/* * 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. */ #include #include #include "main/core.h" /* for struct gl_shader */ #include "main/shaderobj.h" #include "ir_builder.h" #include "glsl_parser_extras.h" #include "program/prog_instruction.h" #include using namespace ir_builder; /** * Availability predicates: * @{ */ static bool always_available(const _mesa_glsl_parse_state *state) { return true; } static bool compatibility_vs_only(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_VERTEX && state->language_version <= 130 && !state->es_shader; } static bool fs_only(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT; } 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_fs_only(const _mesa_glsl_parse_state *state) { return !state->es_shader && state->stage == MESA_SHADER_FRAGMENT; } 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_fs_only(const _mesa_glsl_parse_state *state) { return state->is_version(130, 300) && state->stage == MESA_SHADER_FRAGMENT; } static bool v140(const _mesa_glsl_parse_state *state) { return state->is_version(140, 0); } 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; } /** 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; } static bool v110_lod(const _mesa_glsl_parse_state *state) { return !state->es_shader && lod_exists_in_stage(state); } 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 v130(state) && state->EXT_shader_integer_mix_enable; } static bool shader_packing(const _mesa_glsl_parse_state *state) { return state->ARB_shading_language_packing_enable || state->is_version(400, 0); } static bool shader_packing_or_es3(const _mesa_glsl_parse_state *state) { return state->ARB_shading_language_packing_enable || state->is_version(400, 300); } static bool gpu_shader5(const _mesa_glsl_parse_state *state) { return state->is_version(400, 0) || state->ARB_gpu_shader5_enable; } static bool texture_array_lod(const _mesa_glsl_parse_state *state) { return lod_exists_in_stage(state) && state->EXT_texture_array_enable; } static bool fs_texture_array(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && state->EXT_texture_array_enable; } static bool texture_array(const _mesa_glsl_parse_state *state) { return state->EXT_texture_array_enable; } static bool texture_multisample(const _mesa_glsl_parse_state *state) { return state->is_version(150, 0) || state->ARB_texture_multisample_enable; } static bool fs_texture_cube_map_array(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(400, 0) || state->ARB_texture_cube_map_array_enable); } static bool texture_cube_map_array(const _mesa_glsl_parse_state *state) { return state->is_version(400, 0) || state->ARB_texture_cube_map_array_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 state->stage == MESA_SHADER_FRAGMENT && state->ARB_texture_query_lod_enable; } static bool texture_gather(const _mesa_glsl_parse_state *state) { return state->is_version(400, 0) || 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(const _mesa_glsl_parse_state *state) { return !state->is_version(400, 0) && !state->ARB_gpu_shader5_enable && state->ARB_texture_gather_enable; } /* Desktop GL or OES_standard_derivatives + fragment shader only */ static bool fs_oes_derivatives(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(110, 300) || state->OES_standard_derivatives_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 fs_tex3d(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && (!state->es_shader || state->OES_texture_3D_enable); } 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->ARB_shader_atomic_counters_enable; } static bool shader_trinary_minmax(const _mesa_glsl_parse_state *state) { return state->AMD_shader_trinary_minmax_enable; } /** @} */ /******************************************************************************/ 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; /** Global variables used by built-in functions. */ ir_variable *gl_ModelViewProjectionMatrix; ir_variable *gl_Vertex; 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(int i, unsigned vector_elements=1); ir_constant *imm(unsigned u, 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); /** * 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, ...); 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(ir_expression_operation opcode, builtin_available_predicate avail, const glsl_type *return_type, const glsl_type *param0_type, const glsl_type *param1_type); #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(sinh) B1(cosh) B1(tanh) B1(asinh) B1(acosh) B1(atanh) B1(pow) B1(exp) B1(log) B1(exp2) B1(log2) B1(sqrt) B1(inversesqrt) B1(abs) B1(sign) B1(floor) B1(trunc) B1(round) B1(roundEven) B1(ceil) B1(fract) B2(mod) B1(modf) BA2(min) BA2(max) BA2(clamp) B2(mix_lrp) ir_function_signature *_mix_sel(builtin_available_predicate avail, const glsl_type *val_type, const glsl_type *blend_type); B2(step) B2(smoothstep) B1(isnan) B1(isinf) B1(floatBitsToInt) B1(floatBitsToUint) B1(intBitsToFloat) B1(uintBitsToFloat) 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); B1(length) B1(distance); B1(dot); B1(cross); B1(normalize); B0(ftransform); B1(faceforward); B1(reflect); B1(refract); B1(matrixCompMult); B1(outerProduct); B0(determinant_mat2); B0(determinant_mat3); B0(determinant_mat4); B0(inverse_mat2); B0(inverse_mat3); B0(inverse_mat4); B1(transpose); BA1(lessThan); BA1(lessThanEqual); BA1(greaterThan); BA1(greaterThanEqual); BA1(equal); BA1(notEqual); B1(any); B1(all); B1(not); B2(textureSize); ir_function_signature *_textureSize(builtin_available_predicate avail, const glsl_type *return_type, const glsl_type *sampler_type); /** 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); B0(textureCubeArrayShadow); 