_multiply(half4 src, half4 dst) { return half4((1 - src.a)*dst.rgb + (1 - dst.a)*src.rgb + src.rgb*dst.rgb, src.a + (1 - src.a)*dst.a); } half _blend_color_luminance(half3 color) { return dot(half3(0.3, 0.59, 0.11), color); } half3 _blend_set_color_luminance(half3 hueSatColor, half alpha, half3 lumColor) { half lum = _blend_color_luminance(lumColor); half3 result = lum - _blend_color_luminance(hueSatColor) + hueSatColor; half minComp = min(min(result.r, result.g), result.b); half maxComp = max(max(result.r, result.g), result.b); if (minComp < 0 && lum != minComp) { result = lum + (result - lum) * _guarded_divide(lum, (lum - minComp)); } if (maxComp > alpha && maxComp != lum) { return lum + _guarded_divide((result - lum) * (alpha - lum), (maxComp - lum)); } else { return result; } } half _blend_color_saturation(half3 color) { return max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b); } half3 _blend_set_color_saturation_helper(half3 minMidMax, half sat) { if (minMidMax.r < minMidMax.b) { return half3(0, _guarded_divide(sat*(minMidMax.g - minMidMax.r), (minMidMax.b - minMidMax.r)), sat); } else { return half3(0); } } half3 _blend_set_color_saturation(half3 hueLumColor, half3 satColor) { half sat = _blend_color_saturation(satColor); if (hueLumColor.r <= hueLumColor.g) { if (hueLumColor.g <= hueLumColor.b) { return _blend_set_color_saturation_helper(hueLumColor.rgb, sat); } else if (hueLumColor.r <= hueLumColor.b) { return _blend_set_color_saturation_helper(hueLumColor.rbg, sat).rbg; } else { return _blend_set_color_saturation_helper(hueLumColor.brg, sat).gbr; } } else if (hueLumColor.r <= hueLumColor.b) { return _blend_set_color_saturation_helper(hueLumColor.grb, sat).grb; } else if (hueLumColor.g <= hueLumColor.b) { return _blend_set_color_saturation_helper(hueLumColor.gbr, sat).brg; } else { return _blend_set_color_saturation_helper(hueLumColor.bgr, sat).bgr; } } half4 blend_hue(half4 src, half4 dst) { half alpha = dst.a*src.a; half3 sda = src.rgb*dst.a; half3 dsa = dst.rgb*src.a; return half4(_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.rgb - dsa + src.rgb - sda, src.a + dst.a - alpha); } half4 blend_saturation(half4 src, half4 dst) { half alpha = dst.a*src.a; half3 sda = src.rgb*dst.a; half3 dsa = dst.rgb*src.a; return half4(_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.rgb - dsa + src.rgb - sda, src.a + dst.a - alpha); } half4 blend_color(half4 src, half4 dst) { half alpha = dst.a*src.a; half3 sda = src.rgb*dst.a; half3 dsa = dst.rgb*src.a; return half4(_blend_set_color_luminance(sda, alpha, dsa) + dst.rgb - dsa + src.rgb - sda, src.a + dst.a - alpha); } half4 blend_luminosity(half4 src, half4 dst) { half alpha = dst.a*src.a; half3 sda = src.rgb*dst.a; half3 dsa = dst.rgb*src.a; return half4(_blend_set_color_luminance(dsa, alpha, sda) + dst.rgb - dsa + src.rgb - sda, src.a + dst.a - alpha); } // The max() guards against division by zero when the incoming color is transparent black half4 unpremul(half4 color) { return half4(color.rgb / max(color.a, 0.0001), color.a); } float4 unpremul(float4 color) { return float4(color.rgb / max(color.a, 0.0001), color.a); } float2 proj(float3 p) { return p.xy / p.z; } // Implement cross() as a determinant to communicate our intent more clearly to the compiler. // NOTE: Due to precision issues, it might be the case that cross(a, a) != 0. float cross(float2 a, float2 b) { return sk_Caps.builtinDeterminantSupport ? determinant(float2x2(a, b)) : a.x*b.y - a.y*b.x; } half cross(half2 a, half2 b) { return sk_Caps.builtinDeterminantSupport ? determinant(half2x2(a, b)) : a.x*b.y - a.y*b.x; }