blob: ae7c3da2a413c0e7a70937d139eb8c38b5edd2c9 [file] [log] [blame]
/*
* Copyright © 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file builtin_functions.cpp
*
* Support for GLSL built-in functions.
*
* This file is split into several main components:
*
* 1. Availability predicates
*
* A series of small functions that check whether the current shader
* supports the version/extensions required to expose a built-in.
*
* 2. Core builtin_builder class functionality
*
* 3. Lists of built-in functions
*
* The builtin_builder::create_builtins() function contains lists of all
* built-in function signatures, where they're available, what types they
* take, and so on.
*
* 4. Implementations of built-in function signatures
*
* A series of functions which create ir_function_signatures and emit IR
* via ir_builder to implement them.
*
* 5. External API
*
* A few functions the rest of the compiler can use to interact with the
* built-in function module. For example, searching for a built-in by
* name and parameters.
*/
/**
* Unfortunately, some versions of MinGW produce bad code if this file
* is compiled with -O2 or -O3. The resulting driver will crash in random
* places if the app uses GLSL.
* The work-around is to disable optimizations for just this file. Luckily,
* this code is basically just executed once.
*
* MinGW 4.6.3 (in Ubuntu 13.10) does not have this bug.
* MinGW 5.3.1 (in Ubuntu 16.04) definitely has this bug.
* MinGW 6.2.0 (in Ubuntu 16.10) definitely has this bug.
* MinGW x.y.z - don't know. Assume versions after 4.6.x are buggy
*/
#if defined(__MINGW32__) && ((__GNUC__ * 100) + __GNUC_MINOR >= 407)
#warning "disabling optimizations for this file to work around compiler bug"
#pragma GCC optimize("O1")
#endif
#include <stdarg.h>
#include <stdio.h>
#include "main/mtypes.h"
#include "main/shaderobj.h"
#include "ir_builder.h"
#include "glsl_parser_extras.h"
#include "program/prog_instruction.h"
#include <math.h>
#include "builtin_functions.h"
#include "util/hash_table.h"
#define M_PIf ((float) M_PI)
#define M_PI_2f ((float) M_PI_2)
#define M_PI_4f ((float) M_PI_4)
using namespace ir_builder;
/**
* Availability predicates:
* @{
*/
static bool
always_available(const _mesa_glsl_parse_state *)
{
return true;
}
static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_VERTEX &&
(state->compat_shader || state->ARB_compatibility_enable) &&
!state->es_shader;
}
static bool
derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT ||
(state->stage == MESA_SHADER_COMPUTE &&
state->NV_compute_shader_derivatives_enable);
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_GEOMETRY;
}
static bool
v110(const _mesa_glsl_parse_state *state)
{
return !state->es_shader;
}
static bool
v110_derivatives_only(const _mesa_glsl_parse_state *state)
{
return !state->es_shader &&
derivatives_only(state);
}
static bool
v120(const _mesa_glsl_parse_state *state)
{
return state->is_version(120, 300);
}
static bool
v130(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300);
}
static bool
v130_desktop(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 0);
}
static bool
v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->is_version(460, 0);
}
static bool
v130_derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
derivatives_only(state);
}
static bool
v140_or_es3(const _mesa_glsl_parse_state *state)
{
return state->is_version(140, 300);
}
static bool
v400_derivatives_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) &&
derivatives_only(state);
}
static bool
texture_rectangle(const _mesa_glsl_parse_state *state)
{
return state->ARB_texture_rectangle_enable;
}
static bool
texture_external(const _mesa_glsl_parse_state *state)
{
return state->OES_EGL_image_external_enable;
}
static bool
texture_external_es3(const _mesa_glsl_parse_state *state)
{
return state->OES_EGL_image_external_essl3_enable &&
state->es_shader &&
state->is_version(0, 300);
}
/** True if texturing functions with explicit LOD are allowed. */
static bool
lod_exists_in_stage(const _mesa_glsl_parse_state *state)
{
/* Texturing functions with "Lod" in their name exist:
* - In the vertex shader stage (for all languages)
* - In any stage for GLSL 1.30+ or GLSL ES 3.00
* - In any stage for desktop GLSL with ARB_shader_texture_lod enabled.
*
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
return state->stage == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable ||
state->EXT_gpu_shader4_enable;
}
static bool
v110_lod(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && lod_exists_in_stage(state);
}
static bool
texture_buffer(const _mesa_glsl_parse_state *state)
{
return state->is_version(140, 320) ||
state->EXT_texture_buffer_enable ||
state->OES_texture_buffer_enable;
}
static bool
shader_texture_lod(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable;
}
static bool
shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable &&
state->ARB_texture_rectangle_enable;
}
static bool
shader_bit_encoding(const _mesa_glsl_parse_state *state)
{
return state->is_version(330, 300) ||
state->ARB_shader_bit_encoding_enable ||
state->ARB_gpu_shader5_enable;
}
static bool
shader_integer_mix(const _mesa_glsl_parse_state *state)
{
return state->is_version(450, 310) ||
state->ARB_ES3_1_compatibility_enable ||
(v130(state) && state->EXT_shader_integer_mix_enable);
}
static bool
shader_packing_or_es3(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->is_version(420, 300);
}
static bool
shader_packing_or_es3_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->ARB_gpu_shader5_enable ||
state->is_version(400, 300);
}
static bool
gpu_shader4(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable;
}
static bool
gpu_shader4_integer(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
gpu_shader4_array(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.EXT_texture_array;
}
static bool
gpu_shader4_array_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_array(state) &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
gpu_shader4_rect(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.NV_texture_rectangle;
}
static bool
gpu_shader4_rect_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_rect(state) &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
gpu_shader4_tbo(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.EXT_texture_buffer_object;
}
static bool
gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_tbo(state) &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state)
{
return state->EXT_gpu_shader4_enable &&
derivatives_only(state);
}
static bool
gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_derivs_only(state) &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
gpu_shader4_array_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_derivs_only(state) &&
state->ctx->Extensions.EXT_texture_array;
}
static bool
gpu_shader4_array_integer_derivs_only(const _mesa_glsl_parse_state *state)
{
return gpu_shader4_array_derivs_only(state) &&
state->ctx->Extensions.EXT_texture_integer;
}
static bool
v130_or_gpu_shader4(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) || state->EXT_gpu_shader4_enable;
}
static bool
v130_or_gpu_shader4_and_tex_shadow_lod(const _mesa_glsl_parse_state *state)
{
return v130_or_gpu_shader4(state) &&
state->EXT_texture_shadow_lod_enable;
}
static bool
gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) || state->ARB_gpu_shader5_enable;
}
static bool
gpu_shader5_es(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->EXT_gpu_shader5_enable ||
state->OES_gpu_shader5_enable;
}
static bool
gpu_shader5_or_OES_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->EXT_texture_cube_map_array_enable ||
state->OES_texture_cube_map_array_enable;
}
static bool
es31_not_gs5(const _mesa_glsl_parse_state *state)
{
return state->is_version(0, 310) && !gpu_shader5_es(state);
}
static bool
gpu_shader5_or_es31(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 310) || state->ARB_gpu_shader5_enable;
}
static bool
shader_packing_or_es31_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->ARB_gpu_shader5_enable ||
state->is_version(400, 310);
}
static bool
gpu_shader5_or_es31_or_integer_functions(const _mesa_glsl_parse_state *state)
{
return gpu_shader5_or_es31(state) ||
state->MESA_shader_integer_functions_enable;
}
static bool
fs_interpolate_at(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->OES_shader_multisample_interpolation_enable);
}
static bool
texture_array_lod(const _mesa_glsl_parse_state *state)
{
return lod_exists_in_stage(state) &&
(state->EXT_texture_array_enable ||
(state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.EXT_texture_array));
}
static bool
texture_array(const _mesa_glsl_parse_state *state)
{
return state->EXT_texture_array_enable ||
(state->EXT_gpu_shader4_enable &&
state->ctx->Extensions.EXT_texture_array);
}
static bool
texture_array_derivs_only(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
texture_array(state);
}
static bool
texture_multisample(const _mesa_glsl_parse_state *state)
{
return state->is_version(150, 310) ||
state->ARB_texture_multisample_enable;
}
static bool
texture_multisample_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(150, 320) ||
state->ARB_texture_multisample_enable ||
state->OES_texture_storage_multisample_2d_array_enable;
}
static bool
texture_samples_identical(const _mesa_glsl_parse_state *state)
{
return texture_multisample(state) &&
state->EXT_shader_samples_identical_enable;
}
static bool
texture_samples_identical_array(const _mesa_glsl_parse_state *state)
{
return texture_multisample_array(state) &&
state->EXT_shader_samples_identical_enable;
}
static bool
derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->has_texture_cube_map_array() &&
derivatives_only(state);
}
static bool
texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->has_texture_cube_map_array();
}
static bool
v130_or_gpu_shader4_and_tex_cube_map_array(const _mesa_glsl_parse_state *state)
{
return texture_cube_map_array(state) &&
v130_or_gpu_shader4(state) &&
state->EXT_texture_shadow_lod_enable;
}
static bool
texture_query_levels(const _mesa_glsl_parse_state *state)
{
return state->is_version(430, 0) ||
state->ARB_texture_query_levels_enable;
}
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->ARB_texture_query_lod_enable ||
state->EXT_texture_query_lod_enable);
}
static bool
texture_gather_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 320) ||
state->ARB_texture_gather_enable ||
state->ARB_gpu_shader5_enable ||
state->EXT_texture_cube_map_array_enable ||
state->OES_texture_cube_map_array_enable;
}
static bool
texture_texture4(const _mesa_glsl_parse_state *state)
{
return state->AMD_texture_texture4_enable;
}
static bool
texture_gather_or_es31(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 310) ||
state->ARB_texture_gather_enable ||
state->ARB_gpu_shader5_enable;
}
/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5.
* used for relaxation of const offset requirements.
*/
static bool
texture_gather_only_or_es31(const _mesa_glsl_parse_state *state)
{
return !state->is_version(400, 320) &&
!state->ARB_gpu_shader5_enable &&
!state->EXT_gpu_shader5_enable &&
!state->OES_gpu_shader5_enable &&
(state->ARB_texture_gather_enable ||
state->is_version(0, 310));
}
/* Desktop GL or OES_standard_derivatives */
static bool
derivatives(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->is_version(110, 300) ||
state->OES_standard_derivatives_enable ||
state->ctx->Const.AllowGLSLRelaxedES);
}
static bool
derivative_control(const _mesa_glsl_parse_state *state)
{
return derivatives_only(state) &&
(state->is_version(450, 0) ||
state->ARB_derivative_control_enable);
}
static bool
tex1d_lod(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && lod_exists_in_stage(state);
}
/** True if sampler3D exists */
static bool
tex3d(const _mesa_glsl_parse_state *state)
{
/* sampler3D exists in all desktop GLSL versions, GLSL ES 1.00 with the
* OES_texture_3D extension, and in GLSL ES 3.00.
*/
return !state->es_shader ||
state->OES_texture_3D_enable ||
state->language_version >= 300;
}
static bool
derivatives_tex3d(const _mesa_glsl_parse_state *state)
{
return (!state->es_shader || state->OES_texture_3D_enable) &&
derivatives_only(state);
}
static bool
tex3d_lod(const _mesa_glsl_parse_state *state)
{
return tex3d(state) && lod_exists_in_stage(state);
}
static bool
shader_atomic_counters(const _mesa_glsl_parse_state *state)
{
return state->has_atomic_counters();
}
static bool
shader_atomic_counter_ops(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_atomic_counter_ops_enable;
}
static bool
shader_atomic_counter_ops_or_v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_atomic_counter_ops_enable || v460_desktop(state);
}
static bool
shader_ballot(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_ballot_enable;
}
static bool
supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
{
return state->ARB_fragment_shader_interlock_enable;
}
static bool
supports_nv_fragment_shader_interlock(const _mesa_glsl_parse_state *state)
{
return state->NV_fragment_shader_interlock_enable;
}
static bool
shader_clock(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_clock_enable;
}
static bool
shader_clock_int64(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_clock_enable &&
(state->ARB_gpu_shader_int64_enable ||
state->AMD_gpu_shader_int64_enable);
}
static bool
shader_storage_buffer_object(const _mesa_glsl_parse_state *state)
{
return state->has_shader_storage_buffer_objects();
}
static bool
shader_trinary_minmax(const _mesa_glsl_parse_state *state)
{
return state->AMD_shader_trinary_minmax_enable;
}
static bool
shader_image_load_store(const _mesa_glsl_parse_state *state)
{
return (state->is_version(420, 310) ||
state->ARB_shader_image_load_store_enable ||
state->EXT_shader_image_load_store_enable);
}
static bool
shader_image_load_store_ext(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_image_load_store_enable;
}
static bool
shader_image_atomic(const _mesa_glsl_parse_state *state)
{
return (state->is_version(420, 320) ||
state->ARB_shader_image_load_store_enable ||
state->EXT_shader_image_load_store_enable ||
state->OES_shader_image_atomic_enable);
}
static bool
shader_image_atomic_exchange_float(const _mesa_glsl_parse_state *state)
{
return (state->is_version(450, 320) ||
state->ARB_ES3_1_compatibility_enable ||
state->OES_shader_image_atomic_enable ||
state->NV_shader_atomic_float_enable);
}
static bool
shader_image_atomic_add_float(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable;
}
static bool
shader_image_size(const _mesa_glsl_parse_state *state)
{
return state->is_version(430, 310) ||
state->ARB_shader_image_size_enable;
}
static bool
shader_samples(const _mesa_glsl_parse_state *state)
{
return state->is_version(450, 0) ||
state->ARB_shader_texture_image_samples_enable;
}
static bool
gs_streams(const _mesa_glsl_parse_state *state)
{
return gpu_shader5(state) && gs_only(state);
}
static bool
fp64(const _mesa_glsl_parse_state *state)
{
return state->has_double();
}
static bool
int64(const _mesa_glsl_parse_state *state)
{
return state->has_int64();
}
static bool
int64_fp64(const _mesa_glsl_parse_state *state)
{
return state->has_int64() && state->has_double();
}
static bool
compute_shader(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_COMPUTE;
}
static bool
compute_shader_supported(const _mesa_glsl_parse_state *state)
{
return state->has_compute_shader();
}
static bool
buffer_atomics_supported(const _mesa_glsl_parse_state *state)
{
return compute_shader(state) || shader_storage_buffer_object(state);
}
static bool
barrier_supported(const _mesa_glsl_parse_state *state)
{
return compute_shader(state) ||
state->stage == MESA_SHADER_TESS_CTRL;
}
static bool
vote(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_group_vote_enable;
}
static bool
vote_ext(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_group_vote_enable;
}
static bool
vote_or_v460_desktop(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_group_vote_enable || state->ARB_shader_group_vote_enable || v460_desktop(state);
}
static bool
integer_functions_supported(const _mesa_glsl_parse_state *state)
{
return state->extensions->MESA_shader_integer_functions;
}
static bool
NV_shader_atomic_float_supported(const _mesa_glsl_parse_state *state)
{
return state->extensions->NV_shader_atomic_float;
}
static bool
shader_atomic_float_add(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable;
}
static bool
shader_atomic_float_exchange(const _mesa_glsl_parse_state *state)
{
return state->NV_shader_atomic_float_enable ||
state->INTEL_shader_atomic_float_minmax_enable;
}
static bool
INTEL_shader_atomic_float_minmax_supported(const _mesa_glsl_parse_state *state)
{
return state->extensions->INTEL_shader_atomic_float_minmax;
}
static bool
shader_atomic_float_minmax(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_atomic_float_minmax_enable;
}
static bool
demote_to_helper_invocation(const _mesa_glsl_parse_state *state)
{
return state->EXT_demote_to_helper_invocation_enable;
}
static bool
shader_integer_functions2(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_integer_functions2_enable;
}
static bool
shader_integer_functions2_int64(const _mesa_glsl_parse_state *state)
{
return state->INTEL_shader_integer_functions2_enable && state->has_int64();
}
static bool
is_nir(const _mesa_glsl_parse_state *state)
{
return state->ctx->Const.ShaderCompilerOptions[state->stage].NirOptions;
}
static bool
is_not_nir(const _mesa_glsl_parse_state *state)
{
return !is_nir(state);
}
/** @} */
/******************************************************************************/
namespace {
/**
* builtin_builder: A singleton object representing the core of the built-in
* function module.
*
* It generates IR for every built-in function signature, and organizes them
* into functions.
*/
class builtin_builder {
public:
builtin_builder();
~builtin_builder();
void initialize();
void release();
ir_function_signature *find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters);
/**
* A shader to hold all the built-in signatures; created by this module.
*
* This includes signatures for every built-in, regardless of version or
* enabled extensions. The availability predicate associated with each
* signature allows matching_signature() to filter out the irrelevant ones.
*/
gl_shader *shader;
private:
void *mem_ctx;
void create_shader();
void create_intrinsics();
void create_builtins();
/**
* IR builder helpers:
*
* These convenience functions assist in emitting IR, but don't necessarily
* fit in ir_builder itself. Many of them rely on having a mem_ctx class
* member available.
*/
ir_variable *in_var(const glsl_type *type, const char *name);
ir_variable *out_var(const glsl_type *type, const char *name);
ir_constant *imm(float f, unsigned vector_elements=1);
ir_constant *imm(bool b, unsigned vector_elements=1);
ir_constant *imm(int i, unsigned vector_elements=1);
ir_constant *imm(unsigned u, unsigned vector_elements=1);
ir_constant *imm(double d, unsigned vector_elements=1);
ir_constant *imm(const glsl_type *type, const ir_constant_data &);
ir_dereference_variable *var_ref(ir_variable *var);
ir_dereference_array *array_ref(ir_variable *var, int i);
ir_swizzle *matrix_elt(ir_variable *var, int col, int row);
ir_expression *asin_expr(ir_variable *x, float p0, float p1);
void do_atan(ir_factory &body, const glsl_type *type, ir_variable *res, operand y_over_x);
/**
* Call function \param f with parameters specified as the linked
* list \param params of \c ir_variable objects. \param ret should
* point to the ir_variable that will hold the function return
* value, or be \c NULL if the function has void return type.
*/
ir_call *call(ir_function *f, ir_variable *ret, exec_list params);
/** Create a new function and add the given signatures. */
void add_function(const char *name, ...);
typedef ir_function_signature *(builtin_builder::*image_prototype_ctr)(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
/**
* Create a new image built-in function for all known image types.
* \p flags is a bitfield of \c image_function_flags flags.
*/
void add_image_function(const char *name,
const char *intrinsic_name,
image_prototype_ctr prototype,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id);
/**
* Create new functions for all known image built-ins and types.
* If \p glsl is \c true, use the GLSL built-in names and emit code
* to call into the actual compiler intrinsic. If \p glsl is
* false, emit a function prototype with no body for each image
* intrinsic name.