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) B2(textureQueryLod); B1(textureQueryLevels); B1(dFdx); B1(dFdy); B1(fwidth); B1(noise1); B1(noise2); B1(noise3); B1(noise4); B1(bitfieldExtract) B1(bitfieldInsert) B1(bitfieldReverse) B1(bitCount) B1(findLSB) B1(findMSB) B1(fma) B2(ldexp) B2(frexp) B1(uaddCarry) B1(usubBorrow) B1(mulExtended) ir_function_signature *_atomic_intrinsic(builtin_available_predicate avail); ir_function_signature *_atomic_op(const char *intrinsic, builtin_available_predicate avail); B1(min3) B1(max3) B1(mid3) #undef B0 #undef B1 #undef B2 #undef B3 #undef BA1 #undef BA2 /** @} */ }; } /* anonymous namespace */ /** * Core builtin_builder functionality: * @{ */ builtin_builder::builtin_builder() : shader(NULL), gl_ModelViewProjectionMatrix(NULL), gl_Vertex(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); if (sig == NULL) return NULL; return sig; } void builtin_builder::initialize() { /* If already initialized, don't do it again. */ if (mem_ctx != NULL) return; 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; } 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(NULL, 0, GL_VERTEX_SHADER); shader->symbols = new(mem_ctx) glsl_symbol_table; gl_ModelViewProjectionMatrix = new(mem_ctx) ir_variable(glsl_type::mat4_type, "gl_ModelViewProjectionMatrix", ir_var_uniform); shader->symbols->add_variable(gl_ModelViewProjectionMatrix); gl_Vertex = in_var(glsl_type::vec4_type, "gl_Vertex"); shader->symbols->add_variable(gl_Vertex); } /** @} */ /** * Create ir_function and ir_function_signature objects for each * intrinsic. */ void builtin_builder::create_intrinsics() { add_function("__intrinsic_atomic_read", _atomic_intrinsic(shader_atomic_counters), NULL); add_function("__intrinsic_atomic_increment", _atomic_intrinsic(shader_atomic_counters), NULL); add_function("__intrinsic_atomic_predecrement", _atomic_intrinsic(shader_atomic_counters), 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 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 FIU(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(v130, glsl_type::uint_type), \ _##NAME(v130, glsl_type::uvec2_type), \ _##NAME(v130, glsl_type::uvec3_type), \ _##NAME(v130, glsl_type::uvec4_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 FIUB(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(v130, glsl_type::uint_type), \ _##NAME(v130, glsl_type::uvec2_type), \ _##NAME(v130, glsl_type::uvec3_type), \ _##NAME(v130, glsl_type::uvec4_type), \ \ _##NAME(always_available, glsl_type::bool_type), \ _##NAME(always_available, glsl_type::bvec2_type), \ _##NAME(always_available, glsl_type::bvec3_type), \ _##NAME(always_available, glsl_type::bvec4_type), \ NULL); #define FIU2_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, glsl_type::uint_type, glsl_type::uint_type), \ _##NAME(v130, glsl_type::uvec2_type, glsl_type::uint_type), \ _##NAME(v130, glsl_type::uvec3_type, glsl_type::uint_type), \ _##NAME(v130, glsl_type::uvec4_type, glsl_type::uint_type), \ \ _##NAME(v130, glsl_type::uvec2_type, glsl_type::uvec2_type), \ _##NAME(v130, glsl_type::uvec3_type, glsl_type::uvec3_type), \ _##NAME(v130, glsl_type::uvec4_type, glsl_type::uvec4_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), NULL); F(sinh) F(cosh) F(tanh) F(asinh) F(acosh) F(atanh) F(pow) F(exp) F(log) F(exp2) F(log2) F(sqrt) F(inversesqrt) FI(abs) FI(sign) F(floor) F(trunc) F(round) F(roundEven) F(ceil) F(fract) add_function("mod", _mod(glsl_type::float_type, glsl_type::float_type), _mod(glsl_type::vec2_type, glsl_type::float_type), _mod(glsl_type::vec3_type, glsl_type::float_type), _mod(glsl_type::vec4_type, glsl_type::float_type), _mod(glsl_type::vec2_type, glsl_type::vec2_type), _mod(glsl_type::vec3_type, glsl_type::vec3_type), _mod(glsl_type::vec4_type, glsl_type::vec4_type), NULL); F(modf) FIU2_MIXED(min) FIU2_MIXED(max) FIU2_MIXED(clamp) add_function("mix", _mix_lrp(glsl_type::float_type, glsl_type::float_type), _mix_lrp(glsl_type::vec2_type, glsl_type::float_type), _mix_lrp(glsl_type::vec3_type, glsl_type::float_type), _mix_lrp(glsl_type::vec4_type, glsl_type::float_type), _mix_lrp(glsl_type::vec2_type, glsl_type::vec2_type), _mix_lrp(glsl_type::vec3_type, glsl_type::vec3_type), _mix_lrp(glsl_type::vec4_type, glsl_type::vec4_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(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), NULL); add_function("step", _step(glsl_type::float_type, glsl_type::float_type), _step(glsl_type::float_type, glsl_type::vec2_type), _step(glsl_type::float_type, glsl_type::vec3_type), _step(glsl_type::float_type, glsl_type::vec4_type), _step(glsl_type::vec2_type, glsl_type::vec2_type), _step(glsl_type::vec3_type, glsl_type::vec3_type), _step(glsl_type::vec4_type, glsl_type::vec4_type), NULL); add_function("smoothstep", _smoothstep(glsl_type::float_type, glsl_type::float_type), _smoothstep(glsl_type::float_type, glsl_type::vec2_type), _smoothstep(glsl_type::float_type, glsl_type::vec3_type), _smoothstep(glsl_type::float_type, glsl_type::vec4_type), _smoothstep(glsl_type::vec2_type, glsl_type::vec2_type), _smoothstep(glsl_type::vec3_type, glsl_type::vec3_type), _smoothstep(glsl_type::vec4_type, glsl_type::vec4_type), NULL); F(isnan) F(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("packUnorm2x16", _packUnorm2x16(shader_packing_or_es3), NULL); add_function("packSnorm2x16", _packSnorm2x16(shader_packing_or_es3), NULL); add_function("packUnorm4x8", _packUnorm4x8(shader_packing), NULL); add_function("packSnorm4x8", _packSnorm4x8(shader_packing), NULL); add_function("unpackUnorm2x16", _unpackUnorm2x16(shader_packing_or_es3), NULL); add_function("unpackSnorm2x16