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($genType x); 25//$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 $genIType exp); 109uint packUnorm2x16(float2 v); 110uint packSnorm2x16(float2 v); 111uint packUnorm4x8(float4 v); 112uint packSnorm4x8(float4 v); 113float2 unpackUnorm2x16(uint p); 114float2 unpackSnorm2x16(uint p); 115float4 unpackUnorm4x8(uint p); 116float4 unpackSnorm4x8(uint p); 117//double packDouble2x32(uint2 v); 118uint2 unpackDouble2x32(double v); 119uint packHalf2x16(float2 v); 120float2 unpackHalf2x16(uint v); 121float length($genType x); 122half length($genHType x); 123double length($genDType x); 124float distance($genType p0, $genType p1); 125half distance($genHType p0, $genHType p1); 126double distance($genDType p0, $genDType p1); 127float dot($genType x, $genType y); 128half dot($genHType x, $genHType y); 129double dot($genDType x, $genDType y); 130float3 cross(float3 x, float3 y); 131half3 cross(half3 x, half3 y); 132double3 cross(double3 x, double3 y); 133$genType normalize($genType x); 134$genHType normalize($genHType x); 135$genDType normalize($genDType x); 136float4 ftransform(); 137$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, $mat y); 147float2x2 outerProduct(float2 c, float2 r); 148float3x3 outerProduct(float3 c, float3 r); 149float4x3 outerProduct(float4 c, float4 r); 150float2x3 outerProduct(float3 c, float2 r); 151float3x2 outerProduct(float2 c, float3 r); 152float2x4 outerProduct(float4 c, float2 r); 153float4x2 outerProduct(float2 c, float4 r); 154float3x4 outerProduct(float4 c, float3 r); 155float4x3 outerProduct(float3 c, float4 r); 156float2x2 transpose(float2x2 m); 157float3x3 transpose(float3x3 m); 158float4x4 transpose(float4x4 m); 159float2x3 transpose(float3x2 m); 160float3x2 transpose(float2x3 m); 161float2x4 transpose(float4x2 m); 162float4x2 transpose(float2x4 m); 163float3x4 transpose(float4x3 m); 164float4x3 transpose(float3x4 m); 165float determinant(float2x2 m); 166float determinant(float3x3 m); 167float determinant(float4x4 m); 168float2x2 inverse(float2x2 m); 169float3x3 inverse(float3x3 m); 170float4x4 inverse(float4x4 m); 171$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, $bvec y); 215bool any($bvec x); 216bool 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 $genUType borrow); 229void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb); 230void imulExtended($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($genUType value); 237int textureSize($gsampler1D sampler, int lod); 238int2 textureSize($gsampler2D sampler, int lod); 239int3 textureSize($gsampler3D sampler, int lod); 240int2 textureSize($gsamplerCube sampler, int lod); 241int textureSize(sampler1DShadow sampler, int lod); 242int2 textureSize(sampler2DShadow sampler, int lod); 243int2 textureSize(samplerCubeShadow sampler, int lod); 244int3 textureSize($gsamplerCubeArray sampler, int lod); 245int3 textureSize(samplerCubeArrayShadow sampler, int lod); 246*/ 247int2 textureSize($gsampler2DRect sampler); 248/* 249int2 textureSize(sampler2DRectShadow sampler); 250int2 textureSize($gsampler1DArray sampler, int lod); 251int3 textureSize($gsampler2DArray sampler, int lod); 252int2 textureSize(sampler1DArrayShadow sampler, int lod); 253int3 textureSize(sampler2DArrayShadow sampler, int lod); 254int textureSize($gsamplerBuffer sampler); 255int2 textureSize($gsampler2DMS sampler); 256int3 textureSize($gsampler2DMSArray sampler); 257float2 textureQueryLod($gsampler1D sampler, float P); 258float2 textureQueryLod($gsampler2D sampler, float2 P); 259float2 textureQueryLod($gsampler3D sampler, float3 P); 260float2 textureQueryLod($gsamplerCube sampler, float3 P); 261float2 textureQueryLod($gsampler1DArray sampler, float P); 262float2 textureQueryLod($gsampler2DArray sampler, float2 P); 263float2 textureQueryLod($gsamplerCubeArray sampler, float3 P); 264float2 textureQueryLod(sampler1DShadow sampler, float P); 265float2 textureQueryLod(sampler2DShadow sampler, float2 P); 266float2 textureQueryLod(samplerCubeShadow sampler, float3 P); 267float2 textureQueryLod(sampler1DArrayShadow sampler, float P); 268float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P); 269float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P); 270int textureQueryLevels($gsampler1D sampler); 271int textureQueryLevels($gsampler2D sampler); 272int textureQueryLevels($gsampler3D sampler); 273int textureQueryLevels($gsamplerCube sampler); 274int textureQueryLevels($gsampler1DArray sampler); 275int textureQueryLevels($gsampler2DArray sampler); 276int textureQueryLevels($gsamplerCubeArray sampler); 277int textureQueryLevels(sampler1DShadow sampler); 278int textureQueryLevels(sampler2DShadow sampler); 279int textureQueryLevels(samplerCubeShadow sampler); 280int textureQueryLevels(sampler1DArrayShadow sampler); 281int textureQueryLevels(sampler2DArrayShadow sampler); 282int textureQueryLevels(samplerCubeArrayShadow sampler); 283*/ 284 285half4 texture($gsampler1D sampler, float P); 286half4 texture($gsampler1D sampler, float P, float bias); 287half4 texture($gsampler2D sampler, float2 P); 288// The above currently only expand to handle the float/fixed case. So we also declare this integer 289// version of texture(). 290int4 texture(isampler2D sampler, float2 P); 291half4 texture(samplerExternalOES sampler, float2 P, float bias); 292half4 texture(samplerExternalOES sampler, float2 P); 293 294/* 295$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($gsamplerCube sampler, float3 P, float bias); 300float texture(sampler1DShadow sampler, float3 P); 301float texture(sampler1DShadow sampler, float3 P, float bias); 302float texture(sampler2DShadow sampler, float3 P); 303float texture(sampler2DShadow sampler, float3 P, float bias); 304float texture(samplerCubeShadow sampler, float4 P); 305float texture(samplerCubeShadow sampler, float4 P, float bias); 306$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($gsamplerCubeArray sampler, float4 P, float bias); 312float texture(sampler1DArrayShadow sampler, float3 P); 313float texture(sampler1DArrayShadow sampler, float3 P, float bias); 314float texture(sampler2DArrayShadow sampler, float4 P); 315*/ 316 317half4 texture($gsampler2DRect sampler, float2 P); 318half4 texture($gsampler2DRect sampler, float3 P); 319 320/* 321float texture(sampler2DRectShadow