// Reduced set of intrinsics that are available to public SkSL (RuntimeEffect and Interpreter) // See "The OpenGL ES Shading Language, Section 8" // 8.1 : Angle and Trigonometry Functions $genType radians($genType degrees); $genHType radians($genHType degrees); $genType degrees($genType radians); $genHType degrees($genHType radians); $genType sin($genType angle); $genHType sin($genHType angle); $genType cos($genType angle); $genHType cos($genHType angle); $genType tan($genType angle); $genHType tan($genHType angle); $genType asin($genType x); $genHType asin($genHType x); $genType acos($genType x); $genHType acos($genHType x); $genType atan($genType y, $genType x); $genHType atan($genHType y, $genHType x); $genType atan($genType y_over_x); $genHType atan($genHType y_over_x); // 8.1 : Angle and Trigonometry Functions (GLSL ES 3.0) $es3 $genType sinh($genType x); $es3 $genHType sinh($genHType x); $es3 $genType cosh($genType x); $es3 $genHType cosh($genHType x); $es3 $genType tanh($genType x); $es3 $genHType tanh($genHType x); $es3 $genType asinh($genType x); $es3 $genHType asinh($genHType x); $es3 $genType acosh($genType x); $es3 $genHType acosh($genHType x); $es3 $genType atanh($genType x); $es3 $genHType atanh($genHType x); // 8.2 : Exponential Functions $genType pow($genType x, $genType y); $genHType pow($genHType x, $genHType y); $genType exp($genType x); $genHType exp($genHType x); $genType log($genType x); $genHType log($genHType x); $genType exp2($genType x); $genHType exp2($genHType x); $genType log2($genType x); $genHType log2($genHType x); $genType sqrt($genType x); $genHType sqrt($genHType x); $genType inversesqrt($genType x); $genHType inversesqrt($genHType x); // 8.3 : Common Functions $genType abs($genType x); $genHType abs($genHType x); $genType sign($genType x); $genHType sign($genHType x); $genType floor($genType x); $genHType floor($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); $genType min($genType x, $genType y); $genType min($genType x, float y); $genHType min($genHType x, $genHType y); $genHType min($genHType x, half 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); $genType clamp($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); $genType saturate($genType x); // SkSL extension $genHType saturate($genHType x); // SkSL extension $genType mix($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); $genType step($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); // 8.3 : Common Functions (GLSL ES 3.0) $es3 $genIType floatBitsToInt ($genType value); $es3 $genUType floatBitsToUint($genType value); $es3 $genType intBitsToFloat ($genIType value); $es3 $genType uintBitsToFloat($genUType value); $es3 $genType trunc($genType x); $es3 $genHType trunc($genHType x); $es3 $genType round($genType x); $es3 $genHType round($genHType x); $es3 $genType roundEven($genType x); $es3 $genHType roundEven($genHType x); $es3 $genIType min($genIType x, $genIType y); $es3 $genIType min($genIType x, int y); $es3 $genIType max($genIType x, $genIType y); $es3 $genIType max($genIType x, int y); $es3 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal); $es3 $genIType clamp($genIType x, int minVal, int maxVal); $es3 $genUType clamp($genUType x, $genUType minVal, $genUType maxVal); $es3 $genUType clamp($genUType x, uint minVal, uint maxVal); $es3 $genType mix($genType x, $genType y, $genBType a); $es3 $genHType mix($genHType x, $genHType y, $genBType a); // 8.3 : Common