*/
void add_image_functions(bool glsl);
ir_function_signature *new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params, ...);
/**
* Function signature generators:
* @{
*/
ir_function_signature *unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type);
ir_function_signature *binop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type,
bool swap_operands = false);
#define B0(X) ir_function_signature *_##X();
#define B1(X) ir_function_signature *_##X(const glsl_type *);
#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *);
#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *, const glsl_type *);
#define BA1(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *);
#define BA2(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *, const glsl_type *);
B1(radians)
B1(degrees)
B1(sin)
B1(cos)
B1(tan)
B1(asin)
B1(acos)
B1(atan2)
B1(atan)
B1(atan2_op)
B1(atan_op)
B1(sinh)
B1(cosh)
B1(tanh)
B1(asinh)
B1(acosh)
B1(atanh)
B1(pow)
B1(exp)
B1(log)
B1(exp2)
B1(log2)
BA1(sqrt)
BA1(inversesqrt)
BA1(abs)
BA1(sign)
BA1(floor)
BA1(truncate)
BA1(trunc)
BA1(round)
BA1(roundEven)
BA1(ceil)
BA1(fract)
BA2(mod)
BA1(modf)
BA2(min)
BA2(max)
BA2(clamp)
BA2(mix_lrp)
ir_function_signature *_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type);
BA2(step)
BA2(smoothstep)
BA1(isnan)
BA1(isinf)
B1(floatBitsToInt)
B1(floatBitsToUint)
B1(intBitsToFloat)
B1(uintBitsToFloat)
BA1(doubleBitsToInt64)
BA1(doubleBitsToUint64)
BA1(int64BitsToDouble)
BA1(uint64BitsToDouble)
ir_function_signature *_packUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packHalf2x16(builtin_available_predicate avail);
ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail);
ir_function_signature *_packDouble2x32(builtin_available_predicate avail);
ir_function_signature *_unpackDouble2x32(builtin_available_predicate avail);
ir_function_signature *_packInt2x32(builtin_available_predicate avail);
ir_function_signature *_unpackInt2x32(builtin_available_predicate avail);
ir_function_signature *_packUint2x32(builtin_available_predicate avail);
ir_function_signature *_unpackUint2x32(builtin_available_predicate avail);
BA1(length)
BA1(distance);
BA1(dot);
BA1(cross);
BA1(normalize);
B0(ftransform);
BA1(faceforward);
BA1(reflect);
BA1(refract);
BA1(matrixCompMult);
BA1(outerProduct);
BA1(determinant_mat2);
BA1(determinant_mat3);
BA1(determinant_mat4);
BA1(inverse_mat2);
BA1(inverse_mat3);
BA1(inverse_mat4);
BA1(transpose);
BA1(lessThan);
BA1(lessThanEqual);
BA1(greaterThan);
BA1(greaterThanEqual);
BA1(equal);
BA1(notEqual);
B1(any);
B1(all);
B1(not);
BA2(textureSize);
BA1(textureSamples);
/** Flags to _texture() */
#define TEX_PROJECT 1
#define TEX_OFFSET 2
#define TEX_COMPONENT 4
#define TEX_OFFSET_NONCONST 8
#define TEX_OFFSET_ARRAY 16
ir_function_signature *_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *x);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type = NULL);
B0(EmitVertex)
B0(EndPrimitive)
ir_function_signature *_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type);
ir_function_signature *_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type);
B0(barrier)
BA2(textureQueryLod);
BA1(textureQueryLevels);
BA2(textureSamplesIdentical);
B1(dFdx);
B1(dFdy);
B1(fwidth);
B1(dFdxCoarse);
B1(dFdyCoarse);
B1(fwidthCoarse);
B1(dFdxFine);
B1(dFdyFine);
B1(fwidthFine);
B1(noise1);
B1(noise2);
B1(noise3);
B1(noise4);
B1(bitfieldExtract)
B1(bitfieldInsert)
B1(bitfieldReverse)
B1(bitCount)
B1(findLSB)
B1(findMSB)
BA1(countLeadingZeros)
BA1(countTrailingZeros)
BA1(fma)
B2(ldexp)
B2(frexp)
B2(dfrexp)
B1(uaddCarry)
B1(usubBorrow)
BA1(addSaturate)
BA1(subtractSaturate)
BA1(absoluteDifference)
BA1(average)
BA1(averageRounded)
B1(mulExtended)
BA1(multiply32x16)
B1(interpolateAtCentroid)
B1(interpolateAtOffset)
B1(interpolateAtSample)
ir_function_signature *_atomic_counter_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_intrinsic1(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_intrinsic2(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_counter_op(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_counter_op1(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_counter_op2(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_atomic_intrinsic2(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_op2(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_atomic_intrinsic3(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id);
ir_function_signature *_atomic_op3(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type);
B1(min3)
B1(max3)
B1(mid3)
ir_function_signature *_image_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image_size_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image_samples_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image(image_prototype_ctr prototype,
const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id);
ir_function_signature *_memory_barrier_intrinsic(
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_ballot_intrinsic();
ir_function_signature *_ballot();
ir_function_signature *_read_first_invocation_intrinsic(const glsl_type *type);
ir_function_signature *_read_first_invocation(const glsl_type *type);
ir_function_signature *_read_invocation_intrinsic(const glsl_type *type);
ir_function_signature *_read_invocation(const glsl_type *type);
ir_function_signature *_invocation_interlock_intrinsic(
builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_invocation_interlock(
const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_shader_clock(builtin_available_predicate avail,
const glsl_type *type);
ir_function_signature *_vote_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id);
ir_function_signature *_vote(const char *intrinsic_name,
builtin_available_predicate avail);
ir_function_signature *_helper_invocation_intrinsic();
ir_function_signature *_helper_invocation();
#undef B0
#undef B1
#undef B2
#undef B3
#undef BA1
#undef BA2
/** @} */
};
enum image_function_flags {
IMAGE_FUNCTION_EMIT_STUB = (1 << 0),
IMAGE_FUNCTION_RETURNS_VOID = (1 << 1),
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE = (1 << 2),
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE = (1 << 3),
IMAGE_FUNCTION_READ_ONLY = (1 << 4),
IMAGE_FUNCTION_WRITE_ONLY = (1 << 5),
IMAGE_FUNCTION_AVAIL_ATOMIC = (1 << 6),
IMAGE_FUNCTION_MS_ONLY = (1 << 7),
IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE = (1 << 8),
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD = (1 << 9),
IMAGE_FUNCTION_EXT_ONLY = (1 << 10),
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE = (1 << 11),
};
} /* anonymous namespace */
/**
* Core builtin_builder functionality:
* @{
*/
builtin_builder::builtin_builder()
: shader(NULL)
{
mem_ctx = NULL;
}
builtin_builder::~builtin_builder()
{
ralloc_free(mem_ctx);
}
ir_function_signature *
builtin_builder::find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
/* The shader currently being compiled requested a built-in function;
* it needs to link against builtin_builder::shader in order to get them.
*
* Even if we don't find a matching signature, we still need to do this so
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)
return NULL;
ir_function_signature *sig =
f->matching_signature(state, actual_parameters, true);
if (sig == NULL)
return NULL;
return sig;
}
void
builtin_builder::initialize()
{
/* If already initialized, don't do it again. */
if (mem_ctx != NULL)
return;
glsl_type_singleton_init_or_ref();
mem_ctx = ralloc_context(NULL);
create_shader();
create_intrinsics();
create_builtins();
}
void
builtin_builder::release()
{
ralloc_free(mem_ctx);
mem_ctx = NULL;
ralloc_free(shader);
shader = NULL;
glsl_type_singleton_decref();
}
void
builtin_builder::create_shader()
{
/* The target doesn't actually matter. There's no target for generic
* GLSL utility code that could be linked against any stage, so just
* arbitrarily pick GL_VERTEX_SHADER.
*/
shader = _mesa_new_shader(0, MESA_SHADER_VERTEX);
shader->symbols = new(mem_ctx) glsl_symbol_table;
}
/** @} */
/**
* Create ir_function and ir_function_signature objects for each
* intrinsic.
*/
void
builtin_builder::create_intrinsics()
{
add_function("__intrinsic_atomic_read",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_read),
NULL);
add_function("__intrinsic_atomic_increment",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_increment),
NULL);
add_function("__intrinsic_atomic_predecrement",
_atomic_counter_intrinsic(shader_atomic_counters,
ir_intrinsic_atomic_counter_predecrement),
NULL);
add_function("__intrinsic_atomic_add",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_add),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_add),
_atomic_intrinsic2(NV_shader_atomic_float_supported,
glsl_type::float_type,
ir_intrinsic_generic_atomic_add),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_add),
NULL);
add_function("__intrinsic_atomic_min",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_min),
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
glsl_type::float_type,
ir_intrinsic_generic_atomic_min),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_min),
NULL);
add_function("__intrinsic_atomic_max",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_max),
_atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported,
glsl_type::float_type,
ir_intrinsic_generic_atomic_max),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_max),
NULL);
add_function("__intrinsic_atomic_and",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_and),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_and),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_and),
NULL);
add_function("__intrinsic_atomic_or",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_or),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_or),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_or),
NULL);
add_function("__intrinsic_atomic_xor",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_xor),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_xor),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_xor),
NULL);
add_function("__intrinsic_atomic_exchange",
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_exchange),
_atomic_intrinsic2(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_exchange),
_atomic_intrinsic2(NV_shader_atomic_float_supported,
glsl_type::float_type,
ir_intrinsic_generic_atomic_exchange),
_atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_exchange),
NULL);
add_function("__intrinsic_atomic_comp_swap",
_atomic_intrinsic3(buffer_atomics_supported,
glsl_type::uint_type,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_intrinsic3(buffer_atomics_supported,
glsl_type::int_type,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_intrinsic3(INTEL_shader_atomic_float_minmax_supported,
glsl_type::float_type,
ir_intrinsic_generic_atomic_comp_swap),
_atomic_counter_intrinsic2(shader_atomic_counter_ops_or_v460_desktop,
ir_intrinsic_atomic_counter_comp_swap),
NULL);
add_image_functions(false);
add_function("__intrinsic_memory_barrier",
_memory_barrier_intrinsic(shader_image_load_store,
ir_intrinsic_memory_barrier),
NULL);
add_function("__intrinsic_group_memory_barrier",
_memory_barrier_intrinsic(compute_shader,
ir_intrinsic_group_memory_barrier),
NULL);
add_function("__intrinsic_memory_barrier_atomic_counter",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_atomic_counter),
NULL);
add_function("__intrinsic_memory_barrier_buffer",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_buffer),
NULL);
add_function("__intrinsic_memory_barrier_image",
_memory_barrier_intrinsic(compute_shader_supported,
ir_intrinsic_memory_barrier_image),
NULL);
add_function("__intrinsic_memory_barrier_shared",
_memory_barrier_intrinsic(compute_shader,
ir_intrinsic_memory_barrier_shared),
NULL);
add_function("__intrinsic_begin_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_begin_invocation_interlock), NULL);
add_function("__intrinsic_end_invocation_interlock",
_invocation_interlock_intrinsic(
supports_arb_fragment_shader_interlock,
ir_intrinsic_end_invocation_interlock), NULL);
add_function("__intrinsic_shader_clock",
_shader_clock_intrinsic(shader_clock,
glsl_type::uvec2_type),
NULL);
add_function("__intrinsic_vote_all",
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_all),
NULL);
add_function("__intrinsic_vote_any",
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_any),
NULL);
add_function("__intrinsic_vote_eq",
_vote_intrinsic(vote_or_v460_desktop, ir_intrinsic_vote_eq),
NULL);
add_function("__intrinsic_ballot", _ballot_intrinsic(), NULL);
add_function("__intrinsic_read_invocation",
_read_invocation_intrinsic(glsl_type::float_type),
_read_invocation_intrinsic(glsl_type::vec2_type),
_read_invocation_intrinsic(glsl_type::vec3_type),
_read_invocation_intrinsic(glsl_type::vec4_type),
_read_invocation_intrinsic(glsl_type::int_type),
_read_invocation_intrinsic(glsl_type::ivec2_type),
_read_invocation_intrinsic(glsl_type::ivec3_type),
_read_invocation_intrinsic(glsl_type::ivec4_type),
_read_invocation_intrinsic(glsl_type::uint_type),
_read_invocation_intrinsic(glsl_type::uvec2_type),
_read_invocation_intrinsic(glsl_type::uvec3_type),
_read_invocation_intrinsic(glsl_type::uvec4_type),
NULL);
add_function("__intrinsic_read_first_invocation",
_read_first_invocation_intrinsic(glsl_type::float_type),
_read_first_invocation_intrinsic(glsl_type::vec2_type),
_read_first_invocation_intrinsic(glsl_type::vec3_type),
_read_first_invocation_intrinsic(glsl_type::vec4_type),
_read_first_invocation_intrinsic(glsl_type::int_type),
_read_first_invocation_intrinsic(glsl_type::ivec2_type),
_read_first_invocation_intrinsic(glsl_type::ivec3_type),
_read_first_invocation_intrinsic(glsl_type::ivec4_type),
_read_first_invocation_intrinsic(glsl_type::uint_type),
_read_first_invocation_intrinsic(glsl_type::uvec2_type),
_read_first_invocation_intrinsic(glsl_type::uvec3_type),
_read_first_invocation_intrinsic(glsl_type::uvec4_type),
NULL);
add_function("__intrinsic_helper_invocation",
_helper_invocation_intrinsic(), NULL);
}
/**
* Create ir_function and ir_function_signature objects for each built-in.
*
* Contains a list of every available built-in.
