Revert "remove unused functions in sksl.inc"
This reverts commit 76ba2fb0a6
.
Reason for revert: "mix" was used by CCPR
Original change's description:
> remove unused functions in sksl.inc
>
> Bug: skia:
> Change-Id: I8f791324bbde13d51c7be2b85ee5d5fadb938e5e
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/215423
> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
> Commit-Queue: Mike Klein <mtklein@google.com>
> Auto-Submit: Ethan Nicholas <ethannicholas@google.com>
> Reviewed-by: Mike Klein <mtklein@google.com>
TBR=mtklein@google.com,brianosman@google.com,ethannicholas@google.com
Change-Id: I68f809db99e9af68de322c4fd5b94b4a7ea4700f
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/215532
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This commit is contained in:
parent
c826dd1731
commit
4201eb1126
@ -42,73 +42,115 @@ $genHType log($genHType x);
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$genHType exp2($genHType x);
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$genHType log2($genHType x);
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$genHType sqrt($genHType x);
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//$genDType sqrt($genDType x);
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$genType inversesqrt($genType x);
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//$genDType inversesqrt($genDType x);
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$genType abs($genType x);
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$genHType abs($genHType x);
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$genIType abs($genIType x);
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//$genDType abs($genDType x);
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$genType sign($genType x);
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$genHType sign($genHType x);
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$genIType sign($genIType x);
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//$genDType sign($genDType x);
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$genType floor($genType x);
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$genHType floor($genHType x);
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//$genDType floor($genDType x);
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$genType trunc($genType x);
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$genHType trunc($genHType x);
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//$genDType trunc($genDType x);
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$genType round($genType x);
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$genHType round($genHType x);
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//$genDType round($genDType x);
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$genType roundEven($genType x);
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$genHType roundEven($genHType x);
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//$genDType roundEven($genDType x);
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$genType ceil($genType x);
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$genHType ceil($genHType x);
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//$genDType ceil($genDType x);
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$genType fract($genType x);
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$genHType fract($genHType x);
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//$genDType fract($genDType x);
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$genType mod($genType x, float y);
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$genType mod($genType x, $genType y);
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$genHType mod($genHType x, half y);
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$genHType mod($genHType x, $genType y);
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//$genDType mod($genDType x, double y);
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//$genDType mod($genDType x, $genDType y);
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$genType modf($genType x, out $genType i);
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$genHType modf($genHType x, out $genHType i);
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//$genDType modf($genDType x, out $genDType i);
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$genType min($genType x, $genType y);
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$genType min($genType x, float y);
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$genHType min($genHType x, $genHType y);
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$genHType min($genHType x, half y);
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//$genDType min($genDType x, $genDType y);
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//$genDType min($genDType x, double y);
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$genIType min($genIType x, $genIType y);
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$genIType min($genIType x, int y);
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//$genUType min($genUType x, $genUType y);
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//$genUType min($genUType x, uint y);
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$genType max($genType x, $genType y);
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$genType max($genType x, float y);
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$genHType max($genHType x, $genHType y);
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$genHType max($genHType x, half y);
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//$genDType max($genDType x, $genDType y);
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//$genDType max($genDType x, double y);
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$genIType max($genIType x, $genIType y);
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$genIType max($genIType x, int y);
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//$genUType max($genUType x, $genUType y);
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//$genUType max($genUType x, uint y);
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$genType clamp($genType x, $genType minVal, $genType maxVal);
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$genType clamp($genType x, float minVal, float maxVal);
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$genHType clamp($genHType x, $genHType minVal, $genHType maxVal);
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$genHType clamp($genHType x, half minVal, half maxVal);