", _unpackSnorm2x16(shader_packing_or_es3), NULL); add_function("unpackUnorm4x8", _unpackUnorm4x8(shader_packing), NULL); add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing), NULL); add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL); add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL); F(length) F(distance) F(dot) add_function("cross", _cross(glsl_type::vec3_type), NULL); F(normalize) add_function("ftransform", _ftransform(), NULL); F(faceforward) F(reflect) F(refract) // ... add_function("matrixCompMult", _matrixCompMult(glsl_type::mat2_type), _matrixCompMult(glsl_type::mat3_type), _matrixCompMult(glsl_type::mat4_type), _matrixCompMult(glsl_type::mat2x3_type), _matrixCompMult(glsl_type::mat2x4_type), _matrixCompMult(glsl_type::mat3x2_type), _matrixCompMult(glsl_type::mat3x4_type), _matrixCompMult(glsl_type::mat4x2_type), _matrixCompMult(glsl_type::mat4x3_type), NULL); add_function("outerProduct", _outerProduct(glsl_type::mat2_type), _outerProduct(glsl_type::mat3_type), _outerProduct(glsl_type::mat4_type), _outerProduct(glsl_type::mat2x3_type), _outerProduct(glsl_type::mat2x4_type), _outerProduct(glsl_type::mat3x2_type), _outerProduct(glsl_type::mat3x4_type), _outerProduct(glsl_type::mat4x2_type), _outerProduct(glsl_type::mat4x3_type), NULL); add_function("determinant", _determinant_mat2(), _determinant_mat3(), _determinant_mat4(), NULL); add_function("inverse", _inverse_mat2(), _inverse_mat3(), _inverse_mat4(), NULL); add_function("transpose", _transpose(glsl_type::mat2_type), _transpose(glsl_type::mat3_type), _transpose(glsl_type::mat4_type), _transpose(glsl_type::mat2x3_type), _transpose(glsl_type::mat2x4_type), _transpose(glsl_type::mat3x2_type), _transpose(glsl_type::mat3x4_type), _transpose(glsl_type::mat4x2_type), _transpose(glsl_type::mat4x3_type), NULL); FIU(lessThan) FIU(lessThanEqual) FIU(greaterThan) FIU(greaterThanEqual) FIUB(notEqual) FIUB(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(v140, glsl_type::int_type, glsl_type::samplerBuffer_type), _textureSize(v140, glsl_type::int_type, glsl_type::isamplerBuffer_type), _textureSize(v140, 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, glsl_type::ivec3_type, glsl_type::sampler2DMSArray_type), _textureSize(texture_multisample, glsl_type::ivec3_type, glsl_type::isampler2DMSArray_type), _textureSize(texture_multisample, glsl_type::ivec3_type, 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 comparitor since there is no vec5 type. */ _textureCubeArrayShadow(), _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_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type), _texture(ir_txb, fs_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type), _texture(ir_txb, fs_texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type), _texture(ir_txb, fs_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_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), 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), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_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, 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, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT), _texture(ir_txb, v130, 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(v140, glsl_type::vec4_type, glsl_type::samplerBuffer_type, glsl_type::int_type), _texelFetch(v140, glsl_type::ivec4_type, glsl_type::isamplerBuffer_type, glsl_type::int_type), _texelFetch(v140, 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, glsl_type::vec4_type, glsl_type::sampler2DMSArray_type, glsl_type::ivec3_type), _texelFetch(texture_multisample, glsl_type::ivec4_type, glsl_type::isampler2DMSArray_type, glsl_type::ivec3_type), _texelFetch(texture_multisample, glsl_type::uvec4_type, glsl_type::usampler2DMSArray_type, glsl_type::ivec3_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("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, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler2DShadow_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), 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("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("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("EmitVertex", _EmitVertex(), NULL); add_function("EndPrimitive", _EndPrimitive(), NULL); add_function("textureQueryLOD", _textureQueryLod(glsl_type::sampler1D_type, glsl_type::float_type), _textureQueryLod(glsl_type::isampler1D_type, glsl_type::float_type), _textureQueryLod(glsl_type::usampler1D_type, glsl_type::float_type), _textureQueryLod(glsl_type::sampler2D_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::isampler2D_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::usampler2D_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::sampler3D_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::isampler3D_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::usampler3D_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::samplerCube_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::isamplerCube_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::usamplerCube_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::sampler1DArray_type, glsl_type::float_type), _textureQueryLod(glsl_type::isampler1DArray_type, glsl_type::float_type), _textureQueryLod(glsl_type::usampler1DArray_type, glsl_type::float_type), _textureQueryLod(glsl_type::sampler2DArray_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::isampler2DArray_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::usampler2DArray_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::samplerCubeArray_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::isamplerCubeArray_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::usamplerCubeArray_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::sampler1DShadow_type, glsl_type::float_type), _textureQueryLod(glsl_type::sampler2DShadow_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), _textureQueryLod(glsl_type::sampler1DArrayShadow_type, glsl_type::float_type), _textureQueryLod(glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type), _textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type), NULL); add_function("textureQueryLevels", _textureQueryLevels(glsl_type::sampler1D_type), _textureQueryLevels(glsl_type::sampler2D_type), _textureQueryLevels(glsl_type::sampler3D_type), _textureQueryLevels(glsl_type::samplerCube_type), _textureQueryLevels(glsl_type::sampler1DArray_type), _textureQueryLevels(glsl_type::sampler2DArray_type), _textureQueryLevels(glsl_type::samplerCubeArray_type), _textureQueryLevels(glsl_type::sampler1DShadow_type), _textureQueryLevels(glsl_type::sampler2DShadow_type), _textureQueryLevels(glsl_type::samplerCubeShadow_type), _textureQueryLevels(glsl_type::sampler1DArrayShadow_type), _textureQueryLevels(glsl_type::sampler2DArrayShadow_type), _textureQueryLevels(glsl_type::samplerCubeArrayShadow_type), _textureQueryLevels(glsl_type::isampler1D_type), _textureQueryLevels(glsl_type::isampler2D_type), _textureQueryLevels(glsl_type::isampler3D_type), _textureQueryLevels(glsl_type::isamplerCube_type), _textureQueryLevels(glsl_type::isampler1DArray_type), _textureQueryLevels(glsl_type::isampler2DArray_type), _textureQueryLevels(glsl_type::isamplerCubeArray_type), _textureQueryLevels(glsl_type::usampler1D_type), _textureQueryLevels(glsl_type::usampler2D_type), _textureQueryLevels(glsl_type::usampler3D_type), _textureQueryLevels(glsl_type::usamplerCube_type), _textureQueryLevels(glsl_type::usampler1DArray_type), _textureQueryLevels(glsl_type::usampler2DArray_type), _textureQueryLevels(glsl_type::usamplerCubeArray_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_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_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, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler1DArray_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_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT), _texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_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), NULL); add_function("texture1DArrayLod", _texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler1DArray_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), NULL); add_function("texture2D", _texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type), _texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_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, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler2DArray_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, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT), _texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_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), NULL); add_function("texture2DArrayLod", _texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type), NULL); add_function("texture2DProjLod", _texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT), _texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2D_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, fs_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_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, fs_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_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), NULL); add_function("texture3DProjLod", _texture(ir_txl, tex3d_lod, glsl_type::vec4_type, glsl_type::sampler3D_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, fs_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type), NULL); add_function("textureCubeLod", _texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::samplerCube_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), 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), NULL); add_function("shadow1D", _texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type), _texture(ir_txb, v110_fs_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, fs_texture_array, 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_fs_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, fs_texture_array, 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_fs_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT), 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_fs_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("textureGather", _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type), _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type), _texture(ir_tg4, texture_gather, 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, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type), _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type), _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type), _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type), _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET), _texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, 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), NULL); add_function("textureGatherOffsets", _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, 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(noise1) F(noise2) F(noise3) F(noise4) IU(bitfieldExtract) IU(bitfieldInsert) IU(bitfieldReverse) IU(bitCount) IU(findLSB) IU(findMSB) F(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), 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), 