*/
void
builtin_builder::create_builtins()
{
#define F(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::float_type), \
_##NAME(glsl_type::vec2_type), \
_##NAME(glsl_type::vec3_type), \
_##NAME(glsl_type::vec4_type), \
NULL);
#define FD(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
_##NAME(fp64, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
NULL);
#define FD130(NAME) \
add_function(#NAME, \
_##NAME(v130, glsl_type::float_type), \
_##NAME(v130, glsl_type::vec2_type), \
_##NAME(v130, glsl_type::vec3_type), \
_##NAME(v130, glsl_type::vec4_type), \
_##NAME(fp64, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
NULL);
#define FD130GS4(NAME) \
add_function(#NAME, \
_##NAME(v130_or_gpu_shader4, glsl_type::float_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::vec2_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::vec3_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::vec4_type), \
_##NAME(fp64, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
NULL);
#define FDGS5(NAME) \
add_function(#NAME, \
_##NAME(gpu_shader5_es, glsl_type::float_type), \
_##NAME(gpu_shader5_es, glsl_type::vec2_type), \
_##NAME(gpu_shader5_es, glsl_type::vec3_type), \
_##NAME(gpu_shader5_es, glsl_type::vec4_type), \
_##NAME(fp64, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
NULL);
#define FI(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::float_type), \
_##NAME(glsl_type::vec2_type), \
_##NAME(glsl_type::vec3_type), \
_##NAME(glsl_type::vec4_type), \
_##NAME(glsl_type::int_type), \
_##NAME(glsl_type::ivec2_type), \
_##NAME(glsl_type::ivec3_type), \
_##NAME(glsl_type::ivec4_type), \
NULL);
#define FI64(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
_##NAME(always_available, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type), \
_##NAME(fp64, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
_##NAME(int64, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec2_type), \
_##NAME(int64, glsl_type::i64vec3_type), \
_##NAME(int64, glsl_type::i64vec4_type), \
NULL);
#define FIUD_VEC(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type), \
\
_##NAME(v130_or_gpu_shader4, glsl_type::uvec2_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec3_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec4_type), \
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
_##NAME(int64, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec2_type), \
_##NAME(int64, glsl_type::i64vec3_type), \
_##NAME(int64, glsl_type::i64vec4_type), \
_##NAME(int64, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec2_type), \
_##NAME(int64, glsl_type::u64vec3_type), \
_##NAME(int64, glsl_type::u64vec4_type), \
NULL);
#define IU(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::int_type), \
_##NAME(glsl_type::ivec2_type), \
_##NAME(glsl_type::ivec3_type), \
_##NAME(glsl_type::ivec4_type), \
\
_##NAME(glsl_type::uint_type), \
_##NAME(glsl_type::uvec2_type), \
_##NAME(glsl_type::uvec3_type), \
_##NAME(glsl_type::uvec4_type), \
NULL);
#define FIUBD_VEC(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type), \
\
_##NAME(v130_or_gpu_shader4, glsl_type::uvec2_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec3_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec4_type), \
\
_##NAME(always_available, glsl_type::bvec2_type), \
_##NAME(always_available, glsl_type::bvec3_type), \
_##NAME(always_available, glsl_type::bvec4_type), \
\
_##NAME(fp64, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type), \
_##NAME(int64, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec2_type), \
_##NAME(int64, glsl_type::i64vec3_type), \
_##NAME(int64, glsl_type::i64vec4_type), \
_##NAME(int64, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec2_type), \
_##NAME(int64, glsl_type::u64vec3_type), \
_##NAME(int64, glsl_type::u64vec4_type), \
NULL);
#define FIUD2_MIXED(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec3_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec4_type, glsl_type::float_type), \
\
_##NAME(always_available, glsl_type::vec2_type, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::int_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec2_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec3_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec4_type, glsl_type::int_type), \
\
_##NAME(always_available, glsl_type::ivec2_type, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type, glsl_type::ivec4_type), \
\
_##NAME(v130_or_gpu_shader4, glsl_type::uint_type, glsl_type::uint_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec2_type, glsl_type::uint_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec3_type, glsl_type::uint_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec4_type, glsl_type::uint_type), \
\
_##NAME(v130_or_gpu_shader4, glsl_type::uvec2_type, glsl_type::uvec2_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec3_type, glsl_type::uvec3_type), \
_##NAME(v130_or_gpu_shader4, glsl_type::uvec4_type, glsl_type::uvec4_type), \
\
_##NAME(fp64, glsl_type::double_type, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec3_type, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec4_type, glsl_type::double_type), \
_##NAME(fp64, glsl_type::dvec2_type, glsl_type::dvec2_type), \
_##NAME(fp64, glsl_type::dvec3_type, glsl_type::dvec3_type), \
_##NAME(fp64, glsl_type::dvec4_type, glsl_type::dvec4_type), \
\
_##NAME(int64, glsl_type::int64_t_type, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec2_type, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec3_type, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec4_type, glsl_type::int64_t_type), \
_##NAME(int64, glsl_type::i64vec2_type, glsl_type::i64vec2_type), \
_##NAME(int64, glsl_type::i64vec3_type, glsl_type::i64vec3_type), \
_##NAME(int64, glsl_type::i64vec4_type, glsl_type::i64vec4_type), \
_##NAME(int64, glsl_type::uint64_t_type, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec2_type, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec3_type, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec4_type, glsl_type::uint64_t_type), \
_##NAME(int64, glsl_type::u64vec2_type, glsl_type::u64vec2_type), \
_##NAME(int64, glsl_type::u64vec3_type, glsl_type::u64vec3_type), \
_##NAME(int64, glsl_type::u64vec4_type, glsl_type::u64vec4_type), \
NULL);
F(radians)
F(degrees)
F(sin)
F(cos)
F(tan)
F(asin)
F(acos)
add_function("atan",
_atan(glsl_type::float_type),
_atan(glsl_type::vec2_type),
_atan(glsl_type::vec3_type),
_atan(glsl_type::vec4_type),
_atan2(glsl_type::float_type),
_atan2(glsl_type::vec2_type),
_atan2(glsl_type::vec3_type),
_atan2(glsl_type::vec4_type),
_atan_op(glsl_type::float_type),
_atan_op(glsl_type::vec2_type),
_atan_op(glsl_type::vec3_type),
_atan_op(glsl_type::vec4_type),
_atan2_op(glsl_type::float_type),
_atan2_op(glsl_type::vec2_type),
_atan2_op(glsl_type::vec3_type),
_atan2_op(glsl_type::vec4_type),
NULL);
F(sinh)
F(cosh)
F(tanh)
F(asinh)
F(acosh)
F(atanh)
F(pow)
F(exp)
F(log)
F(exp2)
F(log2)
FD(sqrt)
FD(inversesqrt)
FI64(abs)
FI64(sign)
FD(floor)
FD130(trunc)
FD130GS4(round)
FD130(roundEven)
FD(ceil)
FD(fract)
add_function("truncate",
_truncate(gpu_shader4, glsl_type::float_type),
_truncate(gpu_shader4, glsl_type::vec2_type),
_truncate(gpu_shader4, glsl_type::vec3_type),
_truncate(gpu_shader4, glsl_type::vec4_type),
NULL);
add_function("mod",
_mod(always_available, glsl_type::float_type, glsl_type::float_type),
_mod(always_available, glsl_type::vec2_type, glsl_type::float_type),
_mod(always_available, glsl_type::vec3_type, glsl_type::float_type),
_mod(always_available, glsl_type::vec4_type, glsl_type::float_type),
_mod(always_available, glsl_type::vec2_type, glsl_type::vec2_type),
_mod(always_available, glsl_type::vec3_type, glsl_type::vec3_type),
_mod(always_available, glsl_type::vec4_type, glsl_type::vec4_type),
_mod(fp64, glsl_type::double_type, glsl_type::double_type),
_mod(fp64, glsl_type::dvec2_type, glsl_type::double_type),
_mod(fp64, glsl_type::dvec3_type, glsl_type::double_type),
_mod(fp64, glsl_type::dvec4_type, glsl_type::double_type),
_mod(fp64, glsl_type::dvec2_type, glsl_type::dvec2_type),
_mod(fp64, glsl_type::dvec3_type, glsl_type::dvec3_type),
_mod(fp64, glsl_type::dvec4_type, glsl_type::dvec4_type),
NULL);
FD130(modf)
FIUD2_MIXED(min)
FIUD2_MIXED(max)
FIUD2_MIXED(clamp)
add_function("mix",
_mix_lrp(always_available, glsl_type::float_type, glsl_type::float_type),
_mix_lrp(always_available, glsl_type::vec2_type, glsl_type::float_type),
_mix_lrp(always_available, glsl_type::vec3_type, glsl_type::float_type),
_mix_lrp(always_available, glsl_type::vec4_type, glsl_type::float_type),
_mix_lrp(always_available, glsl_type::vec2_type, glsl_type::vec2_type),
_mix_lrp(always_available, glsl_type::vec3_type, glsl_type::vec3_type),
_mix_lrp(always_available, glsl_type::vec4_type, glsl_type::vec4_type),
_mix_lrp(fp64, glsl_type::double_type, glsl_type::double_type),
_mix_lrp(fp64, glsl_type::dvec2_type, glsl_type::double_type),
_mix_lrp(fp64, glsl_type::dvec3_type, glsl_type::double_type),
_mix_lrp(fp64, glsl_type::dvec4_type, glsl_type::double_type),
_mix_lrp(fp64, glsl_type::dvec2_type, glsl_type::dvec2_type),
_mix_lrp(fp64, glsl_type::dvec3_type, glsl_type::dvec3_type),
_mix_lrp(fp64, glsl_type::dvec4_type, glsl_type::dvec4_type),
_mix_sel(v130, glsl_type::float_type, glsl_type::bool_type),
_mix_sel(v130, glsl_type::vec2_type, glsl_type::bvec2_type),
_mix_sel(v130, glsl_type::vec3_type, glsl_type::bvec3_type),
_mix_sel(v130, glsl_type::vec4_type, glsl_type::bvec4_type),
_mix_sel(fp64, glsl_type::double_type, glsl_type::bool_type),
_mix_sel(fp64, glsl_type::dvec2_type, glsl_type::bvec2_type),
_mix_sel(fp64, glsl_type::dvec3_type, glsl_type::bvec3_type),
_mix_sel(fp64, glsl_type::dvec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::int_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::ivec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::ivec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::ivec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::uint_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::uvec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::uvec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::uvec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::bool_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::bvec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::bvec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::bvec4_type, glsl_type::bvec4_type),
_mix_sel(int64, glsl_type::int64_t_type, glsl_type::bool_type),
_mix_sel(int64, glsl_type::i64vec2_type, glsl_type::bvec2_type),
_mix_sel(int64, glsl_type::i64vec3_type, glsl_type::bvec3_type),
_mix_sel(int64, glsl_type::i64vec4_type, glsl_type::bvec4_type),
_mix_sel(int64, glsl_type::uint64_t_type, glsl_type::bool_type),
_mix_sel(int64, glsl_type::u64vec2_type, glsl_type::bvec2_type),
_mix_sel(int64, glsl_type::u64vec3_type, glsl_type::bvec3_type),
_mix_sel(int64, glsl_type::u64vec4_type, glsl_type::bvec4_type),
NULL);
add_function("step",
_step(always_available, glsl_type::float_type, glsl_type::float_type),
_step(always_available, glsl_type::float_type, glsl_type::vec2_type),
_step(always_available, glsl_type::float_type, glsl_type::vec3_type),
_step(always_available, glsl_type::float_type, glsl_type::vec4_type),
_step(always_available, glsl_type::vec2_type, glsl_type::vec2_type),
_step(always_available, glsl_type::vec3_type, glsl_type::vec3_type),
_step(always_available, glsl_type::vec4_type, glsl_type::vec4_type),
_step(fp64, glsl_type::double_type, glsl_type::double_type),
_step(fp64, glsl_type::double_type, glsl_type::dvec2_type),
_step(fp64, glsl_type::double_type, glsl_type::dvec3_type),
_step(fp64, glsl_type::double_type, glsl_type::dvec4_type),
_step(fp64, glsl_type::dvec2_type, glsl_type::dvec2_type),
_step(fp64, glsl_type::dvec3_type, glsl_type::dvec3_type),
_step(fp64, glsl_type::dvec4_type, glsl_type::dvec4_type),
NULL);
add_function("smoothstep",
_smoothstep(always_available, glsl_type::float_type, glsl_type::float_type),
_smoothstep(always_available, glsl_type::float_type, glsl_type::vec2_type),
_smoothstep(always_available, glsl_type::float_type, glsl_type::vec3_type),
_smoothstep(always_available, glsl_type::float_type, glsl_type::vec4_type),
_smoothstep(always_available, glsl_type::vec2_type, glsl_type::vec2_type),
_smoothstep(always_available, glsl_type::vec3_type, glsl_type::vec3_type),
_smoothstep(always_available, glsl_type::vec4_type, glsl_type::vec4_type),
_smoothstep(fp64, glsl_type::double_type, glsl_type::double_type),
_smoothstep(fp64, glsl_type::double_type, glsl_type::dvec2_type),
_smoothstep(fp64, glsl_type::double_type, glsl_type::dvec3_type),
_smoothstep(fp64, glsl_type::double_type, glsl_type::dvec4_type),
_smoothstep(fp64, glsl_type::dvec2_type, glsl_type::dvec2_type),
_smoothstep(fp64, glsl_type::dvec3_type, glsl_type::dvec3_type),
_smoothstep(fp64, glsl_type::dvec4_type, glsl_type::dvec4_type),
NULL);
FD130(isnan)
FD130(isinf)
F(floatBitsToInt)
F(floatBitsToUint)
add_function("intBitsToFloat",
_intBitsToFloat(glsl_type::int_type),
_intBitsToFloat(glsl_type::ivec2_type),
_intBitsToFloat(glsl_type::ivec3_type),
_intBitsToFloat(glsl_type::ivec4_type),
NULL);
add_function("uintBitsToFloat",
_uintBitsToFloat(glsl_type::uint_type),
_uintBitsToFloat(glsl_type::uvec2_type),
_uintBitsToFloat(glsl_type::uvec3_type),
_uintBitsToFloat(glsl_type::uvec4_type),
NULL);
add_function("doubleBitsToInt64",
_doubleBitsToInt64(int64_fp64, glsl_type::double_type),
_doubleBitsToInt64(int64_fp64, glsl_type::dvec2_type),
_doubleBitsToInt64(int64_fp64, glsl_type::dvec3_type),
_doubleBitsToInt64(int64_fp64, glsl_type::dvec4_type),
NULL);
add_function("doubleBitsToUint64",
_doubleBitsToUint64(int64_fp64, glsl_type::double_type),
_doubleBitsToUint64(int64_fp64, glsl_type::dvec2_type),
_doubleBitsToUint64(int64_fp64, glsl_type::dvec3_type),
_doubleBitsToUint64(int64_fp64, glsl_type::dvec4_type),
NULL);
add_function("int64BitsToDouble",
_int64BitsToDouble(int64_fp64, glsl_type::int64_t_type),
_int64BitsToDouble(int64_fp64, glsl_type::i64vec2_type),
_int64BitsToDouble(int64_fp64, glsl_type::i64vec3_type),
_int64BitsToDouble(int64_fp64, glsl_type::i64vec4_type),
NULL);
add_function("uint64BitsToDouble",
_uint64BitsToDouble(int64_fp64, glsl_type::uint64_t_type),
_uint64BitsToDouble(int64_fp64, glsl_type::u64vec2_type),
_uint64BitsToDouble(int64_fp64, glsl_type::u64vec3_type),
_uint64BitsToDouble(int64_fp64, glsl_type::u64vec4_type),
NULL);
add_function("packUnorm2x16", _packUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("packSnorm2x16", _packSnorm2x16(shader_packing_or_es3), NULL);
add_function("packUnorm4x8", _packUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("packSnorm4x8", _packSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("unpackUnorm2x16", _unpackUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("unpackSnorm2x16", _unpackSnorm2x16(shader_packing_or_es3), NULL);
add_function("unpackUnorm4x8", _unpackUnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL);
add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL);
add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL);
add_function("packDouble2x32", _packDouble2x32(fp64), NULL);
add_function("unpackDouble2x32", _unpackDouble2x32(fp64), NULL);
add_function("packInt2x32", _packInt2x32(int64), NULL);
add_function("unpackInt2x32", _unpackInt2x32(int64), NULL);
add_function("packUint2x32", _packUint2x32(int64), NULL);
add_function("unpackUint2x32", _unpackUint2x32(int64), NULL);
FD(length)
FD(distance)
FD(dot)
add_function("cross", _cross(always_available, glsl_type::vec3_type),
_cross(fp64, glsl_type::dvec3_type), NULL);
FD(normalize)
add_function("ftransform", _ftransform(), NULL);
FD(faceforward)
FD(reflect)
FD(refract)
// ...
add_function("matrixCompMult",
_matrixCompMult(always_available, glsl_type::mat2_type),
_matrixCompMult(always_available, glsl_type::mat3_type),
_matrixCompMult(always_available, glsl_type::mat4_type),
_matrixCompMult(always_available, glsl_type::mat2x3_type),
_matrixCompMult(always_available, glsl_type::mat2x4_type),
_matrixCompMult(always_available, glsl_type::mat3x2_type),
_matrixCompMult(always_available, glsl_type::mat3x4_type),
_matrixCompMult(always_available, glsl_type::mat4x2_type),
_matrixCompMult(always_available, glsl_type::mat4x3_type),
_matrixCompMult(fp64, glsl_type::dmat2_type),
_matrixCompMult(fp64, glsl_type::dmat3_type),
_matrixCompMult(fp64, glsl_type::dmat4_type),
_matrixCompMult(fp64, glsl_type::dmat2x3_type),
_matrixCompMult(fp64, glsl_type::dmat2x4_type),
_matrixCompMult(fp64, glsl_type::dmat3x2_type),
_matrixCompMult(fp64, glsl_type::dmat3x4_type),
_matrixCompMult(fp64, glsl_type::dmat4x2_type),
_matrixCompMult(fp64, glsl_type::dmat4x3_type),
NULL);
add_function("outerProduct",
_outerProduct(v120, glsl_type::mat2_type),
_outerProduct(v120, glsl_type::mat3_type),
_outerProduct(v120, glsl_type::mat4_type),
_outerProduct(v120, glsl_type::mat2x3_type),
_outerProduct(v120, glsl_type::mat2x4_type),
_outerProduct(v120, glsl_type::mat3x2_type),
_outerProduct(v120, glsl_type::mat3x4_type),
_outerProduct(v120, glsl_type::mat4x2_type),
_outerProduct(v120, glsl_type::mat4x3_type),
_outerProduct(fp64, glsl_type::dmat2_type),
_outerProduct(fp64, glsl_type::dmat3_type),
_outerProduct(fp64, glsl_type::dmat4_type),
_outerProduct(fp64, glsl_type::dmat2x3_type),
_outerProduct(fp64, glsl_type::dmat2x4_type),
_outerProduct(fp64, glsl_type::dmat3x2_type),
_outerProduct(fp64, glsl_type::dmat3x4_type),
_outerProduct(fp64, glsl_type::dmat4x2_type),
_outerProduct(fp64, glsl_type::dmat4x3_type),
NULL);
add_function("determinant",
_determinant_mat2(v120, glsl_type::mat2_type),
_determinant_mat3(v120, glsl_type::mat3_type),
_determinant_mat4(v120, glsl_type::mat4_type),
_determinant_mat2(fp64, glsl_type::dmat2_type),
_determinant_mat3(fp64, glsl_type::dmat3_type),
_determinant_mat4(fp64, glsl_type::dmat4_type),
NULL);
add_function("inverse",
_inverse_mat2(v140_or_es3, glsl_type::mat2_type),
_inverse_mat3(v140_or_es3, glsl_type::mat3_type),
_inverse_mat4(v140_or_es3, glsl_type::mat4_type),
_inverse_mat2(fp64, glsl_type::dmat2_type),
_inverse_mat3(fp64, glsl_type::dmat3_type),
_inverse_mat4(fp64, glsl_type::dmat4_type),
NULL);
add_function("transpose",
_transpose(v120, glsl_type::mat2_type),
_transpose(v120, glsl_type::mat3_type),
_transpose(v120, glsl_type::mat4_type),
_transpose(v120, glsl_type::mat2x3_type),
_transpose(v120, glsl_type::mat2x4_type),
_transpose(v120, glsl_type::mat3x2_type),
_transpose(v120, glsl_type::mat3x4_type),
_transpose(v120, glsl_type::mat4x2_type),
_transpose(v120, glsl_type::mat4x3_type),
_transpose(fp64, glsl_type::dmat2_type),
_transpose(fp64, glsl_type::dmat3_type),
_transpose(fp64, glsl_type::dmat4_type),
_transpose(fp64, glsl_type::dmat2x3_type),
_transpose(fp64, glsl_type::dmat2x4_type),
_transpose(fp64, glsl_type::dmat3x2_type),
_transpose(fp64, glsl_type::dmat3x4_type),
_transpose(fp64, glsl_type::dmat4x2_type),
_transpose(fp64, glsl_type::dmat4x3_type),
NULL);
FIUD_VEC(lessThan)
FIUD_VEC(lessThanEqual)
FIUD_VEC(greaterThan)
FIUD_VEC(greaterThanEqual)
FIUBD_VEC(notEqual)
FIUBD_VEC(equal)
add_function("any",
_any(glsl_type::bvec2_type),
_any(glsl_type::bvec3_type),
_any(glsl_type::bvec4_type),
NULL);
add_function("all",
_all(glsl_type::bvec2_type),
_all(glsl_type::bvec3_type),
_all(glsl_type::bvec4_type),
NULL);
add_function("not",
_not(glsl_type::bvec2_type),
_not(glsl_type::bvec3_type),
_not(glsl_type::bvec4_type),
NULL);
add_function("textureSize",
_textureSize(v130, glsl_type::int_type, glsl_type::sampler1D_type),
_textureSize(v130, glsl_type::int_type, glsl_type::isampler1D_type),
_textureSize(v130, glsl_type::int_type, glsl_type::usampler1D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler2D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler2D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler3D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::isampler3D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::usampler3D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::samplerCube_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isamplerCube_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usamplerCube_type),
_textureSize(v130, glsl_type::int_type, glsl_type::sampler1DShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::samplerCubeShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler1DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler1DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler1DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler2DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::isampler2DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::usampler2DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler1DArrayShadow_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler2DArrayShadow_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::samplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::isamplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::usamplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::samplerCubeArrayShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DRectShadow_type),
_textureSize(texture_buffer, glsl_type::int_type, glsl_type::samplerBuffer_type),
_textureSize(texture_buffer, glsl_type::int_type, glsl_type::isamplerBuffer_type),
_textureSize(texture_buffer, glsl_type::int_type, glsl_type::usamplerBuffer_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::sampler2DMS_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::isampler2DMS_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::usampler2DMS_type),
_textureSize(texture_multisample_array, glsl_type::ivec3_type, glsl_type::sampler2DMSArray_type),
_textureSize(texture_multisample_array, glsl_type::ivec3_type, glsl_type::isampler2DMSArray_type),
_textureSize(texture_multisample_array, glsl_type::ivec3_type, glsl_type::usampler2DMSArray_type),
_textureSize(texture_external_es3, glsl_type::ivec2_type, glsl_type::samplerExternalOES_type),
NULL);
add_function("textureSize1D",
_textureSize(gpu_shader4, glsl_type::int_type, glsl_type::sampler1D_type),
_textureSize(gpu_shader4_integer, glsl_type::int_type, glsl_type::isampler1D_type),
_textureSize(gpu_shader4_integer, glsl_type::int_type, glsl_type::usampler1D_type),
NULL);
add_function("textureSize2D",
_textureSize(gpu_shader4, glsl_type::ivec2_type, glsl_type::sampler2D_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec2_type, glsl_type::isampler2D_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec2_type, glsl_type::usampler2D_type),
NULL);
add_function("textureSize3D",
_textureSize(gpu_shader4, glsl_type::ivec3_type, glsl_type::sampler3D_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec3_type, glsl_type::isampler3D_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec3_type, glsl_type::usampler3D_type),
NULL);
add_function("textureSizeCube",
_textureSize(gpu_shader4, glsl_type::ivec2_type, glsl_type::samplerCube_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec2_type, glsl_type::isamplerCube_type),
_textureSize(gpu_shader4_integer, glsl_type::ivec2_type, glsl_type::usamplerCube_type),
NULL);
add_function("textureSize1DArray",
_textureSize(gpu_shader4_array, glsl_type::ivec2_type, glsl_type::sampler1DArray_type),
_textureSize(gpu_shader4_array_integer, glsl_type::ivec2_type, glsl_type::isampler1DArray_type),
_textureSize(gpu_shader4_array_integer, glsl_type::ivec2_type, glsl_type::usampler1DArray_type),
NULL);
add_function("textureSize2DArray",
_textureSize(gpu_shader4_array, glsl_type::ivec3_type, glsl_type::sampler2DArray_type),
_textureSize(gpu_shader4_array_integer, glsl_type::ivec3_type, glsl_type::isampler2DArray_type),
_textureSize(gpu_shader4_array_integer, glsl_type::ivec3_type, glsl_type::usampler2DArray_type),
NULL);
add_function("textureSize2DRect",
_textureSize(gpu_shader4_rect, glsl_type::ivec2_type, glsl_type::sampler2DRect_type),
_textureSize(gpu_shader4_rect_integer, glsl_type::ivec2_type, glsl_type::isampler2DRect_type),
_textureSize(gpu_shader4_rect_integer, glsl_type::ivec2_type, glsl_type::usampler2DRect_type),
NULL);
add_function("textureSizeBuffer",
_textureSize(gpu_shader4_tbo, glsl_type::int_type, glsl_type::samplerBuffer_type),
_textureSize(gpu_shader4_tbo_integer, glsl_type::int_type, glsl_type::isamplerBuffer_type),
_textureSize(gpu_shader4_tbo_integer, glsl_type::int_type, glsl_type::usamplerBuffer_type),
NULL);
add_function("textureSamples",
_textureSamples(shader_samples, glsl_type::sampler2DMS_type),
_textureSamples(shader_samples, glsl_type::isampler2DMS_type),
_textureSamples(shader_samples, glsl_type::usampler2DMS_type),
_textureSamples(shader_samples, glsl_type::sampler2DMSArray_type),
_textureSamples(shader_samples, glsl_type::isampler2DMSArray_type),
_textureSamples(shader_samples, glsl_type::usampler2DMSArray_type),
NULL);
add_function("texture",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
_textureCubeArrayShadow(ir_tex, texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
_texture(ir_tex, texture_external_es3, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, derivatives_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, derivatives_texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, derivatives_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_textureCubeArrayShadow(ir_tex, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_textureCubeArrayShadow(ir_txb, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
NULL);
add_function("textureLod",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_textureCubeArrayShadow(ir_txl, v130_or_gpu_shader4_and_tex_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
NULL);
add_function("textureOffset",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
/* The next one was forgotten in GLSL 1.30 spec. It's from
* EXT_gpu_shader4 originally. It was added in 4.30 with the
* wrong syntax. This was corrected in 4.40. 4.30 indicates
* that it was intended to be included previously, so allow it
* in 1.30.