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//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
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//$genDType clamp($genDType x, double minVal, double maxVal);
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$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
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$genIType clamp($genIType x, int minVal, int maxVal);
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//$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
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//$genUType clamp($genUType x, uint minVal, uint maxVal);
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$genType saturate($genType x);
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$genHType saturate($genHType x);
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$genType mix($genType x, $genType y, $genType a);
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$genType mix($genType x, $genType y, float a);
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$genHType mix($genHType x, $genHType y, $genHType a);
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$genHType mix($genHType x, $genHType y, half a);
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//$genDType mix($genDType x, $genDType y, $genDType a);
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//$genDType mix($genDType x, $genDType y, double a);
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$genType mix($genType x, $genType y, $genBType a);
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//$genDType mix($genDType x, $genDType y, $genBType a);
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$genIType mix($genIType x, $genIType y, $genBType a);
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//$genUType mix($genUType x, $genUType y, $genBType a);
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$genBType mix($genBType x, $genBType y, $genBType a);
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$genType step($genType edge, $genType x);
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$genType step(float edge, $genType x);
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$genHType step($genHType edge, $genHType x);
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$genHType step(half edge, $genHType x);
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//$genDType step($genDType edge, $genDType x);
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//$genDType step(double edge, $genDType x);
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$genType smoothstep($genType edge0, $genType edge1, $genType x);
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$genType smoothstep(float edge0, float edge1, $genType x);
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$genHType smoothstep($genHType edge0, $genHType edge1, $genHType x);
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$genHType smoothstep(half edge0, half edge1, $genHType x);
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//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
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//$genDType smoothstep(double edge0, double edge1, $genDType x);
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$genBType isnan($genType x);
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$genBType isnan($genDType x);
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$genBType isinf($genType x);
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$genBType isinf($genDType x);
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$genIType floatBitsToInt($genType value);
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//$genUType floatBitsToUint($genType value);
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$genType intBitsTofloat($genIType value);
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$genType uintBitsTofloat($genUType value);
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$genType fma($genType a, $genType b, $genType c);
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$genHType fma($genHType a, $genHType b, $genHType c);
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$genDType fma($genDType a, $genDType b, $genDType c);
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//$genDType fma($genDType a, $genDType b, $genDType c);
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sk_has_side_effects $genType frexp($genType x, out $genIType exp);
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//$genDType frexp($genDType x, out $genIType exp);
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$genType ldexp($genType x, in $genIType exp);
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//$genDType ldexp($genDType x, in $genIType exp);
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uint packUnorm2x16(float2 v);
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uint packSnorm2x16(float2 v);
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uint packUnorm4x8(float4 v);
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@ -117,6 +159,7 @@ float2 unpackUnorm2x16(uint p);
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float2 unpackSnorm2x16(uint p);
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float4 unpackUnorm4x8(uint p);
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float4 unpackSnorm4x8(uint p);
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//double packDouble2x32(uint2 v);
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uint2 unpackDouble2x32(double v);
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uint packHalf2x16(float2 v);
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float2 unpackHalf2x16(uint v);
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@ -249,7 +292,64 @@ $genIType findLSB($genUType value);
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$genIType findMSB($genIType value);
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$genIType findMSB($genUType value);
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/*
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//$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
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//$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
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void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb);
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void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb);
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$genIType bitfieldExtract($genIType value, int offset, int bits);
