/* * 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 #include #include "main/mtypes.h" #include "main/shaderobj.h" #include "ir_builder.h" #include "glsl_parser_extras.h" #include "program/prog_instruction.h" #include #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_or_v460_desktop(const _mesa_glsl_parse_state *state) { return 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), }; } /* 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 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) FD(trunc) FD(round) FD(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); FD(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("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)) && (types[i]->sampler_dimensionality == GLSL_SAMPLER_DIM_MS || !(flags & IMAGE_FUNCTION_MS_ONLY))) 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_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_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), 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, 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, 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, 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, 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, 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_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, 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, 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_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, ¶ms) { 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; } /** @} */