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("atomicCounter", _atomic_op("__intrinsic_atomic_read", shader_atomic_counters), NULL); add_function("atomicCounterIncrement", _atomic_op("__intrinsic_atomic_increment", shader_atomic_counters), NULL); add_function("atomicCounterDecrement", _atomic_op("__intrinsic_atomic_predecrement", shader_atomic_counters), 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); #undef F #undef FI #undef FIU #undef FIUB #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); } 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(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(const glsl_type *type, const ir_constant_data &data) { return new(mem_ctx) ir_constant(type, &data); } 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, avail, ...) \ ir_function_signature *sig = \ new_sig(return_type, avail, __VA_ARGS__); \ sig->is_intrinsic = true; 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); \ } ir_function_signature * builtin_builder::binop(ir_expression_operation opcode, builtin_available_predicate avail, const glsl_type *return_type, const glsl_type *param0_type, const glsl_type *param1_type) { ir_variable *x = in_var(param0_type, "x"); ir_variable *y = in_var(param1_type, "y"); MAKE_SIG(return_type, avail, 2, x, y); 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) { return mul(sign(x), sub(imm(1.5707964f), mul(sqrt(sub(imm(1.0f), abs(x))), add(imm(1.5707964f), mul(abs(x), add(imm(-0.21460183f), mul(abs(x), add(imm(0.086566724f), mul(abs(x), imm(-0.03102955f)))))))))); } ir_call * builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params) { exec_list actual_params; foreach_list(node, ¶ms) { ir_variable *var = (ir_variable *) node; 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))); 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(1.5707964f), asin_expr(x)))); return sig; } ir_function_signature * builtin_builder::_atan2(const glsl_type *type) { ir_variable *vec_y = in_var(type, "vec_y"); ir_variable *vec_x = in_var(type, "vec_x"); MAKE_SIG(type, always_available, 2, vec_y, vec_x); ir_variable *vec_result = body.make_temp(type, "vec_result"); ir_variable *r = body.make_temp(glsl_type::float_type, "r"); for (int i = 0; i < type->vector_elements; i++) { ir_variable *y = body.make_temp(glsl_type::float_type, "y"); ir_variable *x = body.make_temp(glsl_type::float_type, "x"); body.emit(assign(y, swizzle(vec_y, i, 1))); body.emit(assign(x, swizzle(vec_x, i, 1))); /* If |x| >= 1.0e-8 * |y|: */ ir_if *outer_if = new(mem_ctx) ir_if(greater(abs(x), mul(imm(1.0e-8f), abs(y)))); ir_factory outer_then(&outer_if->then_instructions, mem_ctx); /* Then...call atan(y/x) */ ir_variable *y_over_x = outer_then.make_temp(glsl_type::float_type, "y_over_x"); outer_then.emit(assign(y_over_x, div(y, x))); outer_then.emit(assign(r, mul(y_over_x, rsq(add(mul(y_over_x, y_over_x), imm(1.0f)))))); outer_then.emit(assign(r, asin_expr(r))); /* ...and fix it up: */ ir_if *inner_if = new(mem_ctx) ir_if(less(x, imm(0.0f))); inner_if->then_instructions.push_tail( if_tree(gequal(y, imm(0.0f)), assign(r, add(r, imm(3.141593f))), assign(r, sub(r, imm(3.141593f))))); outer_then.emit(inner_if); /* Else... */ outer_if->else_instructions.push_tail( assign(r, mul(sign(y), imm(1.5707965f)))); body.emit(outer_if); body.emit(assign(vec_result, r, 1 << i)); } body.emit(ret(vec_result)); return sig; } ir_function_signature * builtin_builder::_atan(const glsl_type *type) { ir_variable *y_over_x = in_var(type, "y_over_x"); MAKE_SIG(type, always_available, 1, y_over_x); ir_variable *t = body.make_temp(type, "t"); body.emit(assign(t, mul(y_over_x, rsq(add(mul(y_over_x, y_over_x), imm(1.0f)))))); body.emit(ret(asin_expr(t))); 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); /* (e^x - e^(-x)) / (e^x + e^(-x)) */ body.emit(ret(div(sub(exp(x), exp(neg(x))), add(exp(x), exp(neg(x)))))); 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(ir_binop_pow, always_available, 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(sqrt, ir_unop_sqrt, always_available) UNOP(inversesqrt, ir_unop_rsq, always_available) /** @} */ UNOP(abs, ir_unop_abs, always_available) UNOP(sign, ir_unop_sign, always_available) UNOP(floor, ir_unop_floor, always_available) UNOP(trunc, ir_unop_trunc, v130) UNOP(round, ir_unop_round_even, always_available) UNOP(roundEven, ir_unop_round_even, always_available) UNOP(ceil, ir_unop_ceil, always_available) UNOP(fract, ir_unop_fract, always_available) ir_function_signature * builtin_builder::_mod(const glsl_type *x_type, const glsl_type *y_type) { return binop(ir_binop_mod, always_available, x_type, x_type, y_type); } ir_function_signature * builtin_builder::_modf(const glsl_type *type) { ir_variable *x = in_var(type, "x"); ir_variable *i = out_var(type, "i"); MAKE_SIG(type, v130, 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(ir_binop_min, avail, 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(ir_binop_max, avail, 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(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, always_available, 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(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, always_available, 2, edge, x); ir_variable *t = body.make_temp(x_type, "t"); if (x_type->vector_elements == 1) { /* Both are floats */ 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++) { 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++) { 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(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, always_available, 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(0.0f), imm(1.0f)))); body.emit(ret(mul(t, mul(t, sub(imm(3.0f), mul(imm(2.0f), t)))))); return