*/
_texture(ir_tex, v130_desktop, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
_texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("texture1DOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
NULL);
add_function("texture2DOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture3DOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("texture2DRectOffset",
_texture(ir_tex, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("shadow2DRectOffset",
_texture(ir_tex, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow2DOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("texture1DArrayOffset",
_texture(ir_tex, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture2DArrayOffset",
_texture(ir_tex, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DArrayOffset",
_texture(ir_tex, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, gpu_shader4_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow2DArrayOffset",
_texture(ir_tex, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("textureProj",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_external_es3, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_external_es3, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texelFetch",
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(texture_buffer, glsl_type::vec4_type, glsl_type::samplerBuffer_type, glsl_type::int_type),
_texelFetch(texture_buffer, glsl_type::ivec4_type, glsl_type::isamplerBuffer_type, glsl_type::int_type),
_texelFetch(texture_buffer, glsl_type::uvec4_type, glsl_type::usamplerBuffer_type, glsl_type::int_type),
_texelFetch(texture_multisample, glsl_type::vec4_type, glsl_type::sampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample, glsl_type::ivec4_type, glsl_type::isampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample, glsl_type::uvec4_type, glsl_type::usampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample_array, glsl_type::vec4_type, glsl_type::sampler2DMSArray_type, glsl_type::ivec3_type),
_texelFetch(texture_multisample_array, glsl_type::ivec4_type, glsl_type::isampler2DMSArray_type, glsl_type::ivec3_type),
_texelFetch(texture_multisample_array, glsl_type::uvec4_type, glsl_type::usampler2DMSArray_type, glsl_type::ivec3_type),
_texelFetch(texture_external_es3, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch1D",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type),
NULL);
add_function("texelFetch2D",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch3D",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type),
NULL);
add_function("texelFetch2DRect",
_texelFetch(gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch1DArray",
_texelFetch(gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch2DArray",
_texelFetch(gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type),
NULL);
add_function("texelFetchBuffer",
_texelFetch(gpu_shader4_tbo, glsl_type::vec4_type, glsl_type::samplerBuffer_type, glsl_type::int_type),
_texelFetch(gpu_shader4_tbo_integer, glsl_type::ivec4_type, glsl_type::isamplerBuffer_type, glsl_type::int_type),
_texelFetch(gpu_shader4_tbo_integer, glsl_type::uvec4_type, glsl_type::usamplerBuffer_type, glsl_type::int_type),
NULL);
add_function("texelFetchOffset",
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch1DOffset",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type, glsl_type::int_type),
NULL);
add_function("texelFetch2DOffset",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch3DOffset",
_texelFetch(gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
NULL);
add_function("texelFetch2DRectOffset",
_texelFetch(gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
NULL);
add_function("texelFetch1DArrayOffset",
_texelFetch(gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
NULL);
add_function("texelFetch2DArrayOffset",
_texelFetch(gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
NULL);
add_function("textureProjOffset",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130_derivatives_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjOffset",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DRectProjOffset",
_texture(ir_tex, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DRectProjOffset",
_texture(ir_tex, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureLodOffset",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("texture1DLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
NULL);
add_function("texture2DLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture3DLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow2DLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("texture1DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture2DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DArrayLodOffset",
_texture(ir_txl, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("textureProjLod",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureProjLodOffset",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjLodOffset",
_texture(ir_txl, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureGrad",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("textureGradOffset",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("texture1DGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
NULL);
add_function("texture2DGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture3DGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("texture2DRectGradOffset",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("shadow2DRectGradOffset",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow2DGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("texture1DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
NULL);
add_function("texture2DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow1DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("shadow2DArrayGradOffset",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("textureProjGrad",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureProjGradOffset",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture1DProjGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DProjGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture3DProjGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("texture2DRectProjGradOffset",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DRectProjGradOffset",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow1DProjGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("shadow2DProjGradOffset",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("EmitVertex", _EmitVertex(), NULL);
add_function("EndPrimitive", _EndPrimitive(), NULL);
add_function("EmitStreamVertex",
_EmitStreamVertex(gs_streams, glsl_type::uint_type),
_EmitStreamVertex(gs_streams, glsl_type::int_type),
NULL);
add_function("EndStreamPrimitive",
_EndStreamPrimitive(gs_streams, glsl_type::uint_type),
_EndStreamPrimitive(gs_streams, glsl_type::int_type),
NULL);
add_function("barrier", _barrier(), NULL);
add_function("textureQueryLOD",
_textureQueryLod(texture_query_lod, glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(texture_query_lod, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(texture_query_lod, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLod",
_textureQueryLod(v400_derivatives_only, glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(v400_derivatives_only, glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(v400_derivatives_only, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLevels",
_textureQueryLevels(texture_query_levels, glsl_type::sampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler1DArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::sampler2DArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::samplerCubeArrayShadow_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::isamplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::isampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::isamplerCubeArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler1D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler2D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler3D_type),
_textureQueryLevels(texture_query_levels, glsl_type::usamplerCube_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler1DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usampler2DArray_type),
_textureQueryLevels(texture_query_levels, glsl_type::usamplerCubeArray_type),
NULL);
add_function("textureSamplesIdenticalEXT",
_textureSamplesIdentical(texture_samples_identical, glsl_type::sampler2DMS_type, glsl_type::ivec2_type),
_textureSamplesIdentical(texture_samples_identical, glsl_type::isampler2DMS_type, glsl_type::ivec2_type),
_textureSamplesIdentical(texture_samples_identical, glsl_type::usampler2DMS_type, glsl_type::ivec2_type),
_textureSamplesIdentical(texture_samples_identical_array, glsl_type::sampler2DMSArray_type, glsl_type::ivec3_type),
_textureSamplesIdentical(texture_samples_identical_array, glsl_type::isampler2DMSArray_type, glsl_type::ivec3_type),
_textureSamplesIdentical(texture_samples_identical_array, glsl_type::usampler2DMSArray_type, glsl_type::ivec3_type),
NULL);
add_function("texture1D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, texture_array_derivs_only,glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
NULL);
add_function("texture1DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture1DLod",
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
NULL);
add_function("texture1DProjLod",
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2D",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec2_type),
NULL);
add_function("texture2DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
NULL);
add_function("texture2DProj",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, derivatives_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
NULL);
add_function("texture2DProjLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3D",
_texture(ir_tex, tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, derivatives_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProj",
_texture(ir_tex, tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, derivatives_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3DLod",
_texture(ir_txl, tex3d_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProjLod",
_texture(ir_txl, tex3d_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCube",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, derivatives_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
NULL);
add_function("textureCubeLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
NULL);
add_function("texture2DRect",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
NULL);
add_function("texture2DRectProj",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow1D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("shadow1DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("shadowCube",
_texture(ir_tex, gpu_shader4, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
NULL);
add_function("shadow2DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow1DLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DProjLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DProjLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DRect",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DRectProj",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture1DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCubeGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
NULL);
add_function("texture2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture4",
_texture(ir_tg4, texture_texture4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture1DGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DProjGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture1DArrayGrad",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
NULL);
add_function("texture2DGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DProjGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DArrayGrad",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_array_integer, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
NULL);
add_function("texture3DGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProjGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCubeGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, gpu_shader4_integer, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DProjGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow1DArrayGrad",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DProjGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DArrayGrad",
_texture(ir_txd, gpu_shader4_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("texture2DRectGrad",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
NULL);
add_function("texture2DRectProjGrad",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, gpu_shader4_rect_integer, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DRectGrad",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DRectProjGrad",
_texture(ir_txd, gpu_shader4_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadowCubeGrad",
_texture(ir_txd, gpu_shader4, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
NULL);
add_function("textureGather",
_texture(ir_tg4, texture_gather_or_es31, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, texture_gather_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, texture_gather_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type),
NULL);
add_function("textureGatherOffset",
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only_or_es31, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, es31_not_gs5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, es31_not_gs5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, es31_not_gs5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, es31_not_gs5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("textureGatherOffsets",
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5_es, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
NULL);
F(dFdx)
F(dFdy)
F(fwidth)
F(dFdxCoarse)
F(dFdyCoarse)
F(fwidthCoarse)
F(dFdxFine)
F(dFdyFine)
F(fwidthFine)
F(noise1)
F(noise2)
F(noise3)
F(noise4)
IU(bitfieldExtract)
IU(bitfieldInsert)
IU(bitfieldReverse)
IU(bitCount)
IU(findLSB)
IU(findMSB)
FDGS5(fma)
add_function("ldexp",
_ldexp(glsl_type::float_type, glsl_type::int_type),
_ldexp(glsl_type::vec2_type, glsl_type::ivec2_type),
_ldexp(glsl_type::vec3_type, glsl_type::ivec3_type),
_ldexp(glsl_type::vec4_type, glsl_type::ivec4_type),
_ldexp(glsl_type::double_type, glsl_type::int_type),
_ldexp(glsl_type::dvec2_type, glsl_type::ivec2_type),
_ldexp(glsl_type::dvec3_type, glsl_type::ivec3_type),
_ldexp(glsl_type::dvec4_type, glsl_type::ivec4_type),
NULL);
add_function("frexp",
_frexp(glsl_type::float_type, glsl_type::int_type),
_frexp(glsl_type::vec2_type, glsl_type::ivec2_type),
_frexp(glsl_type::vec3_type, glsl_type::ivec3_type),
_frexp(glsl_type::vec4_type, glsl_type::ivec4_type),
_dfrexp(glsl_type::double_type, glsl_type::int_type),
_dfrexp(glsl_type::dvec2_type, glsl_type::ivec2_type),
_dfrexp(glsl_type::dvec3_type, glsl_type::ivec3_type),
_dfrexp(glsl_type::dvec4_type, glsl_type::ivec4_type),
NULL);
add_function("uaddCarry",
_uaddCarry(glsl_type::uint_type),
_uaddCarry(glsl_type::uvec2_type),
_uaddCarry(glsl_type::uvec3_type),
_uaddCarry(glsl_type::uvec4_type),
NULL);
add_function("usubBorrow",
_usubBorrow(glsl_type::uint_type),
_usubBorrow(glsl_type::uvec2_type),
_usubBorrow(glsl_type::uvec3_type),
_usubBorrow(glsl_type::uvec4_type),
NULL);
add_function("imulExtended",
_mulExtended(glsl_type::int_type),
_mulExtended(glsl_type::ivec2_type),
_mulExtended(glsl_type::ivec3_type),
_mulExtended(glsl_type::ivec4_type),
NULL);
add_function("umulExtended",
_mulExtended(glsl_type::uint_type),
_mulExtended(glsl_type::uvec2_type),
_mulExtended(glsl_type::uvec3_type),
_mulExtended(glsl_type::uvec4_type),
NULL);
add_function("interpolateAtCentroid",
_interpolateAtCentroid(glsl_type::float_type),
_interpolateAtCentroid(glsl_type::vec2_type),
_interpolateAtCentroid(glsl_type::vec3_type),
_interpolateAtCentroid(glsl_type::vec4_type),
NULL);
add_function("interpolateAtOffset",
_interpolateAtOffset(glsl_type::float_type),
_interpolateAtOffset(glsl_type::vec2_type),
_interpolateAtOffset(glsl_type::vec3_type),
_interpolateAtOffset(glsl_type::vec4_type),
NULL);
add_function("interpolateAtSample",
_interpolateAtSample(glsl_type::float_type),
_interpolateAtSample(glsl_type::vec2_type),
_interpolateAtSample(glsl_type::vec3_type),
_interpolateAtSample(glsl_type::vec4_type),
NULL);
add_function("atomicCounter",
_atomic_counter_op("__intrinsic_atomic_read",
shader_atomic_counters),
NULL);
add_function("atomicCounterIncrement",
_atomic_counter_op("__intrinsic_atomic_increment",
shader_atomic_counters),
NULL);
add_function("atomicCounterDecrement",
_atomic_counter_op("__intrinsic_atomic_predecrement",
shader_atomic_counters),
NULL);
add_function("atomicCounterAddARB",
_atomic_counter_op1("__intrinsic_atomic_add",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterSubtractARB",
_atomic_counter_op1("__intrinsic_atomic_sub",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterMinARB",
_atomic_counter_op1("__intrinsic_atomic_min",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterMaxARB",
_atomic_counter_op1("__intrinsic_atomic_max",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterAndARB",
_atomic_counter_op1("__intrinsic_atomic_and",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterOrARB",
_atomic_counter_op1("__intrinsic_atomic_or",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterXorARB",
_atomic_counter_op1("__intrinsic_atomic_xor",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterExchangeARB",
_atomic_counter_op1("__intrinsic_atomic_exchange",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterCompSwapARB",
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
shader_atomic_counter_ops),
NULL);
add_function("atomicCounterAdd",
_atomic_counter_op1("__intrinsic_atomic_add",
v460_desktop),
NULL);
add_function("atomicCounterSubtract",
_atomic_counter_op1("__intrinsic_atomic_sub",
v460_desktop),
NULL);
add_function("atomicCounterMin",
_atomic_counter_op1("__intrinsic_atomic_min",
v460_desktop),
NULL);
add_function("atomicCounterMax",
_atomic_counter_op1("__intrinsic_atomic_max",
v460_desktop),
NULL);
add_function("atomicCounterAnd",
_atomic_counter_op1("__intrinsic_atomic_and",
v460_desktop),
NULL);
add_function("atomicCounterOr",
_atomic_counter_op1("__intrinsic_atomic_or",
v460_desktop),
NULL);
add_function("atomicCounterXor",
_atomic_counter_op1("__intrinsic_atomic_xor",
v460_desktop),
NULL);
add_function("atomicCounterExchange",
_atomic_counter_op1("__intrinsic_atomic_exchange",
v460_desktop),
NULL);
add_function("atomicCounterCompSwap",
_atomic_counter_op2("__intrinsic_atomic_comp_swap",
v460_desktop),
NULL);
add_function("atomicAdd",
_atomic_op2("__intrinsic_atomic_add",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_add",
buffer_atomics_supported,
glsl_type::int_type),
_atomic_op2("__intrinsic_atomic_add",
shader_atomic_float_add,
glsl_type::float_type),
NULL);
add_function("atomicMin",
_atomic_op2("__intrinsic_atomic_min",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_min",
buffer_atomics_supported,
glsl_type::int_type),
_atomic_op2("__intrinsic_atomic_min",
shader_atomic_float_minmax,
glsl_type::float_type),
NULL);
add_function("atomicMax",
_atomic_op2("__intrinsic_atomic_max",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_max",
buffer_atomics_supported,
glsl_type::int_type),
_atomic_op2("__intrinsic_atomic_max",
shader_atomic_float_minmax,
glsl_type::float_type),
NULL);
add_function("atomicAnd",
_atomic_op2("__intrinsic_atomic_and",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_and",
buffer_atomics_supported,