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//$genUType bitfieldExtract($genUType value, int offset, int bits);
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$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits);
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//$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits);
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$genIType bitfieldReverse($genIType value);
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//$genUType bitfieldReverse($genUType value);
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int textureSize($gsampler1D sampler, int lod);
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int2 textureSize($gsampler2D sampler, int lod);
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int3 textureSize($gsampler3D sampler, int lod);
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int2 textureSize($gsamplerCube sampler, int lod);
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int textureSize(sampler1DShadow sampler, int lod);
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int2 textureSize(sampler2DShadow sampler, int lod);
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int2 textureSize(samplerCubeShadow sampler, int lod);
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int3 textureSize($gsamplerCubeArray sampler, int lod);
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int3 textureSize(samplerCubeArrayShadow sampler, int lod);
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*/
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int2 textureSize($gsampler2DRect sampler);
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/*
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int2 textureSize(sampler2DRectShadow sampler);
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int2 textureSize($gsampler1DArray sampler, int lod);
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int3 textureSize($gsampler2DArray sampler, int lod);
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int2 textureSize(sampler1DArrayShadow sampler, int lod);
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int3 textureSize(sampler2DArrayShadow sampler, int lod);
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int textureSize($gsamplerBuffer sampler);
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int2 textureSize($gsampler2DMS sampler);
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int3 textureSize($gsampler2DMSArray sampler);
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float2 textureQueryLod($gsampler1D sampler, float P);
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float2 textureQueryLod($gsampler2D sampler, float2 P);
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float2 textureQueryLod($gsampler3D sampler, float3 P);
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float2 textureQueryLod($gsamplerCube sampler, float3 P);
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float2 textureQueryLod($gsampler1DArray sampler, float P);
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float2 textureQueryLod($gsampler2DArray sampler, float2 P);
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float2 textureQueryLod($gsamplerCubeArray sampler, float3 P);
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float2 textureQueryLod(sampler1DShadow sampler, float P);
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float2 textureQueryLod(sampler2DShadow sampler, float2 P);
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float2 textureQueryLod(samplerCubeShadow sampler, float3 P);
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float2 textureQueryLod(sampler1DArrayShadow sampler, float P);
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float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P);
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float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P);
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int textureQueryLevels($gsampler1D sampler);
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int textureQueryLevels($gsampler2D sampler);
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int textureQueryLevels($gsampler3D sampler);
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int textureQueryLevels($gsamplerCube sampler);
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int textureQueryLevels($gsampler1DArray sampler);
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int textureQueryLevels($gsampler2DArray sampler);
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int textureQueryLevels($gsamplerCubeArray sampler);
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int textureQueryLevels(sampler1DShadow sampler);
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int textureQueryLevels(sampler2DShadow sampler);
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int textureQueryLevels(samplerCubeShadow sampler);
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int textureQueryLevels(sampler1DArrayShadow sampler);
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int textureQueryLevels(sampler2DArrayShadow sampler);
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int textureQueryLevels(samplerCubeArrayShadow sampler);
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*/
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half4 texture($gsampler1D sampler, float P);
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half4 texture($gsampler1D sampler, float P, float bias);
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@ -260,19 +360,246 @@ int4 texture(isampler2D sampler, float2 P);
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half4 texture(samplerExternalOES sampler, float2 P, float bias);
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half4 texture(samplerExternalOES sampler, float2 P);
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/*
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$gfloat4 texture($gsampler2D sampler, float2 P, float bias);
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$gfloat4 texture($gsampler3D sampler, float3 P);
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$gfloat4 texture($gsampler3D sampler, float3 P, float bias);
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$gfloat4 texture($gsamplerCube sampler, float3 P);
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$gfloat4 texture($gsamplerCube sampler, float3 P, float bias);
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float texture(sampler1DShadow sampler, float3 P);