sampler, float3 P); 322float texture($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 327float4 subpassLoad(subpassInput subpass); 328float4 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 337STRINGIFY( 338 339half4 texture($gsampler1D sampler, float2 P); 340half4 texture($gsampler1D sampler, float2 P, float bias); 341half4 texture($gsampler2D sampler, float3 P); 342half4 texture($gsampler2D sampler, float3 P, float bias); 343/* 344$gfloat4 textureProj($gsampler3D sampler, float4 P); 345$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias); 346float textureProj(sampler1DShadow sampler, float4 P); 347float textureProj(sampler1DShadow sampler, float4 P, float bias); 348float textureProj(sampler2DShadow sampler, float4 P); 349float textureProj(sampler2DShadow sampler, float4 P, float bias); 350$gfloat4 textureProj($gsampler2DRect sampler, float4 P); 351float 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); 356float textureLod(sampler1DShadow sampler, float3 P, float lod); 357float 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); 360float 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); 369float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset); 370float textureOffset(sampler1DShadow sampler, float3 P, int offset); 371float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias); 372float textureOffset(sampler2DShadow sampler, float3 P, int2 offset); 373float 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); 378float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset); 379float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias); 380float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset); 381*/ 382float4 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); 411float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset); 412float textureProjOffset(sampler1DShadow sampler, float4 P, int offset); 413float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias); 414float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset); 415float 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); 419float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset); 420float 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); 423float 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); 429float textureProjLod(sampler1DShadow sampler, float4 P, float lod); 430float 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); 436float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset); 437float 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); 443float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy); 444float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy); 445float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy); 446float 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); 449float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy); 450float 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); 456float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset); 457float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset ); 458float 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); 461float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset); 462float 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); 470float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy); 471float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy); 472float 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); 479float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset); 480$gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset); 481float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset); 482float 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); 493float4 textureGather(sampler2DShadow sampler, float2 P, float refZ); 494float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ); 495float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ); 496float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ); 497float4 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); 504float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset); 505float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset); 506float4 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); 513float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]); 514float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]); 515float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]); 516uint atomicCounterIncrement(atomic_uint c); 517uint atomicCounter(atomic_uint c); 518uint atomicAdd(inout uint mem, uint data); 519int atomicAdd(inout int mem, int data); 520uint atomicMin(inout uint mem, uint data); 521int atomicMin(inout int mem, int data); 522uint atomicMax(inout uint mem, uint data); 523int atomicMax(inout int mem, int data); 524uint atomicAnd(inout uint mem, uint data); 525int atomicAnd(inout int mem, int data); 526uint atomicOr(inout uint mem, uint data); 527int atomicOr(inout int mem, int data); 528uint atomicXor(inout uint mem, uint data); 529int atomicXor(inout int mem, int data); 530uint atomicExchange(inout uint mem, uint data); 531int atomicExchange(inout int mem, int data); 532uint atomicCompSwap(inout uint mem, uint compare, uint data); 533int 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 537float4 imageLoad(image2D image, int2 P); 538int4 imageLoad(iimage2D image, int2 P); 539$genType dFdx($genType p); 540$genType dFdy($genType p); 541float interpolateAtSample(float interpolant, int sample); 542float2 interpolateAtSample(float2 interpolant, int sample); 543float3 interpolateAtSample(float3 interpolant, int sample); 544float4 interpolateAtSample(float4 interpolant, int sample); 545float interpolateAtOffset(float interpolant, float2 offset); 546float2 interpolateAtOffset(float2 interpolant, float2 offset); 547float3 interpolateAtOffset(float3 interpolant, float2 offset); 548float4 interpolateAtOffset(float4 interpolant, float2 offset); 549 550/* 551$genType fwidth($genType p); 552$genType fwidthCoarse($genType p); 553$genType fwidthFine($genType p); 554void barrier(); 555void memoryBarrier(); 556void memoryBarrierAtomicCounter(); 557void memoryBarrierBuffer(); 558void memoryBarrierShared(); 559void memoryBarrierImage(); 560void groupMemoryBarrier(); 561*/ 562 563) 564