From 76ba2fb0a60a86606d278e7352c8915fb1992f1d Mon Sep 17 00:00:00 2001 From: Ethan Nicholas Date: Wed, 22 May 2019 13:50:17 -0400 Subject: [PATCH] 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 Commit-Queue: Mike Klein Auto-Submit: Ethan Nicholas Reviewed-by: Mike Klein --- src/sksl/sksl.inc | 342 +--------------------------------------------- 1 file changed, 1 insertion(+), 341 deletions(-) diff --git a/src/sksl/sksl.inc b/src/sksl/sksl.inc index 79a9cc3ff4..cdfd886aa6 100644 --- a/src/sksl/sksl.inc +++ b/src/sksl/sksl.inc @@ -42,115 +42,73 @@ $genHType log($genHType x); $genHType exp2($genHType x); $genHType log2($genHType x); $genHType sqrt($genHType x); -//$genDType sqrt($genDType x); $genType inversesqrt($genType x); -//$genDType inversesqrt($genDType x); $genType abs($genType x); $genHType abs($genHType x); $genIType abs($genIType x); -//$genDType abs($genDType x); $genType sign($genType x); $genHType sign($genHType x); $genIType sign($genIType x); -//$genDType sign($genDType x); $genType floor($genType x); $genHType floor($genHType x); -//$genDType floor($genDType x); $genType trunc($genType x); $genHType trunc($genHType x); -//$genDType trunc($genDType x); $genType round($genType x); $genHType round($genHType x); -//$genDType round($genDType x); $genType roundEven($genType x); $genHType roundEven($genHType x); -//$genDType roundEven($genDType x); $genType ceil($genType x); $genHType ceil($genHType x); -//$genDType ceil($genDType x); $genType fract($genType x); $genHType fract($genHType x); -//$genDType fract($genDType x); $genType mod($genType x, float y); $genType mod($genType x, $genType y); $genHType mod($genHType x, half y); $genHType mod($genHType x, $genType y); -//$genDType mod($genDType x, double y); -//$genDType mod($genDType x, $genDType y); $genType modf($genType x, out $genType i); $genHType modf($genHType x, out $genHType i); -//$genDType modf($genDType x, out $genDType 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); -//$genDType min($genDType x, $genDType y); -//$genDType min($genDType x, double y); $genIType min($genIType x, $genIType y); $genIType min($genIType x, int y); -//$genUType min($genUType x, $genUType y); -//$genUType min($genUType x, uint 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); -//$genDType max($genDType x, $genDType y); -//$genDType max($genDType x, double y); $genIType max($genIType x, $genIType y); $genIType max($genIType x, int y); -//$genUType max($genUType x, $genUType y); -//$genUType max($genUType x, uint 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); -//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal); -//$genDType clamp($genDType x, double minVal, double 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, $genHType y, half a); -//$genDType mix($genDType x, $genDType y, $genDType a); -//$genDType mix($genDType x, $genDType y, double a); -$genType mix($genType x, $genType y, $genBType a); -//$genDType mix($genDType x, $genDType y, $genBType a); -$genIType mix($genIType x, $genIType y, $genBType a); -//$genUType mix($genUType x, $genUType 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, $genHType x); -//$genDType step($genDType edge, $genDType x); -//$genDType step(double edge, $genDType 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, $genHType x); -//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x); -//$genDType smoothstep(double edge0, double edge1, $genDType x); $genBType isnan($genType x); $genBType isnan($genDType x); $genBType isinf($genType x); $genBType isinf($genDType 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); $genDType fma($genDType a, $genDType b, $genDType c); -//$genDType fma($genDType a, $genDType b, $genDType c); sk_has_side_effects $genType frexp($genType x, out $genIType exp); -//$genDType frexp($genDType x, out $genIType exp); $genType ldexp($genType x, in $genIType exp); -//$genDType ldexp($genDType x, in $genIType exp); uint packUnorm2x16(float2 v); uint packSnorm2x16(float2 v); uint packUnorm4x8(float4 v); @@ -159,7 +117,6 @@ float2 unpackUnorm2x16(uint p); float2 unpackSnorm2x16(uint p); float4 unpackUnorm4x8(uint p); float4 unpackSnorm4x8(uint p); -//double packDouble2x32(uint2 v); uint2 unpackDouble2x32(double v); uint packHalf2x16(float2 v); float2 unpackHalf2x16(uint v); @@ -292,64 +249,7 @@ $genIType findLSB($genUType value); $genIType findMSB($genIType value); $genIType findMSB($genUType value); -/* -//$genUType uaddCarry($genUType x, $genUType y, out $genUType