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float texture(sampler1DShadow sampler, float3 P, float bias);
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float texture(sampler2DShadow sampler, float3 P);
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float texture(sampler2DShadow sampler, float3 P, float bias);
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float texture(samplerCubeShadow sampler, float4 P);
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float texture(samplerCubeShadow sampler, float4 P, float bias);
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$gfloat4 texture($gsampler1DArray sampler, float2 P);
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$gfloat4 texture($gsampler1DArray sampler, float2 P, float bias);
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$gfloat4 texture($gsampler2DArray sampler, float3 P);
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$gfloat4 texture($gsampler2DArray sampler, float3 P, float bias);
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$gfloat4 texture($gsamplerCubeArray sampler, float4 P);
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$gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias);
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float texture(sampler1DArrayShadow sampler, float3 P);
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float texture(sampler1DArrayShadow sampler, float3 P, float bias);
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float texture(sampler2DArrayShadow sampler, float4 P);
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*/
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half4 texture($gsampler2DRect sampler, float2 P);
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half4 texture($gsampler2DRect sampler, float3 P);
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/*
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float texture(sampler2DRectShadow sampler, float3 P);
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float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare);
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*/
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// Currently we do not support the generic types of loading subpassInput so we have some explicit
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// versions that we currently use
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float4 subpassLoad(subpassInput subpass);
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float4 subpassLoad(subpassInputMS subpass, int sample);
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/*
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$gfloat4subpassLoad(gsubpassInput subpass);
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$gfloat4subpassLoad(gsubpassInputMS subpass, int sample);
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*/
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)
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// split into multiple chunks, as MSVC++ complains if a single string is too long
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STRINGIFY(
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half4 texture($gsampler1D sampler, float2 P);
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half4 texture($gsampler1D sampler, float2 P, float bias);
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half4 texture($gsampler2D sampler, float3 P);
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half4 texture($gsampler2D sampler, float3 P, float bias);
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/*
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$gfloat4 textureProj($gsampler3D sampler, float4 P);
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$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias);
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float textureProj(sampler1DShadow sampler, float4 P);
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float textureProj(sampler1DShadow sampler, float4 P, float bias);
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float textureProj(sampler2DShadow sampler, float4 P);
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float textureProj(sampler2DShadow sampler, float4 P, float bias);
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$gfloat4 textureProj($gsampler2DRect sampler, float4 P);
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float textureProj(sampler2DRectShadow sampler, float4 P);
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$gfloat4 textureLod($gsampler1D sampler, float P, float lod);
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$gfloat4 textureLod($gsampler2D sampler, float2 P, float lod);
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$gfloat4 textureLod($gsampler3D sampler, float3 P, float lod);
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$gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod);
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float textureLod(sampler1DShadow sampler, float3 P, float lod);
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float textureLod(sampler2DShadow sampler, float3 P, float lod);
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$gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod);
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$gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod);
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float textureLod(sampler1DArrayShadow sampler, float3 P, float lod);
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$gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod);
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$gfloat4 textureOffset($gsampler1D sampler, float P, int offset);
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$gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias);
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$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset);
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$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias);
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$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset);
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$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias);
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$gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset);
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float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset);