glsl_type::int_type),
NULL);
add_function("atomicOr",
_atomic_op2("__intrinsic_atomic_or",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_or",
buffer_atomics_supported,
glsl_type::int_type),
NULL);
add_function("atomicXor",
_atomic_op2("__intrinsic_atomic_xor",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_xor",
buffer_atomics_supported,
glsl_type::int_type),
NULL);
add_function("atomicExchange",
_atomic_op2("__intrinsic_atomic_exchange",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op2("__intrinsic_atomic_exchange",
buffer_atomics_supported,
glsl_type::int_type),
_atomic_op2("__intrinsic_atomic_exchange",
shader_atomic_float_exchange,
glsl_type::float_type),
NULL);
add_function("atomicCompSwap",
_atomic_op3("__intrinsic_atomic_comp_swap",
buffer_atomics_supported,
glsl_type::uint_type),
_atomic_op3("__intrinsic_atomic_comp_swap",
buffer_atomics_supported,
glsl_type::int_type),
_atomic_op3("__intrinsic_atomic_comp_swap",
shader_atomic_float_minmax,
glsl_type::float_type),
NULL);
add_function("min3",
_min3(glsl_type::float_type),
_min3(glsl_type::vec2_type),
_min3(glsl_type::vec3_type),
_min3(glsl_type::vec4_type),
_min3(glsl_type::int_type),
_min3(glsl_type::ivec2_type),
_min3(glsl_type::ivec3_type),
_min3(glsl_type::ivec4_type),
_min3(glsl_type::uint_type),
_min3(glsl_type::uvec2_type),
_min3(glsl_type::uvec3_type),
_min3(glsl_type::uvec4_type),
NULL);
add_function("max3",
_max3(glsl_type::float_type),
_max3(glsl_type::vec2_type),
_max3(glsl_type::vec3_type),
_max3(glsl_type::vec4_type),
_max3(glsl_type::int_type),
_max3(glsl_type::ivec2_type),
_max3(glsl_type::ivec3_type),
_max3(glsl_type::ivec4_type),
_max3(glsl_type::uint_type),
_max3(glsl_type::uvec2_type),
_max3(glsl_type::uvec3_type),
_max3(glsl_type::uvec4_type),
NULL);
add_function("mid3",
_mid3(glsl_type::float_type),
_mid3(glsl_type::vec2_type),
_mid3(glsl_type::vec3_type),
_mid3(glsl_type::vec4_type),
_mid3(glsl_type::int_type),
_mid3(glsl_type::ivec2_type),
_mid3(glsl_type::ivec3_type),
_mid3(glsl_type::ivec4_type),
_mid3(glsl_type::uint_type),
_mid3(glsl_type::uvec2_type),
_mid3(glsl_type::uvec3_type),
_mid3(glsl_type::uvec4_type),
NULL);
add_image_functions(true);
add_function("memoryBarrier",
_memory_barrier("__intrinsic_memory_barrier",
shader_image_load_store),
NULL);
add_function("groupMemoryBarrier",
_memory_barrier("__intrinsic_group_memory_barrier",
compute_shader),
NULL);
add_function("memoryBarrierAtomicCounter",
_memory_barrier("__intrinsic_memory_barrier_atomic_counter",
compute_shader_supported),
NULL);
add_function("memoryBarrierBuffer",
_memory_barrier("__intrinsic_memory_barrier_buffer",
compute_shader_supported),
NULL);
add_function("memoryBarrierImage",
_memory_barrier("__intrinsic_memory_barrier_image",
compute_shader_supported),
NULL);
add_function("memoryBarrierShared",
_memory_barrier("__intrinsic_memory_barrier_shared",
compute_shader),
NULL);
add_function("ballotARB", _ballot(), NULL);
add_function("readInvocationARB",
_read_invocation(glsl_type::float_type),
_read_invocation(glsl_type::vec2_type),
_read_invocation(glsl_type::vec3_type),
_read_invocation(glsl_type::vec4_type),
_read_invocation(glsl_type::int_type),
_read_invocation(glsl_type::ivec2_type),
_read_invocation(glsl_type::ivec3_type),
_read_invocation(glsl_type::ivec4_type),
_read_invocation(glsl_type::uint_type),
_read_invocation(glsl_type::uvec2_type),
_read_invocation(glsl_type::uvec3_type),
_read_invocation(glsl_type::uvec4_type),
NULL);
add_function("readFirstInvocationARB",
_read_first_invocation(glsl_type::float_type),
_read_first_invocation(glsl_type::vec2_type),
_read_first_invocation(glsl_type::vec3_type),
_read_first_invocation(glsl_type::vec4_type),
_read_first_invocation(glsl_type::int_type),
_read_first_invocation(glsl_type::ivec2_type),
_read_first_invocation(glsl_type::ivec3_type),
_read_first_invocation(glsl_type::ivec4_type),
_read_first_invocation(glsl_type::uint_type),
_read_first_invocation(glsl_type::uvec2_type),
_read_first_invocation(glsl_type::uvec3_type),
_read_first_invocation(glsl_type::uvec4_type),
NULL);
add_function("clock2x32ARB",
_shader_clock(shader_clock,
glsl_type::uvec2_type),
NULL);
add_function("clockARB",
_shader_clock(shader_clock_int64,
glsl_type::uint64_t_type),
NULL);
add_function("beginInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_begin_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("endInvocationInterlockARB",
_invocation_interlock(
"__intrinsic_end_invocation_interlock",
supports_arb_fragment_shader_interlock),
NULL);
add_function("beginInvocationInterlockNV",
_invocation_interlock(
"__intrinsic_begin_invocation_interlock",
supports_nv_fragment_shader_interlock),
NULL);
add_function("endInvocationInterlockNV",
_invocation_interlock(
"__intrinsic_end_invocation_interlock",
supports_nv_fragment_shader_interlock),
NULL);
add_function("anyInvocationARB",
_vote("__intrinsic_vote_any", vote),
NULL);
add_function("allInvocationsARB",
_vote("__intrinsic_vote_all", vote),
NULL);
add_function("allInvocationsEqualARB",
_vote("__intrinsic_vote_eq", vote),
NULL);
add_function("anyInvocationEXT",
_vote("__intrinsic_vote_any", vote_ext),
NULL);
add_function("allInvocationsEXT",
_vote("__intrinsic_vote_all", vote_ext),
NULL);
add_function("allInvocationsEqualEXT",
_vote("__intrinsic_vote_eq", vote_ext),
NULL);
add_function("anyInvocation",
_vote("__intrinsic_vote_any", v460_desktop),
NULL);
add_function("allInvocations",
_vote("__intrinsic_vote_all", v460_desktop),
NULL);
add_function("allInvocationsEqual",
_vote("__intrinsic_vote_eq", v460_desktop),
NULL);
add_function("helperInvocationEXT", _helper_invocation(), NULL);
add_function("__builtin_idiv64",
generate_ir::idiv64(mem_ctx, integer_functions_supported),
NULL);
add_function("__builtin_imod64",
generate_ir::imod64(mem_ctx, integer_functions_supported),
NULL);
add_function("__builtin_sign64",
generate_ir::sign64(mem_ctx, integer_functions_supported),
NULL);
add_function("__builtin_udiv64",
generate_ir::udiv64(mem_ctx, integer_functions_supported),
NULL);
add_function("__builtin_umod64",
generate_ir::umod64(mem_ctx, integer_functions_supported),
NULL);
add_function("__builtin_umul64",
generate_ir::umul64(mem_ctx, integer_functions_supported),
NULL);
add_function("countLeadingZeros",
_countLeadingZeros(shader_integer_functions2,
glsl_type::uint_type),
_countLeadingZeros(shader_integer_functions2,
glsl_type::uvec2_type),
_countLeadingZeros(shader_integer_functions2,
glsl_type::uvec3_type),
_countLeadingZeros(shader_integer_functions2,
glsl_type::uvec4_type),
NULL);
add_function("countTrailingZeros",
_countTrailingZeros(shader_integer_functions2,
glsl_type::uint_type),
_countTrailingZeros(shader_integer_functions2,
glsl_type::uvec2_type),
_countTrailingZeros(shader_integer_functions2,
glsl_type::uvec3_type),
_countTrailingZeros(shader_integer_functions2,
glsl_type::uvec4_type),
NULL);
add_function("absoluteDifference",
_absoluteDifference(shader_integer_functions2,
glsl_type::int_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::ivec2_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::ivec3_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::ivec4_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::uint_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::uvec2_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::uvec3_type),
_absoluteDifference(shader_integer_functions2,
glsl_type::uvec4_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::int64_t_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::i64vec2_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::i64vec3_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::i64vec4_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::uint64_t_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::u64vec2_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::u64vec3_type),
_absoluteDifference(shader_integer_functions2_int64,
glsl_type::u64vec4_type),
NULL);
add_function("addSaturate",
_addSaturate(shader_integer_functions2,
glsl_type::int_type),
_addSaturate(shader_integer_functions2,
glsl_type::ivec2_type),
_addSaturate(shader_integer_functions2,
glsl_type::ivec3_type),
_addSaturate(shader_integer_functions2,
glsl_type::ivec4_type),
_addSaturate(shader_integer_functions2,
glsl_type::uint_type),
_addSaturate(shader_integer_functions2,
glsl_type::uvec2_type),
_addSaturate(shader_integer_functions2,
glsl_type::uvec3_type),
_addSaturate(shader_integer_functions2,
glsl_type::uvec4_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::int64_t_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::i64vec2_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::i64vec3_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::i64vec4_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::uint64_t_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::u64vec2_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::u64vec3_type),
_addSaturate(shader_integer_functions2_int64,
glsl_type::u64vec4_type),
NULL);
add_function("average",
_average(shader_integer_functions2,
glsl_type::int_type),
_average(shader_integer_functions2,
glsl_type::ivec2_type),
_average(shader_integer_functions2,
glsl_type::ivec3_type),
_average(shader_integer_functions2,
glsl_type::ivec4_type),
_average(shader_integer_functions2,
glsl_type::uint_type),
_average(shader_integer_functions2,
glsl_type::uvec2_type),
_average(shader_integer_functions2,
glsl_type::uvec3_type),
_average(shader_integer_functions2,
glsl_type::uvec4_type),
_average(shader_integer_functions2_int64,
glsl_type::int64_t_type),
_average(shader_integer_functions2_int64,
glsl_type::i64vec2_type),
_average(shader_integer_functions2_int64,
glsl_type::i64vec3_type),
_average(shader_integer_functions2_int64,
glsl_type::i64vec4_type),
_average(shader_integer_functions2_int64,
glsl_type::uint64_t_type),
_average(shader_integer_functions2_int64,
glsl_type::u64vec2_type),
_average(shader_integer_functions2_int64,
glsl_type::u64vec3_type),
_average(shader_integer_functions2_int64,
glsl_type::u64vec4_type),
NULL);
add_function("averageRounded",
_averageRounded(shader_integer_functions2,
glsl_type::int_type),
_averageRounded(shader_integer_functions2,
glsl_type::ivec2_type),
_averageRounded(shader_integer_functions2,
glsl_type::ivec3_type),
_averageRounded(shader_integer_functions2,
glsl_type::ivec4_type),
_averageRounded(shader_integer_functions2,
glsl_type::uint_type),
_averageRounded(shader_integer_functions2,
glsl_type::uvec2_type),
_averageRounded(shader_integer_functions2,
glsl_type::uvec3_type),
_averageRounded(shader_integer_functions2,
glsl_type::uvec4_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::int64_t_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::i64vec2_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::i64vec3_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::i64vec4_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::uint64_t_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::u64vec2_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::u64vec3_type),
_averageRounded(shader_integer_functions2_int64,
glsl_type::u64vec4_type),
NULL);
add_function("subtractSaturate",
_subtractSaturate(shader_integer_functions2,
glsl_type::int_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::ivec2_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::ivec3_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::ivec4_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::uint_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::uvec2_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::uvec3_type),
_subtractSaturate(shader_integer_functions2,
glsl_type::uvec4_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::int64_t_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::i64vec2_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::i64vec3_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::i64vec4_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::uint64_t_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::u64vec2_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::u64vec3_type),
_subtractSaturate(shader_integer_functions2_int64,
glsl_type::u64vec4_type),
NULL);
add_function("multiply32x16",
_multiply32x16(shader_integer_functions2,
glsl_type::int_type),
_multiply32x16(shader_integer_functions2,
glsl_type::ivec2_type),
_multiply32x16(shader_integer_functions2,
glsl_type::ivec3_type),
_multiply32x16(shader_integer_functions2,
glsl_type::ivec4_type),
_multiply32x16(shader_integer_functions2,
glsl_type::uint_type),
_multiply32x16(shader_integer_functions2,
glsl_type::uvec2_type),
_multiply32x16(shader_integer_functions2,
glsl_type::uvec3_type),
_multiply32x16(shader_integer_functions2,
glsl_type::uvec4_type),
NULL);
#undef F
#undef FI
#undef FIUD_VEC
#undef FIUBD_VEC
#undef FIU2_MIXED
}
void
builtin_builder::add_function(const char *name, ...)
{
va_list ap;
ir_function *f = new(mem_ctx) ir_function(name);
va_start(ap, name);
while (true) {
ir_function_signature *sig = va_arg(ap, ir_function_signature *);
if (sig == NULL)
break;
if (false) {
exec_list stuff;
stuff.push_tail(sig);
validate_ir_tree(&stuff);
}
f->add_signature(sig);
}
va_end(ap);
shader->symbols->add_function(f);
}
void
builtin_builder::add_image_function(const char *name,
const char *intrinsic_name,
image_prototype_ctr prototype,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id intrinsic_id)
{
static const glsl_type *const types[] = {
glsl_type::image1D_type,
glsl_type::image2D_type,
glsl_type::image3D_type,
glsl_type::image2DRect_type,
glsl_type::imageCube_type,
glsl_type::imageBuffer_type,
glsl_type::image1DArray_type,
glsl_type::image2DArray_type,
glsl_type::imageCubeArray_type,
glsl_type::image2DMS_type,
glsl_type::image2DMSArray_type,
glsl_type::iimage1D_type,
glsl_type::iimage2D_type,
glsl_type::iimage3D_type,
glsl_type::iimage2DRect_type,
glsl_type::iimageCube_type,
glsl_type::iimageBuffer_type,
glsl_type::iimage1DArray_type,
glsl_type::iimage2DArray_type,
glsl_type::iimageCubeArray_type,
glsl_type::iimage2DMS_type,
glsl_type::iimage2DMSArray_type,
glsl_type::uimage1D_type,
glsl_type::uimage2D_type,
glsl_type::uimage3D_type,
glsl_type::uimage2DRect_type,
glsl_type::uimageCube_type,
glsl_type::uimageBuffer_type,
glsl_type::uimage1DArray_type,
glsl_type::uimage2DArray_type,
glsl_type::uimageCubeArray_type,
glsl_type::uimage2DMS_type,
glsl_type::uimage2DMSArray_type
};
ir_function *f = new(mem_ctx) ir_function(name);
for (unsigned i = 0; i < ARRAY_SIZE(types); ++i) {
if (types[i]->sampled_type == GLSL_TYPE_FLOAT && !(flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE))
continue;
if (types[i]->sampled_type == GLSL_TYPE_INT && !(flags & IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE))
continue;
if ((types[i]->sampler_dimensionality != GLSL_SAMPLER_DIM_MS) && (flags & IMAGE_FUNCTION_MS_ONLY))
continue;
f->add_signature(_image(prototype, types[i], intrinsic_name,
num_arguments, flags, intrinsic_id));
}
shader->symbols->add_function(f);
}
void
builtin_builder::add_image_functions(bool glsl)
{
const unsigned flags = (glsl ? IMAGE_FUNCTION_EMIT_STUB : 0);
add_image_function(glsl ? "imageLoad" : "__intrinsic_image_load",
"__intrinsic_image_load",
&builtin_builder::_image_prototype, 0,
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_READ_ONLY),
ir_intrinsic_image_load);
add_image_function(glsl ? "imageStore" : "__intrinsic_image_store",
"__intrinsic_image_store",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_RETURNS_VOID |
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_WRITE_ONLY),
ir_intrinsic_image_store);
const unsigned atom_flags = flags | IMAGE_FUNCTION_AVAIL_ATOMIC;
add_image_function(glsl ? "imageAtomicAdd" : "__intrinsic_image_atomic_add",
"__intrinsic_image_atomic_add",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE),
ir_intrinsic_image_atomic_add);
add_image_function(glsl ? "imageAtomicMin" : "__intrinsic_image_atomic_min",
"__intrinsic_image_atomic_min",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_min);
add_image_function(glsl ? "imageAtomicMax" : "__intrinsic_image_atomic_max",
"__intrinsic_image_atomic_max",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_max);
add_image_function(glsl ? "imageAtomicAnd" : "__intrinsic_image_atomic_and",
"__intrinsic_image_atomic_and",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_and);
add_image_function(glsl ? "imageAtomicOr" : "__intrinsic_image_atomic_or",
"__intrinsic_image_atomic_or",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_or);
add_image_function(glsl ? "imageAtomicXor" : "__intrinsic_image_atomic_xor",
"__intrinsic_image_atomic_xor",
&builtin_builder::_image_prototype, 1,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_xor);
add_image_function((glsl ? "imageAtomicExchange" :
"__intrinsic_image_atomic_exchange"),
"__intrinsic_image_atomic_exchange",
&builtin_builder::_image_prototype, 1,
(flags | IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE),
ir_intrinsic_image_atomic_exchange);
add_image_function((glsl ? "imageAtomicCompSwap" :
"__intrinsic_image_atomic_comp_swap"),
"__intrinsic_image_atomic_comp_swap",
&builtin_builder::_image_prototype, 2,
atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_atomic_comp_swap);
add_image_function(glsl ? "imageSize" : "__intrinsic_image_size",
"__intrinsic_image_size",
&builtin_builder::_image_size_prototype, 1,
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE,
ir_intrinsic_image_size);
add_image_function(glsl ? "imageSamples" : "__intrinsic_image_samples",
"__intrinsic_image_samples",
&builtin_builder::_image_samples_prototype, 1,
flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE |
IMAGE_FUNCTION_MS_ONLY,
ir_intrinsic_image_samples);
/* EXT_shader_image_load_store */
add_image_function(glsl ? "imageAtomicIncWrap" : "__intrinsic_image_atomic_inc_wrap",
"__intrinsic_image_atomic_inc_wrap",
&builtin_builder::_image_prototype, 1,
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
ir_intrinsic_image_atomic_inc_wrap);
add_image_function(glsl ? "imageAtomicDecWrap" : "__intrinsic_image_atomic_dec_wrap",
"__intrinsic_image_atomic_dec_wrap",
&builtin_builder::_image_prototype, 1,
(atom_flags | IMAGE_FUNCTION_EXT_ONLY),
ir_intrinsic_image_atomic_dec_wrap);
}
ir_variable *
builtin_builder::in_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_in);
}
ir_variable *
builtin_builder::out_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_out);
}
ir_constant *
builtin_builder::imm(bool b, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(b, vector_elements);
}
ir_constant *
builtin_builder::imm(float f, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(f, vector_elements);
}
ir_constant *
builtin_builder::imm(int i, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(i, vector_elements);
}
ir_constant *
builtin_builder::imm(unsigned u, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(u, vector_elements);
}
ir_constant *
builtin_builder::imm(double d, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(d, vector_elements);
}
ir_constant *
builtin_builder::imm(const glsl_type *type, const ir_constant_data &data)
{
return new(mem_ctx) ir_constant(type, &data);
}
#define IMM_FP(type, val) (type->is_double()) ? imm(val) : imm((float)val)
ir_dereference_variable *
builtin_builder::var_ref(ir_variable *var)
{
return new(mem_ctx) ir_dereference_variable(var);
}
ir_dereference_array *
builtin_builder::array_ref(ir_variable *var, int idx)
{
return new(mem_ctx) ir_dereference_array(var, imm(idx));
}
/** Return an element of a matrix */
ir_swizzle *
builtin_builder::matrix_elt(ir_variable *var, int column, int row)
{
return swizzle(array_ref(var, column), row, 1);
}
/**
* Implementations of built-in functions:
* @{
*/
ir_function_signature *
builtin_builder::new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params,
...)