carry); -//$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow); -void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb); -void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb); -$genIType bitfieldExtract($genIType value, int offset, int bits); -//$genUType bitfieldExtract($genUType value, int offset, int bits); -$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits); -//$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits); -$genIType bitfieldReverse($genIType value); -//$genUType bitfieldReverse($genUType value); -int textureSize($gsampler1D sampler, int lod); -int2 textureSize($gsampler2D sampler, int lod); -int3 textureSize($gsampler3D sampler, int lod); -int2 textureSize($gsamplerCube sampler, int lod); -int textureSize(sampler1DShadow sampler, int lod); -int2 textureSize(sampler2DShadow sampler, int lod); -int2 textureSize(samplerCubeShadow sampler, int lod); -int3 textureSize($gsamplerCubeArray sampler, int lod); -int3 textureSize(samplerCubeArrayShadow sampler, int lod); -*/ int2 textureSize($gsampler2DRect sampler); -/* -int2 textureSize(sampler2DRectShadow sampler); -int2 textureSize($gsampler1DArray sampler, int lod); -int3 textureSize($gsampler2DArray sampler, int lod); -int2 textureSize(sampler1DArrayShadow sampler, int lod); -int3 textureSize(sampler2DArrayShadow sampler, int lod); -int textureSize($gsamplerBuffer sampler); -int2 textureSize($gsampler2DMS sampler); -int3 textureSize($gsampler2DMSArray sampler); -float2 textureQueryLod($gsampler1D sampler, float P); -float2 textureQueryLod($gsampler2D sampler, float2 P); -float2 textureQueryLod($gsampler3D sampler, float3 P); -float2 textureQueryLod($gsamplerCube sampler, float3 P); -float2 textureQueryLod($gsampler1DArray sampler, float P); -float2 textureQueryLod($gsampler2DArray sampler, float2 P); -float2 textureQueryLod($gsamplerCubeArray sampler, float3 P); -float2 textureQueryLod(sampler1DShadow sampler, float P); -float2 textureQueryLod(sampler2DShadow sampler, float2 P); -float2 textureQueryLod(samplerCubeShadow sampler, float3 P); -float2 textureQueryLod(sampler1DArrayShadow sampler, float P); -float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P); -float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P); -int textureQueryLevels($gsampler1D sampler); -int textureQueryLevels($gsampler2D sampler); -int textureQueryLevels($gsampler3D sampler); -int textureQueryLevels($gsamplerCube sampler); -int textureQueryLevels($gsampler1DArray sampler); -int textureQueryLevels($gsampler2DArray sampler); -int textureQueryLevels($gsamplerCubeArray sampler); -int textureQueryLevels(sampler1DShadow sampler); -int textureQueryLevels(sampler2DShadow sampler); -int textureQueryLevels(samplerCubeShadow sampler); -int textureQueryLevels(sampler1DArrayShadow sampler); -int textureQueryLevels(sampler2DArrayShadow sampler); -int textureQueryLevels(samplerCubeArrayShadow sampler); -*/ half4 texture($gsampler1D sampler, float P); half4 texture($gsampler1D sampler, float P, float bias); @@ -360,246 +260,19 @@ int4 texture(isampler2D sampler, float2 P); half4 texture(samplerExternalOES sampler, float2 P, float bias); half4 texture(samplerExternalOES sampler, float2 P); -/* -$gfloat4 texture($gsampler2D sampler, float2 P, float bias); -$gfloat4 texture($gsampler3D sampler, float3 P); -$gfloat4 texture($gsampler3D sampler, float3 P, float bias); -$gfloat4 texture($gsamplerCube sampler, float3 P); -$gfloat4 texture($gsamplerCube sampler, float3 P, float bias); -float texture(sampler1DShadow sampler, float3 P); -float texture(sampler1DShadow sampler, float3 P, float bias); -float texture(sampler2DShadow sampler, float3 P); -float texture(sampler2DShadow sampler, float3 P, float bias); -float texture(samplerCubeShadow sampler, float4 P); -float texture(samplerCubeShadow sampler, float4 P, float bias); -$gfloat4 texture($gsampler1DArray sampler, float2 P); -$gfloat4 texture($gsampler1DArray sampler, float2 P, float bias); -$gfloat4 texture($gsampler2DArray sampler, float3 P); -$gfloat4 texture($gsampler2DArray sampler, float3 P, float bias); -$gfloat4 texture($gsamplerCubeArray sampler, float4 P); -$gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias); -float texture(sampler1DArrayShadow sampler, float3 P); -float texture(sampler1DArrayShadow sampler, float3 P, float bias); -float texture(sampler2DArrayShadow sampler, float4 P); -*/ - half4 texture($gsampler2DRect sampler, float2 P); half4 texture($gsampler2DRect sampler, float3 P); -/* -float texture(sampler2DRectShadow