Functions (GLSL ES 3.0) -- cannot be used in constant-expressions $es3 $genBType isnan($genType x); $es3 $genBType isnan($genHType x); $es3 $genBType isinf($genType x); $es3 $genBType isinf($genHType x); $es3 $genType modf($genType x, out $genType i); $es3 $genHType modf($genHType x, out $genHType i); // 8.4 : Floating-Point Pack and Unpack Functions (GLSL ES 3.0) $es3 uint packUnorm2x16(float2 v); $es3 float2 unpackUnorm2x16(uint p); // 8.5 : Geometric Functions float length($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); // 8.6 : Matrix Functions $squareMat matrixCompMult($squareMat x, $squareMat y); $squareHMat matrixCompMult($squareHMat x, $squareHMat y); $es3 $mat matrixCompMult($mat x, $mat y); $es3 $hmat matrixCompMult($hmat x, $hmat y); // 8.6 : Matrix Functions (GLSL 1.4, poly-filled by SkSL as needed) $squareMat inverse($squareMat m); $squareHMat inverse($squareHMat m); // 8.6 : Matrix Functions (GLSL ES 3.0) $es3 float determinant($squareMat m); $es3 half determinant($squareHMat m); $es3 $squareMat transpose($squareMat m); $es3 $squareHMat transpose($squareHMat m); $es3 float2x3 transpose(float3x2 m); $es3 half2x3 transpose(half3x2 m); $es3 float2x4 transpose(float4x2 m); $es3 half2x4 transpose(half4x2 m); $es3 float3x2 transpose(float2x3 m); $es3 half3x2 transpose(half2x3 m); $es3 float3x4 transpose(float4x3 m); $es3 half3x4 transpose(half4x3 m); $es3 float4x2 transpose(float2x4 m); $es3 half4x2 transpose(half2x4 m); $es3 float4x3 transpose(float3x4 m); $es3 half4x3 transpose(half3x4 m); $es3 $squareMat outerProduct($vec c, $vec r); $es3 $squareHMat outerProduct($hvec c, $hvec r); $es3 float2x3 outerProduct(float3 c, float2 r); $es3 half2x3 outerProduct(half3 c, half2 r); $es3 float3x2 outerProduct(float2 c, float3 r); $es3 half3x2 outerProduct(half2 c, half3 r); $es3 float2x4 outerProduct(float4 c, float2 r); $es3 half2x4 outerProduct(half4 c, half2 r); $es3 float4x2 outerProduct(float2 c, float4 r); $es3 half4x2 outerProduct(half2 c, half4 r); $es3 float3x4 outerProduct(float4 c, float3 r); $es3 half3x4 outerProduct(half4 c, half3 r); $es3 float4x3 outerProduct(float3 c, float4 r); $es3 half4x3 outerProduct(half3 c, half4 r); // 8.7 : Vector Relational Functions $bvec lessThan($vec x, $vec y); $bvec lessThan($hvec x, $hvec y); $bvec lessThan($ivec x, $ivec y); $bvec lessThanEqual($vec x, $vec y); $bvec lessThanEqual($hvec x, $hvec y); $bvec lessThanEqual($ivec x, $ivec y); $bvec greaterThan($vec x, $vec y); $bvec greaterThan($hvec x, $hvec y); $bvec greaterThan($ivec x, $ivec y); $bvec greaterThanEqual($vec x, $vec y); $bvec greaterThanEqual($hvec x, $hvec y); $bvec greaterThanEqual($ivec x, $ivec y); $bvec equal($vec x, $vec y); $bvec equal($hvec x, $hvec y); $bvec equal($ivec x, $ivec 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); $bvec notEqual($bvec x, $bvec y); bool any($bvec x); bool all($bvec x); $bvec not($bvec x); // 8.9 : Fragment Processing Functions (GLSL ES 3.0) $es3 $genType dFdx($genType p); $es3 $genType dFdy($genType p); $es3 $genHType dFdx($genHType p); $es3 $genHType dFdy($genHType p); $es3 $genType fwidth($genType p); $es3 $genHType fwidth($genHType p); // SkSL intrinsics that are not part of GLSL: // 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); } // SkSL intrinsics that reflect Skia's C++ object model: half4 $eval(float2 coords, shader s); half4 $eval(half4 color, colorFilter f); half4 $eval(half4 src, half4 dst, blender b);