{
va_list ap;
ir_function_signature *sig =
new(mem_ctx) ir_function_signature(return_type, avail);
exec_list plist;
va_start(ap, num_params);
for (int i = 0; i < num_params; i++) {
plist.push_tail(va_arg(ap, ir_variable *));
}
va_end(ap);
sig->replace_parameters(&plist);
return sig;
}
#define MAKE_SIG(return_type, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
ir_factory body(&sig->body, mem_ctx); \
sig->is_defined = true;
#define MAKE_INTRINSIC(return_type, id, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
sig->intrinsic_id = id;
ir_function_signature *
builtin_builder::unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type)
{
ir_variable *x = in_var(param_type, "x");
MAKE_SIG(return_type, avail, 1, x);
body.emit(ret(expr(opcode, x)));
return sig;
}
#define UNOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *type) \
{ \
return unop(&AVAIL, OPCODE, type, type); \
}
#define UNOPA(NAME, OPCODE) \
ir_function_signature * \
builtin_builder::_##NAME(builtin_available_predicate avail, const glsl_type *type) \
{ \
return unop(avail, OPCODE, type, type); \
}
ir_function_signature *
builtin_builder::binop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type,
bool swap_operands)
{
ir_variable *x = in_var(param0_type, "x");
ir_variable *y = in_var(param1_type, "y");
MAKE_SIG(return_type, avail, 2, x, y);
if (swap_operands)
body.emit(ret(expr(opcode, y, x)));
else
body.emit(ret(expr(opcode, x, y)));
return sig;
}
#define BINOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *return_type, \
const glsl_type *param0_type, \
const glsl_type *param1_type) \
{ \
return binop(&AVAIL, OPCODE, return_type, param0_type, param1_type); \
}
/**
* Angle and Trigonometry Functions @{
*/
ir_function_signature *
builtin_builder::_radians(const glsl_type *type)
{
ir_variable *degrees = in_var(type, "degrees");
MAKE_SIG(type, always_available, 1, degrees);
body.emit(ret(mul(degrees, imm(0.0174532925f))));
return sig;
}
ir_function_signature *
builtin_builder::_degrees(const glsl_type *type)
{
ir_variable *radians = in_var(type, "radians");
MAKE_SIG(type, always_available, 1, radians);
body.emit(ret(mul(radians, imm(57.29578f))));
return sig;
}
UNOP(sin, ir_unop_sin, always_available)
UNOP(cos, ir_unop_cos, always_available)
ir_function_signature *
builtin_builder::_tan(const glsl_type *type)
{
ir_variable *theta = in_var(type, "theta");
MAKE_SIG(type, always_available, 1, theta);
body.emit(ret(div(sin(theta), cos(theta))));
return sig;
}
ir_expression *
builtin_builder::asin_expr(ir_variable *x, float p0, float p1)
{
return mul(sign(x),
sub(imm(M_PI_2f),
mul(sqrt(sub(imm(1.0f), abs(x))),
add(imm(M_PI_2f),
mul(abs(x),
add(imm(M_PI_4f - 1.0f),
mul(abs(x),
add(imm(p0),
mul(abs(x), imm(p1))))))))));
}
/**
* Generate a ir_call to a function with a set of parameters
*
* The input \c params can either be a list of \c ir_variable or a list of
* \c ir_dereference_variable. In the latter case, all nodes will be removed
* from \c params and used directly as the parameters to the generated
* \c ir_call.
*/
ir_call *
builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params)
{
exec_list actual_params;
foreach_in_list_safe(ir_instruction, ir, &params) {
ir_dereference_variable *d = ir->as_dereference_variable();
if (d != NULL) {
d->remove();
actual_params.push_tail(d);
} else {
ir_variable *var = ir->as_variable();
assert(var != NULL);
actual_params.push_tail(var_ref(var));
}
}
ir_function_signature *sig =
f->exact_matching_signature(NULL, &actual_params);
if (!sig)
return NULL;
ir_dereference_variable *deref =
(sig->return_type->is_void() ? NULL : var_ref(ret));
return new(mem_ctx) ir_call(sig, deref, &actual_params);
}
ir_function_signature *
builtin_builder::_asin(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, always_available, 1, x);
body.emit(ret(asin_expr(x, 0.086566724f, -0.03102955f)));
return sig;
}
ir_function_signature *
builtin_builder::_acos(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, always_available, 1, x);
body.emit(ret(sub(imm(M_PI_2f), asin_expr(x, 0.08132463f, -0.02363318f))));
return sig;
}
ir_function_signature *
builtin_builder::_atan2(const glsl_type *type)
{
const unsigned n = type->vector_elements;
ir_variable *y = in_var(type, "y");
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, is_not_nir, 2, y, x);
/* If we're on the left half-plane rotate the coordinates π/2 clock-wise
* for the y=0 discontinuity to end up aligned with the vertical
* discontinuity of atan(s/t) along t=0. This also makes sure that we
* don't attempt to divide by zero along the vertical line, which may give
* unspecified results on non-GLSL 4.1-capable hardware.
*/
ir_variable *flip = body.make_temp(glsl_type::bvec(n), "flip");
body.emit(assign(flip, gequal(imm(0.0f, n), x)));
ir_variable *s = body.make_temp(type, "s");
body.emit(assign(s, csel(flip, abs(x), y)));
ir_variable *t = body.make_temp(type, "t");
body.emit(assign(t, csel(flip, y, abs(x))));
/* If the magnitude of the denominator exceeds some huge value, scale down
* the arguments in order to prevent the reciprocal operation from flushing
* its result to zero, which would cause precision problems, and for s
* infinite would cause us to return a NaN instead of the correct finite
* value.
*
* If fmin and fmax are respectively the smallest and largest positive
* normalized floating point values representable by the implementation,
* the constants below should be in agreement with:
*
* huge <= 1 / fmin
* scale <= 1 / fmin / fmax (for |t| >= huge)
*
* In addition scale should be a negative power of two in order to avoid
* loss of precision. The values chosen below should work for most usual
* floating point representations with at least the dynamic range of ATI's
* 24-bit representation.
*/
ir_constant *huge = imm(1e18f, n);
ir_variable *scale = body.make_temp(type, "scale");
body.emit(assign(scale, csel(gequal(abs(t), huge),
imm(0.25f, n), imm(1.0f, n))));
ir_variable *rcp_scaled_t = body.make_temp(type, "rcp_scaled_t");
body.emit(assign(rcp_scaled_t, rcp(mul(t, scale))));
ir_expression *s_over_t = mul(mul(s, scale), rcp_scaled_t);
/* For |x| = |y| assume tan = 1 even if infinite (i.e. pretend momentarily
* that ∞/∞ = 1) in order to comply with the rather artificial rules
* inherited from IEEE 754-2008, namely:
*
* "atan2(±∞, −∞) is ±3π/4
* atan2(±∞, +∞) is ±π/4"
*
* Note that this is inconsistent with the rules for the neighborhood of
* zero that are based on iterated limits:
*
* "atan2(±0, −0) is ±π
* atan2(±0, +0) is ±0"
*
* but GLSL specifically allows implementations to deviate from IEEE rules
* at (0,0), so we take that license (i.e. pretend that 0/0 = 1 here as
* well).
*/
ir_expression *tan = csel(equal(abs(x), abs(y)),
imm(1.0f, n), abs(s_over_t));
/* Calculate the arctangent and fix up the result if we had flipped the
* coordinate system.
*/
ir_variable *arc = body.make_temp(type, "arc");
do_atan(body, type, arc, tan);
body.emit(assign(arc, add(arc, mul(b2f(flip), imm(M_PI_2f)))));
/* Rather convoluted calculation of the sign of the result. When x < 0 we
* cannot use fsign because we need to be able to distinguish between
* negative and positive zero. Unfortunately we cannot use bitwise
* arithmetic tricks either because of back-ends without integer support.
* When x >= 0 rcp_scaled_t will always be non-negative so this won't be
* able to distinguish between negative and positive zero, but we don't
* care because atan2 is continuous along the whole positive y = 0
* half-line, so it won't affect the result significantly.
*/
body.emit(ret(csel(less(min2(y, rcp_scaled_t), imm(0.0f, n)),
neg(arc), arc)));
return sig;
}
void
builtin_builder::do_atan(ir_factory &body, const glsl_type *type, ir_variable *res, operand y_over_x)
{
/*
* range-reduction, first step:
*
* / y_over_x if |y_over_x| <= 1.0;
* x = <
* \ 1.0 / y_over_x otherwise
*/
ir_variable *x = body.make_temp(type, "atan_x");
body.emit(assign(x, div(min2(abs(y_over_x),
imm(1.0f)),
max2(abs(y_over_x),
imm(1.0f)))));
/*
* approximate atan by evaluating polynomial:
*
* x * 0.9999793128310355 - x^3 * 0.3326756418091246 +
* x^5 * 0.1938924977115610 - x^7 * 0.1173503194786851 +
* x^9 * 0.0536813784310406 - x^11 * 0.0121323213173444
*/
ir_variable *tmp = body.make_temp(type, "atan_tmp");
body.emit(assign(tmp, mul(x, x)));
body.emit(assign(tmp, mul(add(mul(sub(mul(add(mul(sub(mul(add(mul(imm(-0.0121323213173444f),
tmp),
imm(0.0536813784310406f)),
tmp),
imm(0.1173503194786851f)),
tmp),
imm(0.1938924977115610f)),
tmp),
imm(0.3326756418091246f)),
tmp),
imm(0.9999793128310355f)),
x)));
/* range-reduction fixup */
body.emit(assign(tmp, add(tmp,
mul(b2f(greater(abs(y_over_x),
imm(1.0f, type->components()))),
add(mul(tmp,
imm(-2.0f)),
imm(M_PI_2f))))));
/* sign fixup */
body.emit(assign(res, mul(tmp, sign(y_over_x))));
}
ir_function_signature *
builtin_builder::_atan(const glsl_type *type)
{
ir_variable *y_over_x = in_var(type, "y_over_x");
MAKE_SIG(type, is_not_nir, 1, y_over_x);
ir_variable *tmp = body.make_temp(type, "tmp");
do_atan(body, type, tmp, y_over_x);
body.emit(ret(tmp));
return sig;
}
ir_function_signature *
builtin_builder::_sinh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* 0.5 * (e^x - e^(-x)) */
body.emit(ret(mul(imm(0.5f), sub(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_cosh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* 0.5 * (e^x + e^(-x)) */
body.emit(ret(mul(imm(0.5f), add(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_tanh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* Clamp x to [-10, +10] to avoid precision problems.
* When x > 10, e^(-x) is so small relative to e^x that it gets flushed to
* zero in the computation e^x + e^(-x). The same happens in the other
* direction when x < -10.
*/
ir_variable *t = body.make_temp(type, "tmp");
body.emit(assign(t, min2(max2(x, imm(-10.0f)), imm(10.0f))));
/* (e^x - e^(-x)) / (e^x + e^(-x)) */
body.emit(ret(div(sub(exp(t), exp(neg(t))),
add(exp(t), exp(neg(t))))));
return sig;
}
ir_function_signature *
builtin_builder::_asinh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(mul(sign(x), log(add(abs(x), sqrt(add(mul(x, x),
imm(1.0f))))))));
return sig;
}
ir_function_signature *
builtin_builder::_acosh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(log(add(x, sqrt(sub(mul(x, x), imm(1.0f)))))));
return sig;
}
ir_function_signature *
builtin_builder::_atanh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(mul(imm(0.5f), log(div(add(imm(1.0f), x),
sub(imm(1.0f), x))))));
return sig;
}
/** @} */
/**
* Exponential Functions @{
*/
ir_function_signature *
builtin_builder::_pow(const glsl_type *type)
{
return binop(always_available, ir_binop_pow, type, type, type);
}
UNOP(exp, ir_unop_exp, always_available)
UNOP(log, ir_unop_log, always_available)
UNOP(exp2, ir_unop_exp2, always_available)
UNOP(log2, ir_unop_log2, always_available)
UNOP(atan_op, ir_unop_atan, is_nir)
UNOPA(sqrt, ir_unop_sqrt)
UNOPA(inversesqrt, ir_unop_rsq)
/** @} */
UNOPA(abs, ir_unop_abs)
UNOPA(sign, ir_unop_sign)
UNOPA(floor, ir_unop_floor)
UNOPA(truncate, ir_unop_trunc)
UNOPA(trunc, ir_unop_trunc)
UNOPA(round, ir_unop_round_even)
UNOPA(roundEven, ir_unop_round_even)
UNOPA(ceil, ir_unop_ceil)
UNOPA(fract, ir_unop_fract)
ir_function_signature *
builtin_builder::_mod(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_mod, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_modf(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *i = out_var(type, "i");
MAKE_SIG(type, avail, 2, x, i);
ir_variable *t = body.make_temp(type, "t");
body.emit(assign(t, expr(ir_unop_trunc, x)));
body.emit(assign(i, t));
body.emit(ret(sub(x, t)));
return sig;
}
ir_function_signature *
builtin_builder::_min(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_min, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_max(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(avail, ir_binop_max, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_clamp(builtin_available_predicate avail,
const glsl_type *val_type, const glsl_type *bound_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *minVal = in_var(bound_type, "minVal");
ir_variable *maxVal = in_var(bound_type, "maxVal");
MAKE_SIG(val_type, avail, 3, x, minVal, maxVal);
body.emit(ret(clamp(x, minVal, maxVal)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_lrp(builtin_available_predicate avail, const glsl_type *val_type, const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, avail, 3, x, y, a);
body.emit(ret(lrp(x, y, a)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, avail, 3, x, y, a);
/* csel matches the ternary operator in that a selector of true choses the
* first argument. This differs from mix(x, y, false) which choses the
* second argument (to remain consistent with the interpolating version of
* mix() which takes a blend factor from 0.0 to 1.0 where 0.0 is only x.
*
* To handle the behavior mismatch, reverse the x and y arguments.
*/
body.emit(ret(csel(a, y, x)));
return sig;
}
ir_function_signature *
builtin_builder::_step(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge = in_var(edge_type, "edge");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, avail, 2, edge, x);
ir_variable *t = body.make_temp(x_type, "t");
if (x_type->vector_elements == 1) {
/* Both are floats */
if (edge_type->is_double())
body.emit(assign(t, f2d(b2f(gequal(x, edge)))));
else
body.emit(assign(t, b2f(gequal(x, edge))));
} else if (edge_type->vector_elements == 1) {
/* x is a vector but edge is a float */
for (int i = 0; i < x_type->vector_elements; i++) {
if (edge_type->is_double())
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i));
else
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), edge)), 1 << i));
}
} else {
/* Both are vectors */
for (int i = 0; i < x_type->vector_elements; i++) {
if (edge_type->is_double())
body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))),
1 << i));
else
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1))),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_smoothstep(builtin_available_predicate avail, const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge0 = in_var(edge_type, "edge0");
ir_variable *edge1 = in_var(edge_type, "edge1");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, avail, 3, edge0, edge1, x);
/* From the GLSL 1.10 specification:
*
* genType t;
* t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
* return t * t * (3 - 2 * t);
*/
ir_variable *t = body.make_temp(x_type, "t");
body.emit(assign(t, clamp(div(sub(x, edge0), sub(edge1, edge0)),
IMM_FP(x_type, 0.0), IMM_FP(x_type, 1.0))));
body.emit(ret(mul(t, mul(t, sub(IMM_FP(x_type, 3.0), mul(IMM_FP(x_type, 2.0), t))))));
return sig;
}
ir_function_signature *
builtin_builder::_isnan(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::bvec(type->vector_elements), avail, 1, x);
body.emit(ret(nequal(x, x)));
return sig;
}
ir_function_signature *
builtin_builder::_isinf(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::bvec(type->vector_elements), avail, 1, x);
ir_constant_data infinities;
for (int i = 0; i < type->vector_elements; i++) {
switch (type->base_type) {
case GLSL_TYPE_FLOAT:
infinities.f[i] = INFINITY;
break;
case GLSL_TYPE_DOUBLE:
infinities.d[i] = INFINITY;
break;
default:
unreachable("unknown type");
}
}
body.emit(ret(equal(abs(x), imm(type, infinities))));
return sig;
}
ir_function_signature *
builtin_builder::_atan2_op(const glsl_type *x_type)
{
return binop(is_nir, ir_binop_atan2, x_type, x_type, x_type);
}
ir_function_signature *
builtin_builder::_floatBitsToInt(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::ivec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2i(x)));
return sig;
}
ir_function_signature *
builtin_builder::_floatBitsToUint(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::uvec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2u(x)));
return sig;
}
ir_function_signature *
builtin_builder::_intBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::vec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_i2f(x)));
return sig;
}
ir_function_signature *
builtin_builder::_uintBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::vec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_u2f(x)));
return sig;
}
ir_function_signature *
builtin_builder::_doubleBitsToInt64(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::i64vec(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_d2i64(x)));
return sig;
}
ir_function_signature *
builtin_builder::_doubleBitsToUint64(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::u64vec(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_d2u64(x)));
return sig;
}
ir_function_signature *
builtin_builder::_int64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::dvec(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_i642d(x)));
return sig;
}
ir_function_signature *
builtin_builder::_uint64BitsToDouble(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::dvec(type->vector_elements), avail, 1, x);
body.emit(ret(bitcast_u642d(x)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_unorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_snorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec4_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_unorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec4_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_snorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_unorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_snorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec4_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_unorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec4_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_snorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packHalf2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_half_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackHalf2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_half_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packDouble2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::uvec2_type, "v");
MAKE_SIG(glsl_type::double_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_double_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackDouble2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::double_type, "p");
MAKE_SIG(glsl_type::uvec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_double_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packInt2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::ivec2_type, "v");
MAKE_SIG(glsl_type::int64_t_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_int_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackInt2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::int64_t_type, "p");
MAKE_SIG(glsl_type::ivec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_int_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packUint2x32(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::uvec2_type, "v");
MAKE_SIG(glsl_type::uint64_t_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_uint_2x32, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUint2x32(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint64_t_type, "p");
MAKE_SIG(glsl_type::uvec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_uint_2x32, p)));
return sig;
}
ir_function_signature *
builtin_builder::_length(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type->get_base_type(), avail, 1, x);
body.emit(ret(sqrt(dot(x, x))));
return sig;
}
ir_function_signature *
builtin_builder::_distance(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *p0 = in_var(type, "p0");
ir_variable *p1 = in_var(type, "p1");
MAKE_SIG(type->get_base_type(), avail, 2, p0, p1);
if (type->vector_elements == 1) {
body.emit(ret(abs(sub(p0, p1))));
} else {
ir_variable *p = body.make_temp(type, "p");
body.emit(assign(p, sub(p0, p1)));
body.emit(ret(sqrt(dot(p, p))));
}
return sig;
}
ir_function_signature *
builtin_builder::_dot(builtin_available_predicate avail, const glsl_type *type)
{
if (type->vector_elements == 1)
return binop(avail, ir_binop_mul, type, type, type);
return binop(avail, ir_binop_dot,
type->get_base_type(), type, type);
}
ir_function_signature *
builtin_builder::_cross(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
MAKE_SIG(type, avail, 2, a, b);
int yzx = MAKE_SWIZZLE4(SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, 0);
int zxy = MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, 0);
body.emit(ret(sub(mul(swizzle(a, yzx, 3), swizzle(b, zxy, 3)),
mul(swizzle(a, zxy, 3), swizzle(b, yzx, 3)))));
return sig;
}
ir_function_signature *
builtin_builder::_normalize(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, avail, 1, x);
if (type->vector_elements == 1) {
body.emit(ret(sign(x)));
} else {
body.emit(ret(mul(x, rsq(dot(x, x)))));
}
return sig;
}
ir_function_signature *
builtin_builder::_ftransform()
{
MAKE_SIG(glsl_type::vec4_type, compatibility_vs_only, 0);
/* ftransform() refers to global variables, and is always emitted
* directly by ast_function.cpp. Just emit a prototype here so we
* can recognize calls to it.