sampler, float3 P); -float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare); -*/ - // Currently we do not support the generic types of loading subpassInput so we have some explicit // versions that we currently use float4 subpassLoad(subpassInput subpass); float4 subpassLoad(subpassInputMS subpass, int sample); -/* -$gfloat4subpassLoad(gsubpassInput subpass); -$gfloat4subpassLoad(gsubpassInputMS subpass, int sample); -*/ -) - -// split into multiple chunks, as MSVC++ complains if a single string is too long - -STRINGIFY( half4 texture($gsampler1D sampler, float2 P); half4 texture($gsampler1D sampler, float2 P, float bias); half4 texture($gsampler2D sampler, float3 P); half4 texture($gsampler2D sampler, float3 P, float bias); -/* -$gfloat4 textureProj($gsampler3D sampler, float4 P); -$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias); -float textureProj(sampler1DShadow sampler, float4 P); -float textureProj(sampler1DShadow sampler, float4 P, float bias); -float textureProj(sampler2DShadow sampler, float4 P); -float textureProj(sampler2DShadow sampler, float4 P, float bias); -$gfloat4 textureProj($gsampler2DRect sampler, float4 P); -float textureProj(sampler2DRectShadow sampler, float4 P); -$gfloat4 textureLod($gsampler1D sampler, float P, float lod); -$gfloat4 textureLod($gsampler2D sampler, float2 P, float lod); -$gfloat4 textureLod($gsampler3D sampler, float3 P, float lod); -$gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod); -float textureLod(sampler1DShadow sampler, float3 P, float lod); -float textureLod(sampler2DShadow sampler, float3 P, float lod); -$gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod); -$gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod); -float textureLod(sampler1DArrayShadow sampler, float3 P, float lod); -$gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod); -$gfloat4 textureOffset($gsampler1D sampler, float P, int offset); -$gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias); -$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset); -$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias); -$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset); -$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias); -$gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset); -float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset); -float textureOffset(sampler1DShadow sampler, float3 P, int offset); -float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias); -float textureOffset(sampler2DShadow sampler, float3 P, int2 offset); -float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias); -$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset); -$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias); -$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset); -$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias); -float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset); -float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias); -float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset); -float4 texelFetch(samplerBuffer sampler, int P); -$gfloat4 texelFetch($gsampler1D sampler, int P, int lod); -$gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod); -$gfloat4 texelFetch($gsampler2DRect sampler, int2 P); -$gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod); -$gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod); -$gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod); -$gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample); -$gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample); -$gfloat4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset); -$gfloat4 texelFetchOffset($gsampler2D sampler, int2 P, int lod, int2 offset); -$gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset); -$gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset); -$gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset); -$gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset); -$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset); -$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias); -$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset); -$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias); -$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset); -$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias); -$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); @@ -617,17 +290,4 @@ 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(); -*/ - )