sig; } ir_function_signature * builtin_builder::_isnan(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_type::bvec(type->vector_elements), v130, 1, x); body.emit(ret(nequal(x, x))); return sig; } ir_function_signature * builtin_builder::_isinf(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_type::bvec(type->vector_elements), v130, 1, x); ir_constant_data infinities; for (int i = 0; i < type->vector_elements; i++) { infinities.f[i] = std::numeric_limits::infinity(); } body.emit(ret(equal(abs(x), imm(type, infinities)))); return sig; } 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::_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::_length(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_type::float_type, always_available, 1, x); body.emit(ret(sqrt(dotlike(x, x)))); return sig; } ir_function_signature * builtin_builder::_distance(const glsl_type *type) { ir_variable *p0 = in_var(type, "p0"); ir_variable *p1 = in_var(type, "p1"); MAKE_SIG(glsl_type::float_type, always_available, 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(const glsl_type *type) { if (type->vector_elements == 1) return binop(ir_binop_mul, always_available, type, type, type); return binop(ir_binop_dot, always_available, glsl_type::float_type, type, type); } ir_function_signature * builtin_builder::_cross(const glsl_type *type) { ir_variable *a = in_var(type, "a"); ir_variable *b = in_var(type, "b"); MAKE_SIG(type, always_available, 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(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, always_available, 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); body.emit(ret(new(mem_ctx) ir_expression(ir_binop_mul, glsl_type::vec4_type, var_ref(gl_ModelViewProjectionMatrix), var_ref(gl_Vertex)))); /* FINISHME: Once the ir_expression() constructor handles type inference * for matrix operations, we can simplify this to: * * body.emit(ret(mul(gl_ModelViewProjectionMatrix, gl_Vertex))); */ return sig; } ir_function_signature * builtin_builder::_faceforward(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, always_available, 3, N, I, Nref); body.emit(if_tree(less(dotlike(Nref, I), imm(0.0f)), ret(N), ret(neg(N)))); return sig; } ir_function_signature * builtin_builder::_reflect(const glsl_type *type) { ir_variable *I = in_var(type, "I"); ir_variable *N = in_var(type, "N"); MAKE_SIG(type, always_available, 2, I, N); /* I - 2 * dot(N, I) * N */ body.emit(ret(sub(I, mul(imm(2.0f), mul(dotlike(N, I), N))))); return sig; } ir_function_signature * builtin_builder::_refract(const glsl_type *type) { ir_variable *I = in_var(type, "I"); ir_variable *N = in_var(type, "N"); ir_variable *eta = in_var(glsl_type::float_type, "eta"); MAKE_SIG(type, always_available, 3, I, N, eta); ir_variable *n_dot_i = body.make_temp(glsl_type::float_type, "n_dot_i"); body.emit(assign(n_dot_i, dotlike(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(glsl_type::float_type, "k"); body.emit(assign(k, sub(imm(1.0f), mul(eta, mul(eta, sub(imm(1.0f), mul(n_dot_i, n_dot_i))))))); body.emit(if_tree(less(k, imm(0.0f)), 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(const glsl_type *type) { ir_variable *x = in_var(type, "x"); ir_variable *y = in_var(type, "y"); MAKE_SIG(type, always_available, 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(const glsl_type *type) { ir_variable *c = in_var(glsl_type::vec(type->vector_elements), "c"); ir_variable *r = in_var(glsl_type::vec(type->matrix_columns), "r"); MAKE_SIG(type, v120, 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(const glsl_type *orig_type) { const glsl_type *transpose_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, orig_type->matrix_columns, orig_type->vector_elements); ir_variable *m = in_var(orig_type, "m"); MAKE_SIG(transpose_type, v120, 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() { ir_variable *m = in_var(glsl_type::mat2_type, "m"); MAKE_SIG(glsl_type::float_type, v120, 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() { ir_variable *m = in_var(glsl_type::mat3_type, "m"); MAKE_SIG(glsl_type::float_type, v120, 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() { ir_variable *m = in_var(glsl_type::mat4_type, "m"); MAKE_SIG(glsl_type::float_type, v120, 1, m); ir_variable *SubFactor00 = body.make_temp(glsl_type::float_type, "SubFactor00"); ir_variable *SubFactor01 = body.make_temp(glsl_type::float_type, "SubFactor01"); ir_variable *SubFactor02 = body.make_temp(glsl_type::float_type, "SubFactor02"); ir_variable *SubFactor03 = body.make_temp(glsl_type::float_type, "SubFactor03"); ir_variable *SubFactor04 = body.make_temp(glsl_type::float_type, "SubFactor04"); ir_variable *SubFactor05 = body.make_temp(glsl_type::float_type, "SubFactor05"); ir_variable *SubFactor06 = body.make_temp(glsl_type::float_type, "SubFactor06"); ir_variable *SubFactor07 = body.make_temp(glsl_type::float_type, "SubFactor07"); ir_variable *SubFactor08 = body.make_temp(glsl_type::float_type, "SubFactor08"); ir_variable *SubFactor09 = body.make_temp(glsl_type::float_type, "SubFactor09"); ir_variable *SubFactor10 = body.make_temp(glsl_type::float_type, "SubFactor10"); ir_variable *SubFactor11 = body.make_temp(glsl_type::float_type, "SubFactor11"); ir_variable *SubFactor12 = body.make_temp(glsl_type::float_type, "SubFactor12"); ir_variable *SubFactor13 = body.make_temp(glsl_type::float_type, "SubFactor13"); ir_variable *SubFactor14 = body.make_temp(glsl_type::float_type, "SubFactor14"); ir_variable *SubFactor15 = body.make_temp(glsl_type::float_type, "SubFactor15"); ir_variable *SubFactor16 = body.make_temp(glsl_type::float_type, "SubFactor16"); ir_variable *SubFactor17 = body.make_temp(glsl_type::float_type, "SubFactor17"); ir_variable *SubFactor18 = body.make_temp(glsl_type::float_type, "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(glsl_type::vec4_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() { ir_variable *m = in_var(glsl_type::mat2_type, "m"); MAKE_SIG(glsl_type::mat2_type, v120, 1, m); ir_variable *adj = body.make_temp(glsl_type::mat2_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() { ir_variable *m = in_var(glsl_type::mat3_type, "m"); MAKE_SIG(glsl_type::mat3_type, v120, 1, m); ir_variable *f11_22_21_12 = body.make_temp(glsl_type::float_type, "f11_22_21_12"); ir_variable *f10_22_20_12 = body.make_temp(glsl_type::float_type, "f10_22_20_12"); ir_variable *f10_21_20_11 = body.make_temp(glsl_type::float_type, "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(glsl_type::mat3_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() { ir_variable *m = in_var(glsl_type::mat4_type, "m"); MAKE_SIG(glsl_type::mat4_type, v120, 1, m); ir_variable *SubFactor00 = body.make_temp(glsl_type::float_type, "SubFactor00"); ir_variable *SubFactor01 = body.make_temp(glsl_type::float_type, "SubFactor01"); ir_variable *SubFactor02 = body.make_temp(glsl_type::float_type, "SubFactor02"); ir_variable *SubFactor03 = body.make_temp(glsl_type::float_type, "SubFactor03"); ir_variable *SubFactor04 = body.make_temp(glsl_type::float_type, "SubFactor04"); ir_variable *SubFactor05 = body.make_temp(glsl_type::float_type, "SubFactor05"); ir_variable *SubFactor06 = body.make_temp(glsl_type::float_type, "SubFactor06"); ir_variable *SubFactor07 = body.make_temp(glsl_type::float_type, "SubFactor07"); ir_variable *SubFactor08 = body.make_temp(glsl_type::float_type, "SubFactor08"); ir_variable *SubFactor09 = body.make_temp(glsl_type::float_type, "SubFactor09"); ir_variable *SubFactor10 = body.make_temp(glsl_type::float_type, "SubFactor10"); ir_variable *SubFactor11 = body.make_temp(glsl_type::float_type, "SubFactor11"); ir_variable *SubFactor12 = body.make_temp(glsl_type::float_type, "SubFactor12"); ir_variable *SubFactor13 = body.make_temp(glsl_type::float_type, "SubFactor13"); ir_variable *SubFactor14 = body.make_temp(glsl_type::float_type, "SubFactor14"); ir_variable *SubFactor15 = body.make_temp(glsl_type::float_type, "SubFactor15"); ir_variable *SubFactor16 = body.make_temp(glsl_type::float_type, "SubFactor16"); ir_variable *SubFactor17 = body.make_temp(glsl_type::float_type, "SubFactor17"); ir_variable *SubFactor18 = body.make_temp(glsl_type::float_type, "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(glsl_type::mat4_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(ir_binop_less, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_lessThanEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(ir_binop_lequal, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_greaterThan(builtin_available_predicate avail, const glsl_type *type) { return binop(ir_binop_greater, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_greaterThanEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(ir_binop_gequal, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_equal(builtin_available_predicate avail, const glsl_type *type) { return binop(ir_binop_equal, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_notEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(ir_binop_nequal, avail, glsl_type::bvec(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_any(const glsl_type *type) { return unop(always_available, ir_unop_any, glsl_type::bool_type, type); } 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); switch (type->vector_elements) { case 2: body.emit(ret(logic_and(swizzle_x(v), swizzle_y(v)))); break; case 3: body.emit(ret(logic_and(logic_and(swizzle_x(v), swizzle_y(v)), swizzle_z(v)))); break; case 4: body.emit(ret(logic_and(logic_and(logic_and(swizzle_x(v), swizzle_y(v)), swizzle_z(v)), swizzle_w(v)))); break; } 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::_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 comparitor, * 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_comparitor = var_ref(refz); } else { /* The shadow comparitor is normally in the Z component, but a few types * have sufficiently large coordinates that it's in W. */ tex->shadow_comparitor = 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_variable *s = in_var(glsl_type::samplerCubeArrayShadow_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, texture_cube_map_array, 3, s, P, compare); ir_texture *tex = new(mem_ctx) ir_texture(ir_tex); tex->set_sampler(var_ref(s), glsl_type::float_type); tex->coordinate = var_ref(P); tex->shadow_comparitor = var_ref(compare); 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); body.emit(new(mem_ctx) ir_emit_vertex()); return sig; } ir_function_signature * builtin_builder::_EndPrimitive() { MAKE_SIG(glsl_type::void_type, gs_only, 0); body.emit(new(mem_ctx) ir_end_primitive()); return sig; } ir_function_signature * builtin_builder::_textureQueryLod(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, texture_query_lod, 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(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, texture_query_levels, 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; } UNOP(dFdx, ir_unop_dFdx, fs_oes_derivatives) UNOP(dFdy, ir_unop_dFdy, fs_oes_derivatives) ir_function_signature * builtin_builder::_fwidth(const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(type, fs_oes_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::_noise1(const glsl_type *type) { return