*/
return sig;
}
ir_function_signature *
builtin_builder::_faceforward(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *N = in_var(type, "N");
ir_variable *I = in_var(type, "I");
ir_variable *Nref = in_var(type, "Nref");
MAKE_SIG(type, avail, 3, N, I, Nref);
body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)),
ret(N), ret(neg(N))));
return sig;
}
ir_function_signature *
builtin_builder::_reflect(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
MAKE_SIG(type, avail, 2, I, N);
/* I - 2 * dot(N, I) * N */
body.emit(ret(sub(I, mul(IMM_FP(type, 2.0), mul(dot(N, I), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_refract(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
ir_variable *eta = in_var(type->get_base_type(), "eta");
MAKE_SIG(type, avail, 3, I, N, eta);
ir_variable *n_dot_i = body.make_temp(type->get_base_type(), "n_dot_i");
body.emit(assign(n_dot_i, dot(N, I)));
/* From the GLSL 1.10 specification:
* k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
* if (k < 0.0)
* return genType(0.0)
* else
* return eta * I - (eta * dot(N, I) + sqrt(k)) * N
*/
ir_variable *k = body.make_temp(type->get_base_type(), "k");
body.emit(assign(k, sub(IMM_FP(type, 1.0),
mul(eta, mul(eta, sub(IMM_FP(type, 1.0),
mul(n_dot_i, n_dot_i)))))));
body.emit(if_tree(less(k, IMM_FP(type, 0.0)),
ret(ir_constant::zero(mem_ctx, type)),
ret(sub(mul(eta, I),
mul(add(mul(eta, n_dot_i), sqrt(k)), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_matrixCompMult(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
MAKE_SIG(type, avail, 2, x, y);
ir_variable *z = body.make_temp(type, "z");
for (int i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(z, i), mul(array_ref(x, i), array_ref(y, i))));
}
body.emit(ret(z));
return sig;
}
ir_function_signature *
builtin_builder::_outerProduct(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *c;
ir_variable *r;
if (type->is_double()) {
r = in_var(glsl_type::dvec(type->matrix_columns), "r");
c = in_var(glsl_type::dvec(type->vector_elements), "c");
} else {
r = in_var(glsl_type::vec(type->matrix_columns), "r");
c = in_var(glsl_type::vec(type->vector_elements), "c");
}
MAKE_SIG(type, avail, 2, c, r);
ir_variable *m = body.make_temp(type, "m");
for (int i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(m, i), mul(c, swizzle(r, i, 1))));
}
body.emit(ret(m));
return sig;
}
ir_function_signature *
builtin_builder::_transpose(builtin_available_predicate avail, const glsl_type *orig_type)
{
const glsl_type *transpose_type =
glsl_type::get_instance(orig_type->base_type,
orig_type->matrix_columns,
orig_type->vector_elements);
ir_variable *m = in_var(orig_type, "m");
MAKE_SIG(transpose_type, avail, 1, m);
ir_variable *t = body.make_temp(transpose_type, "t");
for (int i = 0; i < orig_type->matrix_columns; i++) {
for (int j = 0; j < orig_type->vector_elements; j++) {
body.emit(assign(array_ref(t, j),
matrix_elt(m, i, j),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat2(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(type->get_base_type(), avail, 1, m);
body.emit(ret(sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat3(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(type->get_base_type(), avail, 1, m);
ir_expression *f1 =
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 1)));
ir_expression *f2 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 0)));
ir_expression *f3 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 0)));
body.emit(ret(add(sub(mul(matrix_elt(m, 0, 0), f1),
mul(matrix_elt(m, 0, 1), f2)),
mul(matrix_elt(m, 0, 2), f3))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat4(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = type->get_base_type();
MAKE_SIG(btype, avail, 1, m);
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj_0 = body.make_temp(btype == glsl_type::float_type ? glsl_type::vec4_type : glsl_type::dvec4_type, "adj_0");
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_Y));
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_Z));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_W));
body.emit(ret(dot(array_ref(m, 0), adj_0)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat2(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
MAKE_SIG(type, avail, 1, m);
ir_variable *adj = body.make_temp(type, "adj");
body.emit(assign(array_ref(adj, 0), matrix_elt(m, 1, 1), 1 << 0));
body.emit(assign(array_ref(adj, 0), neg(matrix_elt(m, 0, 1)), 1 << 1));
body.emit(assign(array_ref(adj, 1), neg(matrix_elt(m, 1, 0)), 1 << 0));
body.emit(assign(array_ref(adj, 1), matrix_elt(m, 0, 0), 1 << 1));
ir_expression *det =
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat3(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = type->get_base_type();
MAKE_SIG(type, avail, 1, m);
ir_variable *f11_22_21_12 = body.make_temp(btype, "f11_22_21_12");
ir_variable *f10_22_20_12 = body.make_temp(btype, "f10_22_20_12");
ir_variable *f10_21_20_11 = body.make_temp(btype, "f10_21_20_11");
body.emit(assign(f11_22_21_12,
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_22_20_12,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_21_20_11,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(type, "adj");
body.emit(assign(array_ref(adj, 0), f11_22_21_12, WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(f10_22_20_12), WRITEMASK_X));
body.emit(assign(array_ref(adj, 2), f10_21_20_11, WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 0, 2)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 2))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 1)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 0, 2))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 2)))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1))),
WRITEMASK_Z));
ir_expression *det =
add(sub(mul(matrix_elt(m, 0, 0), f11_22_21_12),
mul(matrix_elt(m, 0, 1), f10_22_20_12)),
mul(matrix_elt(m, 0, 2), f10_21_20_11));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat4(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *m = in_var(type, "m");
const glsl_type *btype = type->get_base_type();
MAKE_SIG(type, avail, 1, m);
ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(btype, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(btype == glsl_type::float_type ? glsl_type::mat4_type : glsl_type::dmat4_type, "adj");
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor01)),
mul(matrix_elt(m, 0, 3), SubFactor02))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor04)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor01),
mul(matrix_elt(m, 0, 1), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor05))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor02),
mul(matrix_elt(m, 0, 1), SubFactor04)),
mul(matrix_elt(m, 0, 2), SubFactor05)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 0, 1), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor07)),
mul(matrix_elt(m, 0, 3), SubFactor08)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor10))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor11),
mul(matrix_elt(m, 0, 1), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor12)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor08),
mul(matrix_elt(m, 0, 1), SubFactor10)),
mul(matrix_elt(m, 0, 2), SubFactor12))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor14)),
mul(matrix_elt(m, 0, 3), SubFactor15))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor17)),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor14),
mul(matrix_elt(m, 0, 1), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor18))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor15),
mul(matrix_elt(m, 0, 1), SubFactor17)),
mul(matrix_elt(m, 0, 2), SubFactor18)),
WRITEMASK_W));
ir_expression *det =
add(mul(matrix_elt(m, 0, 0), matrix_elt(adj, 0, 0)),
add(mul(matrix_elt(m, 0, 1), matrix_elt(adj, 1, 0)),
add(mul(matrix_elt(m, 0, 2), matrix_elt(adj, 2, 0)),
mul(matrix_elt(m, 0, 3), matrix_elt(adj, 3, 0)))));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_lessThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_less,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_lessThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_gequal,
glsl_type::bvec(type->vector_elements), type, type,
true);
}
ir_function_signature *
builtin_builder::_greaterThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_less,
glsl_type::bvec(type->vector_elements), type, type,
true);
}
ir_function_signature *
builtin_builder::_greaterThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_gequal,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_equal(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_equal,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_notEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_nequal,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_any(const glsl_type *type)
{
ir_variable *v = in_var(type, "v");
MAKE_SIG(glsl_type::bool_type, always_available, 1, v);
const unsigned vec_elem = v->type->vector_elements;
body.emit(ret(expr(ir_binop_any_nequal, v, imm(false, vec_elem))));
return sig;
}
ir_function_signature *
builtin_builder::_all(const glsl_type *type)
{
ir_variable *v = in_var(type, "v");
MAKE_SIG(glsl_type::bool_type, always_available, 1, v);
const unsigned vec_elem = v->type->vector_elements;
body.emit(ret(expr(ir_binop_all_equal, v, imm(true, vec_elem))));
return sig;
}
UNOP(not, ir_unop_logic_not, always_available)
static bool
has_lod(const glsl_type *sampler_type)
{
assert(sampler_type->is_sampler());
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_RECT:
case GLSL_SAMPLER_DIM_BUF:
case GLSL_SAMPLER_DIM_MS:
return false;
default:
return true;
}
}
ir_function_signature *
builtin_builder::_textureSize(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
/* The sampler always exists; add optional lod later. */
MAKE_SIG(return_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_txs);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), return_type);
if (has_lod(sampler_type)) {
ir_variable *lod = in_var(glsl_type::int_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureSamples(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
MAKE_SIG(glsl_type::int_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_texture_samples);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), glsl_type::int_type);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(opcode);
tex->set_sampler(var_ref(s), return_type);
const int coord_size = sampler_type->coordinate_components();
if (coord_size == coord_type->vector_elements) {
tex->coordinate = var_ref(P);
} else {
/* The incoming coordinate also has the projector or shadow comparator,
* so we need to swizzle those away.
*/
tex->coordinate = swizzle_for_size(P, coord_size);
}
/* The projector is always in the last component. */
if (flags & TEX_PROJECT)
tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
if (sampler_type->sampler_shadow) {
if (opcode == ir_tg4) {
/* gather has refz as a separate parameter, immediately after the
* coordinate
*/
ir_variable *refz = in_var(glsl_type::float_type, "refz");
sig->parameters.push_tail(refz);
tex->shadow_comparator = var_ref(refz);
} else {
/* The shadow comparator is normally in the Z component, but a few types
* have sufficiently large coordinates that it's in W.
*/
tex->shadow_comparator = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
}
}
if (opcode == ir_txl) {
ir_variable *lod = in_var(glsl_type::float_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else if (opcode == ir_txd) {
int grad_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *dPdx = in_var(glsl_type::vec(grad_size), "dPdx");
ir_variable *dPdy = in_var(glsl_type::vec(grad_size), "dPdy");
sig->parameters.push_tail(dPdx);
sig->parameters.push_tail(dPdy);
tex->lod_info.grad.dPdx = var_ref(dPdx);
tex->lod_info.grad.dPdy = var_ref(dPdy);
}
if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) {
int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *offset =
new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset",
(flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
if (flags & TEX_OFFSET_ARRAY) {
ir_variable *offsets =
new(mem_ctx) ir_variable(glsl_type::get_array_instance(glsl_type::ivec2_type, 4),
"offsets", ir_var_const_in);
sig->parameters.push_tail(offsets);
tex->offset = var_ref(offsets);
}
if (opcode == ir_tg4) {
if (flags & TEX_COMPONENT) {
ir_variable *component =
new(mem_ctx) ir_variable(glsl_type::int_type, "comp", ir_var_const_in);
sig->parameters.push_tail(component);
tex->lod_info.component = var_ref(component);
}
else {
tex->lod_info.component = imm(0);
}
}
/* The "bias" parameter comes /after/ the "offset" parameter, which is
* inconsistent with both textureLodOffset and textureGradOffset.
*/
if (opcode == ir_txb) {
ir_variable *bias = in_var(glsl_type::float_type, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(glsl_type::vec4_type, "P");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(opcode);
tex->set_sampler(var_ref(s), glsl_type::float_type);
tex->coordinate = var_ref(P);
tex->shadow_comparator = var_ref(compare);
if (opcode == ir_txb) {
ir_variable *bias = in_var(glsl_type::float_type, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
if (opcode == ir_txl) {
ir_variable *lod = in_var(glsl_type::float_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(ir_txf);
tex->coordinate = var_ref(P);
tex->set_sampler(var_ref(s), return_type);
if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS) {
ir_variable *sample = in_var(glsl_type::int_type, "sample");
sig->parameters.push_tail(sample);
tex->lod_info.sample_index = var_ref(sample);
tex->op = ir_txf_ms;
} else if (has_lod(sampler_type)) {
ir_variable *lod = in_var(glsl_type::int_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
if (offset_type != NULL) {
ir_variable *offset =
new(mem_ctx) ir_variable(offset_type, "offset", ir_var_const_in);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_EmitVertex()
{
MAKE_SIG(glsl_type::void_type, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_emit_vertex(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Emit the current values of output variables to the current output
* primitive on stream stream. The argument to stream must be a constant
* integral expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
MAKE_SIG(glsl_type::void_type, avail, 1, stream);
body.emit(new(mem_ctx) ir_emit_vertex(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_EndPrimitive()
{
MAKE_SIG(glsl_type::void_type, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_end_primitive(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Completes the current output primitive on stream stream and starts
* a new one. The argument to stream must be a constant integral
* expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in);
MAKE_SIG(glsl_type::void_type, avail, 1, stream);
body.emit(new(mem_ctx) ir_end_primitive(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_barrier()
{
MAKE_SIG(glsl_type::void_type, barrier_supported, 0);
body.emit(new(mem_ctx) ir_barrier());
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLod(builtin_available_predicate avail,
const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *coord = in_var(coord_type, "coord");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(glsl_type::vec2_type, avail, 2, s, coord);
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
tex->coordinate = var_ref(coord);
tex->set_sampler(var_ref(s), glsl_type::vec2_type);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLevels(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
const glsl_type *return_type = glsl_type::int_type;
MAKE_SIG(return_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
tex->set_sampler(var_ref(s), return_type);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureSamplesIdentical(builtin_available_predicate avail,
const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
const glsl_type *return_type = glsl_type::bool_type;
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(ir_samples_identical);
tex->coordinate = var_ref(P);
tex->set_sampler(var_ref(s), return_type);
body.emit(ret(tex));
return sig;
}
UNOP(dFdx, ir_unop_dFdx, derivatives)
UNOP(dFdxCoarse, ir_unop_dFdx_coarse, derivative_control)
UNOP(dFdxFine, ir_unop_dFdx_fine, derivative_control)
UNOP(dFdy, ir_unop_dFdy, derivatives)
UNOP(dFdyCoarse, ir_unop_dFdy_coarse, derivative_control)
UNOP(dFdyFine, ir_unop_dFdy_fine, derivative_control)
ir_function_signature *
builtin_builder::_fwidth(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, derivatives, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx, p)), abs(expr(ir_unop_dFdy, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthCoarse(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, derivative_control, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_coarse, p)),
abs(expr(ir_unop_dFdy_coarse, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthFine(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, derivative_control, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_fine, p)),
abs(expr(ir_unop_dFdy_fine, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_noise1(const glsl_type *type)
{
/* From the GLSL 4.60 specification:
*
* "The noise functions noise1, noise2, noise3, and noise4 have been
* deprecated starting with version 4.4 of GLSL. When not generating
* SPIR-V they are defined to return the value 0.0 or a vector whose
* components are all 0.0. When generating SPIR-V the noise functions
* are not declared and may not be used."
*
* In earlier versions of the GLSL specification attempt to define some
* sort of statistical noise function. However, the function's
* characteristics have always been such that always returning 0 is
* valid and Mesa has always returned 0 for noise on most drivers.
*/
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::float_type, v110, 1, p);
body.emit(ret(imm(glsl_type::float_type, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise2(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec2_type, v110, 1, p);
body.emit(ret(imm(glsl_type::vec2_type, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise3(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec3_type, v110, 1, p);
body.emit(ret(imm(glsl_type::vec3_type, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_noise4(const glsl_type *type)
{
/* See builtin_builder::_noise1 */
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec4_type, v110, 1, p);
body.emit(ret(imm(glsl_type::vec4_type, ir_constant_data())));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldExtract(const glsl_type *type)
{
bool is_uint = type->base_type == GLSL_TYPE_UINT;
ir_variable *value = in_var(type, "value");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, value, offset,
bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
body.emit(ret(expr(ir_triop_bitfield_extract, value,
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldInsert(const glsl_type *type)
{
bool is_uint = type->base_type == GLSL_TYPE_UINT;
ir_variable *base = in_var(type, "base");
ir_variable *insert = in_var(type, "insert");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 4, base, insert,
offset, bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
body.emit(ret(bitfield_insert(base, insert,
swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements),
swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements))));
return sig;
}
UNOP(bitfieldReverse, ir_unop_bitfield_reverse, gpu_shader5_or_es31_or_integer_functions)
ir_function_signature *
builtin_builder::_bitCount(const glsl_type *type)
{
return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_bit_count,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findLSB(const glsl_type *type)
{
return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_find_lsb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findMSB(const glsl_type *type)
{
return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_find_msb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_countLeadingZeros(builtin_available_predicate avail,
const glsl_type *type)
{
return unop(avail, ir_unop_clz,
glsl_type::uvec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_countTrailingZeros(builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
MAKE_SIG(glsl_type::uvec(type->vector_elements), avail, 1, a);
body.emit(ret(ir_builder::min2(
ir_builder::i2u(ir_builder::expr(ir_unop_find_lsb, a)),
imm(32u))));
return sig;
}
ir_function_signature *
builtin_builder::_fma(builtin_available_predicate avail, const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
ir_variable *c = in_var(type, "c");
MAKE_SIG(type, avail, 3, a, b, c);
body.emit(ret(ir_builder::fma(a, b, c)));
return sig;
}
ir_function_signature *
builtin_builder::_ldexp(const glsl_type *x_type, const glsl_type *exp_type)
{
return binop(x_type->is_double() ? fp64 : gpu_shader5_or_es31_or_integer_functions,
ir_binop_ldexp, x_type, x_type, exp_type);
}
ir_function_signature *
builtin_builder::_dfrexp(const glsl_type *x_type, const glsl_type *exp_type)
{
ir_variable *x = in_var(x_type, "x");
ir_variable *exponent = out_var(exp_type, "exp");
MAKE_SIG(x_type, fp64, 2, x, exponent);
body.emit(assign(exponent, expr(ir_unop_frexp_exp, x)));
body.emit(ret(expr(ir_unop_frexp_sig, x)));
return sig;
}
ir_function_signature *
builtin_builder::_frexp(const glsl_type *x_type, const glsl_type *exp_type)
{
ir_variable *x = in_var(x_type, "x");
ir_variable *exponent = out_var(exp_type, "exp");
MAKE_SIG(x_type, gpu_shader5_or_es31_or_integer_functions, 2, x, exponent);
const unsigned vec_elem = x_type->vector_elements;
const glsl_type *bvec = glsl_type::get_instance(GLSL_TYPE_BOOL, vec_elem, 1);
const glsl_type *uvec = glsl_type::get_instance(GLSL_TYPE_UINT, vec_elem, 1);
/* Single-precision floating-point values are stored as
* 1 sign bit;
* 8 exponent bits;
* 23 mantissa bits.