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float textureOffset(sampler1DShadow sampler, float3 P, int offset);
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float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias);
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float textureOffset(sampler2DShadow sampler, float3 P, int2 offset);
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float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias);
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$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset);
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$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias);
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$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset);
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$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias);
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float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset);
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float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias);
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float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset);
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float4 texelFetch(samplerBuffer sampler, int P);
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$gfloat4 texelFetch($gsampler1D sampler, int P, int lod);
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$gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod);
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$gfloat4 texelFetch($gsampler2DRect sampler, int2 P);
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$gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod);
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$gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod);
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$gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod);
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$gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample);
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$gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample);
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$gfloat4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset);
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$gfloat4 texelFetchOffset($gsampler2D sampler, int2 P, int lod, int2 offset);
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$gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset);
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$gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset);
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$gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset);
|
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$gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset);
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$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset);
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$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias);
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$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset);
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$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias);
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$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset);
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$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias);
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$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset);
|
||||
$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset, float bias);
|
||||
$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset);
|
||||
$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset, float bias);
|
||||
$gfloat4 textureProjOffset($gsampler2DRect sampler, float3 P, int2 offset);
|
||||
$gfloat4 textureProjOffset($gsampler2DRect sampler, float4 P, int2 offset);
|
||||
float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset);
|
||||
float textureProjOffset(sampler1DShadow sampler, float4 P, int offset);
|
||||
float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias);
|
||||
float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset);
|
||||
float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset, float bias);
|
||||
$gfloat4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset);
|
||||
$gfloat4 textureLodOffset($gsampler2D sampler, float2 P, float lod, int2 offset);
|
||||
$gfloat4 textureLodOffset($gsampler3D sampler, float3 P, float lod, int3 offset);
|
||||
float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset);
|
||||
float textureLodOffset(sampler2DShadow sampler, float3 P, float lod, int2 offset);
|
||||
$gfloat4 textureLodOffset($gsampler1DArray sampler, float2 P, float lod, int offset);
|
||||
$gfloat4 textureLodOffset($gsampler2DArray sampler, float3 P, float lod, int2 offset);
|
||||
float textureLodOffset(sampler1DArrayShadow sampler, float3 P, float lod, int offset);
|
||||
$gfloat4 textureProjLod($gsampler1D sampler, float2 P, float lod);
|
||||
$gfloat4 textureProjLod($gsampler1D sampler, float4 P, float lod);
|
||||
$gfloat4 textureProjLod($gsampler2D sampler, float3 P, float lod);
|
||||
$gfloat4 textureProjLod($gsampler2D sampler, float4 P, float lod);
|
||||
$gfloat4 textureProjLod($gsampler3D sampler, float4 P, float lod);
|
||||
float textureProjLod(sampler1DShadow sampler, float4 P, float lod);
|
||||
float textureProjLod(sampler2DShadow sampler, float4 P, float lod);
|
||||
$gfloat4 textureProjLodOffset($gsampler1D sampler, float2 P, float lod, int offset);
|
||||
$gfloat4 textureProjLodOffset($gsampler1D sampler, float4 P, float lod, int offset);
|
||||
$gfloat4 textureProjLodOffset($gsampler2D sampler, float3 P, float lod, int2 offset);
|
||||
$gfloat4 textureProjLodOffset($gsampler2D sampler, float4 P, float lod, int2 offset);
|
||||
$gfloat4 textureProjLodOffset($gsampler3D sampler, float4 P, float lod, int3 offset);
|
||||
float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset);
|
||||
float textureProjLodOffset(sampler2DShadow sampler, float4 P, float lod, int2 offset);
|
||||
$gfloat4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy);
|
||||
$gfloat4 textureGrad($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureGrad($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy);
|
||||