*
* An exponent shift of 23 will shift the mantissa out, leaving only the
* exponent and sign bit (which itself may be zero, if the absolute value
* was taken before the bitcast and shift.
*/
ir_constant *exponent_shift = imm(23);
ir_constant *exponent_bias = imm(-126, vec_elem);
ir_constant *sign_mantissa_mask = imm(0x807fffffu, vec_elem);
/* Exponent of floating-point values in the range [0.5, 1.0). */
ir_constant *exponent_value = imm(0x3f000000u, vec_elem);
ir_variable *is_not_zero = body.make_temp(bvec, "is_not_zero");
body.emit(assign(is_not_zero, nequal(abs(x), imm(0.0f, vec_elem))));
/* Since abs(x) ensures that the sign bit is zero, we don't need to bitcast
* to unsigned integers to ensure that 1 bits aren't shifted in.
*/
body.emit(assign(exponent, rshift(bitcast_f2i(abs(x)), exponent_shift)));
body.emit(assign(exponent, add(exponent, csel(is_not_zero, exponent_bias,
imm(0, vec_elem)))));
ir_variable *bits = body.make_temp(uvec, "bits");
body.emit(assign(bits, bitcast_f2u(x)));
body.emit(assign(bits, bit_and(bits, sign_mantissa_mask)));
body.emit(assign(bits, bit_or(bits, csel(is_not_zero, exponent_value,
imm(0u, vec_elem)))));
body.emit(ret(bitcast_u2f(bits)));
return sig;
}
ir_function_signature *
builtin_builder::_uaddCarry(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *carry = out_var(type, "carry");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, carry);
body.emit(assign(carry, ir_builder::carry(x, y)));
body.emit(ret(add(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_addSaturate(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_add_sat, type, type, type);
}
ir_function_signature *
builtin_builder::_usubBorrow(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *borrow = out_var(type, "borrow");
MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, borrow);
body.emit(assign(borrow, ir_builder::borrow(x, y)));
body.emit(ret(sub(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_subtractSaturate(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_sub_sat, type, type, type);
}
ir_function_signature *
builtin_builder::_absoluteDifference(builtin_available_predicate avail,
const glsl_type *type)
{
/* absoluteDifference returns an unsigned type that has the same number of
* bits and number of vector elements as the type of the operands.
*/
return binop(avail, ir_binop_abs_sub,
glsl_type::get_instance(glsl_unsigned_base_type_of(type->base_type),
type->vector_elements, 1),
type, type);
}
ir_function_signature *
builtin_builder::_average(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_avg, type, type, type);
}
ir_function_signature *
builtin_builder::_averageRounded(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_avg_round, type, type, type);
}
/**
* For both imulExtended() and umulExtended() built-ins.
*/
ir_function_signature *
builtin_builder::_mulExtended(const glsl_type *type)
{
const glsl_type *mul_type, *unpack_type;
ir_expression_operation unpack_op;
if (type->base_type == GLSL_TYPE_INT) {
unpack_op = ir_unop_unpack_int_2x32;
mul_type = glsl_type::get_instance(GLSL_TYPE_INT64, type->vector_elements, 1);
unpack_type = glsl_type::ivec2_type;
} else {
unpack_op = ir_unop_unpack_uint_2x32;
mul_type = glsl_type::get_instance(GLSL_TYPE_UINT64, type->vector_elements, 1);
unpack_type = glsl_type::uvec2_type;
}
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *msb = out_var(type, "msb");
ir_variable *lsb = out_var(type, "lsb");
MAKE_SIG(glsl_type::void_type, gpu_shader5_or_es31_or_integer_functions, 4, x, y, msb, lsb);
ir_variable *unpack_val = body.make_temp(unpack_type, "_unpack_val");
ir_expression *mul_res = new(mem_ctx) ir_expression(ir_binop_mul, mul_type,
new(mem_ctx)ir_dereference_variable(x),
new(mem_ctx)ir_dereference_variable(y));
if (type->vector_elements == 1) {
body.emit(assign(unpack_val, expr(unpack_op, mul_res)));
body.emit(assign(msb, swizzle_y(unpack_val)));
body.emit(assign(lsb, swizzle_x(unpack_val)));
} else {
for (int i = 0; i < type->vector_elements; i++) {
body.emit(assign(unpack_val, expr(unpack_op, swizzle(mul_res, i, 1))));
body.emit(assign(array_ref(msb, i), swizzle_y(unpack_val)));
body.emit(assign(array_ref(lsb, i), swizzle_x(unpack_val)));
}
}
return sig;
}
ir_function_signature *
builtin_builder::_multiply32x16(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(avail, ir_binop_mul_32x16, type, type, type);
}
ir_function_signature *
builtin_builder::_interpolateAtCentroid(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
MAKE_SIG(type, fs_interpolate_at, 1, interpolant);
body.emit(ret(interpolate_at_centroid(interpolant)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtOffset(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *offset = in_var(glsl_type::vec2_type, "offset");
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, offset);
body.emit(ret(interpolate_at_offset(interpolant, offset)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtSample(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *sample_num = in_var(glsl_type::int_type, "sample_num");
MAKE_SIG(type, fs_interpolate_at, 2, interpolant, sample_num);
body.emit(ret(interpolate_at_sample(interpolant, sample_num)));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter");
MAKE_INTRINSIC(glsl_type::uint_type, id, avail, 1, counter);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic1(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter");
ir_variable *data = in_var(glsl_type::uint_type, "data");
MAKE_INTRINSIC(glsl_type::uint_type, id, avail, 2, counter, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_intrinsic2(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter");
ir_variable *compare = in_var(glsl_type::uint_type, "compare");
ir_variable *data = in_var(glsl_type::uint_type, "data");
MAKE_INTRINSIC(glsl_type::uint_type, id, avail, 3, counter, compare, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_intrinsic2(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id)
{
ir_variable *atomic = in_var(type, "atomic");
ir_variable *data = in_var(type, "data");
MAKE_INTRINSIC(type, id, avail, 2, atomic, data);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_intrinsic3(builtin_available_predicate avail,
const glsl_type *type,
enum ir_intrinsic_id id)
{
ir_variable *atomic = in_var(type, "atomic");
ir_variable *data1 = in_var(type, "data1");
ir_variable *data2 = in_var(type, "data2");
MAKE_INTRINSIC(type, id, avail, 3, atomic, data1, data2);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter");
MAKE_SIG(glsl_type::uint_type, avail, 1, counter);
ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval");
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op1(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter");
ir_variable *data = in_var(glsl_type::uint_type, "data");
MAKE_SIG(glsl_type::uint_type, avail, 2, counter, data);
ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval");
/* Instead of generating an __intrinsic_atomic_sub, generate an
* __intrinsic_atomic_add with the data parameter negated.
*/
if (strcmp("__intrinsic_atomic_sub", intrinsic) == 0) {
ir_variable *const neg_data =
body.make_temp(glsl_type::uint_type, "neg_data");
body.emit(assign(neg_data, neg(data)));
exec_list parameters;
parameters.push_tail(new(mem_ctx) ir_dereference_variable(counter));
parameters.push_tail(new(mem_ctx) ir_dereference_variable(neg_data));
ir_function *const func =
shader->symbols->get_function("__intrinsic_atomic_add");
ir_instruction *const c = call(func, retval, parameters);
assert(c != NULL);
assert(parameters.is_empty());
body.emit(c);
} else {
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
}
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_counter_op2(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter");
ir_variable *compare = in_var(glsl_type::uint_type, "compare");
ir_variable *data = in_var(glsl_type::uint_type, "data");
MAKE_SIG(glsl_type::uint_type, avail, 3, counter, compare, data);
ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval");
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_op2(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *atomic = in_var(type, "atomic_var");
ir_variable *data = in_var(type, "atomic_data");
MAKE_SIG(type, avail, 2, atomic, data);
ir_variable *retval = body.make_temp(type, "atomic_retval");
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_op3(const char *intrinsic,
builtin_available_predicate avail,
const glsl_type *type)
{
ir_variable *atomic = in_var(type, "atomic_var");
ir_variable *data1 = in_var(type, "atomic_data1");
ir_variable *data2 = in_var(type, "atomic_data2");
MAKE_SIG(type, avail, 3, atomic, data1, data2);
ir_variable *retval = body.make_temp(type, "atomic_retval");
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_min3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *min3 = min2(x, min2(y,z));
body.emit(ret(min3));
return sig;
}
ir_function_signature *
builtin_builder::_max3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *max3 = max2(x, max2(y,z));
body.emit(ret(max3));
return sig;
}
ir_function_signature *
builtin_builder::_mid3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
body.emit(ret(mid3));
return sig;
}
static builtin_available_predicate
get_image_available_predicate(const glsl_type *type, unsigned flags)
{
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE) &&
type->sampled_type == GLSL_TYPE_FLOAT)
return shader_image_atomic_exchange_float;
if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_ADD) &&
type->sampled_type == GLSL_TYPE_FLOAT)
return shader_image_atomic_add_float;
else if (flags & (IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE |
IMAGE_FUNCTION_AVAIL_ATOMIC_ADD |
IMAGE_FUNCTION_AVAIL_ATOMIC))
return shader_image_atomic;
else if (flags & IMAGE_FUNCTION_EXT_ONLY)
return shader_image_load_store_ext;
else
return shader_image_load_store;
}
ir_function_signature *
builtin_builder::_image_prototype(const glsl_type *image_type,
unsigned num_arguments,
unsigned flags)
{
const glsl_type *data_type = glsl_type::get_instance(
image_type->sampled_type,
(flags & IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE ? 4 : 1),
1);
const glsl_type *ret_type = (flags & IMAGE_FUNCTION_RETURNS_VOID ?
glsl_type::void_type : data_type);
/* Addressing arguments that are always present. */
ir_variable *image = in_var(image_type, "image");
ir_variable *coord = in_var(
glsl_type::ivec(image_type->coordinate_components()), "coord");
ir_function_signature *sig = new_sig(
ret_type, get_image_available_predicate(image_type, flags),
2, image, coord);
/* Sample index for multisample images. */
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS)
sig->parameters.push_tail(in_var(glsl_type::int_type, "sample"));
/* Data arguments. */
for (unsigned i = 0; i < num_arguments; ++i) {
char *arg_name = ralloc_asprintf(NULL, "arg%d", i);
sig->parameters.push_tail(in_var(data_type, arg_name));
ralloc_free(arg_name);
}
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = (flags & IMAGE_FUNCTION_READ_ONLY) != 0;
image->data.memory_write_only = (flags & IMAGE_FUNCTION_WRITE_ONLY) != 0;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image_size_prototype(const glsl_type *image_type,
unsigned /* num_arguments */,
unsigned /* flags */)
{
const glsl_type *ret_type;
unsigned num_components = image_type->coordinate_components();
/* From the ARB_shader_image_size extension:
* "Cube images return the dimensions of one face."
*/
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE &&
!image_type->sampler_array) {
num_components = 2;
}
/* FIXME: Add the highp precision qualifier for GLES 3.10 when it is
* supported by mesa.
*/
ret_type = glsl_type::get_instance(GLSL_TYPE_INT, num_components, 1);
ir_variable *image = in_var(image_type, "image");
ir_function_signature *sig = new_sig(ret_type, shader_image_size, 1, image);
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = true;
image->data.memory_write_only = true;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image_samples_prototype(const glsl_type *image_type,
unsigned /* num_arguments */,
unsigned /* flags */)
{
ir_variable *image = in_var(image_type, "image");
ir_function_signature *sig =
new_sig(glsl_type::int_type, shader_samples, 1, image);
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.memory_read_only = true;
image->data.memory_write_only = true;
image->data.memory_coherent = true;
image->data.memory_volatile = true;
image->data.memory_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image(image_prototype_ctr prototype,
const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags,
enum ir_intrinsic_id id)
{
ir_function_signature *sig = (this->*prototype)(image_type,
num_arguments, flags);
if (flags & IMAGE_FUNCTION_EMIT_STUB) {
ir_factory body(&sig->body, mem_ctx);
ir_function *f = shader->symbols->get_function(intrinsic_name);
if (flags & IMAGE_FUNCTION_RETURNS_VOID) {
body.emit(call(f, NULL, sig->parameters));
} else {
ir_variable *ret_val =
body.make_temp(sig->return_type, "_ret_val");
body.emit(call(f, ret_val, sig->parameters));
body.emit(ret(ret_val));
}
sig->is_defined = true;
} else {
sig->intrinsic_id = id;
}
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
MAKE_INTRINSIC(glsl_type::void_type, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(glsl_type::void_type, avail, 0);
body.emit(call(shader->symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_ballot_intrinsic()
{
ir_variable *value = in_var(glsl_type::bool_type, "value");
MAKE_INTRINSIC(glsl_type::uint64_t_type, ir_intrinsic_ballot, shader_ballot,
1, value);
return sig;
}
ir_function_signature *
builtin_builder::_ballot()
{
ir_variable *value = in_var(glsl_type::bool_type, "value");
MAKE_SIG(glsl_type::uint64_t_type, shader_ballot, 1, value);
ir_variable *retval = body.make_temp(glsl_type::uint64_t_type, "retval");
body.emit(call(shader->symbols->get_function("__intrinsic_ballot"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_read_first_invocation_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
MAKE_INTRINSIC(type, ir_intrinsic_read_first_invocation, shader_ballot,
1, value);
return sig;
}
ir_function_signature *
builtin_builder::_read_first_invocation(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
MAKE_SIG(type, shader_ballot, 1, value);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(shader->symbols->get_function("__intrinsic_read_first_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_read_invocation_intrinsic(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *invocation = in_var(glsl_type::uint_type, "invocation");
MAKE_INTRINSIC(type, ir_intrinsic_read_invocation, shader_ballot,
2, value, invocation);
return sig;
}
ir_function_signature *
builtin_builder::_read_invocation(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *invocation = in_var(glsl_type::uint_type, "invocation");
MAKE_SIG(type, shader_ballot, 2, value, invocation);
ir_variable *retval = body.make_temp(type, "retval");
body.emit(call(shader->symbols->get_function("__intrinsic_read_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
MAKE_INTRINSIC(glsl_type::void_type, id, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_invocation_interlock(const char *intrinsic_name,
builtin_available_predicate avail)
{
MAKE_SIG(glsl_type::void_type, avail, 0);
body.emit(call(shader->symbols->get_function(intrinsic_name),
NULL, sig->parameters));
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_INTRINSIC(type, ir_intrinsic_shader_clock, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_shader_clock(builtin_available_predicate avail,
const glsl_type *type)
{
MAKE_SIG(type, avail, 0);
ir_variable *retval = body.make_temp(glsl_type::uvec2_type, "clock_retval");
body.emit(call(shader->symbols->get_function("__intrinsic_shader_clock"),
retval, sig->parameters));
if (type == glsl_type::uint64_t_type) {
body.emit(ret(expr(ir_unop_pack_uint_2x32, retval)));
} else {
body.emit(ret(retval));
}
return sig;
}
ir_function_signature *
builtin_builder::_vote_intrinsic(builtin_available_predicate avail,
enum ir_intrinsic_id id)
{
ir_variable *value = in_var(glsl_type::bool_type, "value");
MAKE_INTRINSIC(glsl_type::bool_type, id, avail, 1, value);
return sig;
}
ir_function_signature *
builtin_builder::_vote(const char *intrinsic_name,
builtin_available_predicate avail)
{
ir_variable *value = in_var(glsl_type::bool_type, "value");
MAKE_SIG(glsl_type::bool_type, avail, 1, value);
ir_variable *retval = body.make_temp(glsl_type::bool_type, "retval");
body.emit(call(shader->symbols->get_function(intrinsic_name),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_helper_invocation_intrinsic()
{
MAKE_INTRINSIC(glsl_type::bool_type, ir_intrinsic_helper_invocation,
demote_to_helper_invocation, 0);
return sig;
}
ir_function_signature *
builtin_builder::_helper_invocation()
{
MAKE_SIG(glsl_type::bool_type, demote_to_helper_invocation, 0);
ir_variable *retval = body.make_temp(glsl_type::bool_type, "retval");
body.emit(call(shader->symbols->get_function("__intrinsic_helper_invocation"),
retval, sig->parameters));
body.emit(ret(retval));
return sig;
}
/** @} */
/******************************************************************************/
/* The singleton instance of builtin_builder. */
static builtin_builder builtins;
static mtx_t builtins_lock = _MTX_INITIALIZER_NP;
static uint32_t builtin_users = 0;
/**
* External API (exposing the built-in module to the rest of the compiler):
* @{
*/
extern "C" void
_mesa_glsl_builtin_functions_init_or_ref()
{
mtx_lock(&builtins_lock);
if (builtin_users++ == 0)
builtins.initialize();
mtx_unlock(&builtins_lock);
}
extern "C" void
_mesa_glsl_builtin_functions_decref()
{
mtx_lock(&builtins_lock);
assert(builtin_users != 0);
if (--builtin_users == 0)
builtins.release();
mtx_unlock(&builtins_lock);
}
ir_function_signature *
_mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
ir_function_signature *s;
mtx_lock(&builtins_lock);
s = builtins.find(state, name, actual_parameters);
mtx_unlock(&builtins_lock);
return s;
}
bool
_mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char *name)
{
ir_function *f;
bool ret = false;
mtx_lock(&builtins_lock);
f = builtins.shader->symbols->get_function(name);
if (f != NULL) {
foreach_in_list(ir_function_signature, sig, &f->signatures) {
if (sig->is_builtin_available(state)) {
ret = true;
break;
}
}
}
mtx_unlock(&builtins_lock);
return ret;
}
gl_shader *
_mesa_glsl_get_builtin_function_shader()
{
return builtins.shader;
}
/**
* Get the function signature for main from a shader
*/
ir_function_signature *
_mesa_get_main_function_signature(glsl_symbol_table *symbols)
{
ir_function *const f = symbols->get_function("main");
if (f != NULL) {
exec_list void_parameters;
/* Look for the 'void main()' signature and ensure that it's defined.
* This keeps the linker from accidentally pick a shader that just
* contains a prototype for main.
*
* We don't have to check for multiple definitions of main (in multiple
* shaders) because that would have already been caught above.
*/
ir_function_signature *sig =
f->matching_signature(NULL, &void_parameters, false);
if ((sig != NULL) && sig->is_defined) {
return sig;
}
}
return NULL;
}
/** @} */