$gfloat4 textureGrad($gsamplerCube sampler, float3 P, float3 dPdx, float3 dPdy);
|
||||
$gfloat4 textureGrad($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy);
|
||||
float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy);
|
||||
float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy);
|
||||
float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy);
|
||||
float textureGrad(samplerCubeShadow sampler, float4 P, float3 dPdx, float3 dPdy);
|
||||
$gfloat4 textureGrad($gsampler1DArray sampler, float2 P, float dPdx, float dPdy);
|
||||
$gfloat4 textureGrad($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy);
|
||||
float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy);
|
||||
float textureGrad(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureGrad($gsamplerCubeArray sampler, float4 P, float3 dPdx, float3 dPdy);
|
||||
$gfloat4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset);
|
||||
$gfloat4 textureGradOffset($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureGradOffset($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy, int3 offset);
|
||||
$gfloat4 textureGradOffset($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset );
|
||||
float textureGradOffset(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureGradOffset($gsampler1DArray sampler, float2 P, float dPdx, float dPdy, int offset);
|
||||
$gfloat4 textureGradOffset($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset);
|
||||
float textureGradOffset(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureProjGrad($gsampler1D sampler, float2 P, float dPdx, float dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler1D sampler, float4 P, float dPdx, float dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureProjGrad($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy);
|
||||
float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
||||
float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy);
|
||||
float textureProjGrad(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy);
|
||||
$gfloat4 textureProjGradOffset($gsampler1D sampler, float2 P, float dPdx, float dPdy, int offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler1D sampler, float4 P, float dPdx, float dPdy, int offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset);
|
||||
float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset);
|
||||
float textureProjGradOffset(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
|
||||
$gfloat4 textureGather($gsampler2D sampler, float2 P);
|
||||
$gfloat4 textureGather($gsampler2D sampler, float2 P, int comp);
|
||||
$gfloat4 textureGather($gsampler2DArray sampler, float3 P);
|
||||
$gfloat4 textureGather($gsampler2DArray sampler, float3 P, int comp);
|
||||
$gfloat4 textureGather($gsamplerCube sampler, float3 P);
|
||||
$gfloat4 textureGather($gsamplerCube sampler, float3 P, int comp);
|
||||
$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P);
|
||||
$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P, int comp);
|
||||
$gfloat4 textureGather($gsampler2DRect sampler, float2 P);
|
||||
$gfloat4 textureGather($gsampler2DRect sampler, float2 P, int comp);
|
||||
float4 textureGather(sampler2DShadow sampler, float2 P, float refZ);
|
||||
float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ);
|
||||
float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ);
|
||||
float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ);
|
||||
float4 textureGather(sampler2DRectShadow sampler, float2 P, float refZ);
|
||||
$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset);
|
||||
$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset, int comp);
|
||||
$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset);
|
||||
$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset, int comp);
|
||||
$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset);
|
||||
$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset, int comp);
|
||||
float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset);
|
||||
float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset);
|
||||
float4 textureGatherOffset(sampler2DRectShadow sampler, float2 P, float refZ, int2 offset);
|
||||
$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4]);
|
||||
$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4], int comp);
|
||||
$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4]);
|
||||
$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4], int comp);
|
||||
$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4]);
|
||||
$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4], int comp);
|
||||
float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]);
|
||||
float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]);
|
||||
float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]);
|
||||
uint atomicCounterIncrement(atomic_uint c);
|
||||
uint atomicCounter(atomic_uint c);
|
||||
uint atomicAdd(inout uint mem, uint data);
|
||||
int atomicAdd(inout int mem, int data);
|
||||
uint atomicMin(inout uint mem, uint data);
|
||||
int atomicMin(inout int mem, int data);
|
||||
uint atomicMax(inout uint mem, uint data);
|
||||
int atomicMax(inout int mem, int data);
|
||||
uint atomicAnd(inout uint mem, uint data);
|
||||
int atomicAnd(inout int mem, int data);
|
||||
uint atomicOr(inout uint mem, uint data);
|
||||
int atomicOr(inout int mem, int data);
|
||||
uint atomicXor(inout uint mem, uint data);
|
||||
int atomicXor(inout int mem, int data);
|
||||
uint atomicExchange(inout uint mem, uint data);
|
||||
int atomicExchange(inout int mem, int data);
|
||||
uint atomicCompSwap(inout uint mem, uint compare, uint data);
|
||||
int atomicCompSwap(inout int mem, int compare, int data);
|
||||
*/
|
||||
// section 8.12 Additional Image Functions will go here if and when we add
|
||||
// support for them
|
||||
float4 imageLoad(image2D image, int2 P);
|
||||
int4 imageLoad(iimage2D image, int2 P);
|
||||
$genType dFdx($genType p);
|
||||
@ -290,4 +617,17 @@ float2 interpolateAtOffset(float2 interpolant, float2 offset);
|
||||
float3 interpolateAtOffset(float3 interpolant, float2 offset);
|
||||
float4 interpolateAtOffset(float4 interpolant, float2 offset);
|
||||
|
||||
/*
|
||||
$genType fwidth($genType p);
|
||||
$genType fwidthCoarse($genType p);
|
||||
$genType fwidthFine($genType p);
|
||||
void barrier();
|
||||
void memoryBarrier();
|
||||
void memoryBarrierAtomicCounter();
|
||||
void memoryBarrierBuffer();
|
||||
void memoryBarrierShared();
|
||||
void memoryBarrierImage();
|
||||
void groupMemoryBarrier();
|
||||
*/
|
||||
|
||||
)
|
||||
|
Loading…
Reference in New Issue
Block a user