unop(v110, ir_unop_noise, glsl_type::float_type, type); } ir_function_signature * builtin_builder::_noise2(const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(glsl_type::vec2_type, v110, 1, p); ir_constant_data b_offset; b_offset.f[0] = 601.0f; b_offset.f[1] = 313.0f; b_offset.f[2] = 29.0f; b_offset.f[3] = 277.0f; ir_variable *a = body.make_temp(glsl_type::float_type, "a"); ir_variable *b = body.make_temp(glsl_type::float_type, "b"); ir_variable *t = body.make_temp(glsl_type::vec2_type, "t"); body.emit(assign(a, expr(ir_unop_noise, p))); body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, b_offset))))); body.emit(assign(t, a, WRITEMASK_X)); body.emit(assign(t, b, WRITEMASK_Y)); body.emit(ret(t)); return sig; } ir_function_signature * builtin_builder::_noise3(const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(glsl_type::vec3_type, v110, 1, p); ir_constant_data b_offset; b_offset.f[0] = 601.0f; b_offset.f[1] = 313.0f; b_offset.f[2] = 29.0f; b_offset.f[3] = 277.0f; ir_constant_data c_offset; c_offset.f[0] = 1559.0f; c_offset.f[1] = 113.0f; c_offset.f[2] = 1861.0f; c_offset.f[3] = 797.0f; ir_variable *a = body.make_temp(glsl_type::float_type, "a"); ir_variable *b = body.make_temp(glsl_type::float_type, "b"); ir_variable *c = body.make_temp(glsl_type::float_type, "c"); ir_variable *t = body.make_temp(glsl_type::vec3_type, "t"); body.emit(assign(a, expr(ir_unop_noise, p))); body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, b_offset))))); body.emit(assign(c, expr(ir_unop_noise, add(p, imm(type, c_offset))))); body.emit(assign(t, a, WRITEMASK_X)); body.emit(assign(t, b, WRITEMASK_Y)); body.emit(assign(t, c, WRITEMASK_Z)); body.emit(ret(t)); return sig; } ir_function_signature * builtin_builder::_noise4(const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(glsl_type::vec4_type, v110, 1, p); ir_variable *_p = body.make_temp(type, "_p"); ir_constant_data p_offset; p_offset.f[0] = 1559.0f; p_offset.f[1] = 113.0f; p_offset.f[2] = 1861.0f; p_offset.f[3] = 797.0f; body.emit(assign(_p, add(p, imm(type, p_offset)))); ir_constant_data offset; offset.f[0] = 601.0f; offset.f[1] = 313.0f; offset.f[2] = 29.0f; offset.f[3] = 277.0f; ir_variable *a = body.make_temp(glsl_type::float_type, "a"); ir_variable *b = body.make_temp(glsl_type::float_type, "b"); ir_variable *c = body.make_temp(glsl_type::float_type, "c"); ir_variable *d = body.make_temp(glsl_type::float_type, "d"); ir_variable *t = body.make_temp(glsl_type::vec4_type, "t"); body.emit(assign(a, expr(ir_unop_noise, p))); body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, offset))))); body.emit(assign(c, expr(ir_unop_noise, _p))); body.emit(assign(d, expr(ir_unop_noise, add(_p, imm(type, offset))))); body.emit(assign(t, a, WRITEMASK_X)); body.emit(assign(t, b, WRITEMASK_Y)); body.emit(assign(t, c, WRITEMASK_Z)); body.emit(assign(t, d, WRITEMASK_W)); body.emit(ret(t)); return sig; } ir_function_signature * builtin_builder::_bitfieldExtract(const glsl_type *type) { 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, 3, value, offset, bits); body.emit(ret(expr(ir_triop_bitfield_extract, value, offset, bits))); return sig; } ir_function_signature * builtin_builder::_bitfieldInsert(const glsl_type *type) { 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, 4, base, insert, offset, bits); body.emit(ret(bitfield_insert(base, insert, offset, bits))); return sig; } UNOP(bitfieldReverse, ir_unop_bitfield_reverse, gpu_shader5) ir_function_signature * builtin_builder::_bitCount(const glsl_type *type) { return unop(gpu_shader5, 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, 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, ir_unop_find_msb, glsl_type::ivec(type->vector_elements), type); } ir_function_signature * builtin_builder::_fma(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, gpu_shader5, 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(ir_binop_ldexp, gpu_shader5, x_type, x_type, exp_type); } 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, 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, 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::_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, 3, x, y, borrow); body.emit(assign(borrow, ir_builder::borrow(x, y))); body.emit(ret(sub(x, y))); return sig; } /** * For both imulExtended() and umulExtended() built-ins. */ ir_function_signature * builtin_builder::_mulExtended(const glsl_type *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, 4, x, y, msb, lsb); body.emit(assign(msb, imul_high(x, y))); body.emit(assign(lsb, mul(x, y))); return sig; } ir_function_signature * builtin_builder::_atomic_intrinsic(builtin_available_predicate avail) { ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter"); MAKE_INTRINSIC(glsl_type::uint_type, avail, 1, counter); return sig; } ir_function_signature * builtin_builder::_atomic_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::_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; } /** @} */ /******************************************************************************/ /* The singleton instance of builtin_builder. */ static builtin_builder builtins; _glthread_DECLARE_STATIC_MUTEX(builtins_lock); /** * External API (exposing the built-in module to the rest of the compiler): * @{ */ void _mesa_glsl_initialize_builtin_functions() { _glthread_LOCK_MUTEX(builtins_lock); builtins.initialize(); _glthread_UNLOCK_MUTEX(builtins_lock); } void _mesa_glsl_release_builtin_functions() { _glthread_LOCK_MUTEX(builtins_lock); builtins.release(); _glthread_UNLOCK_MUTEX(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; _glthread_LOCK_MUTEX(builtins_lock); s = builtins.find(state, name, actual_parameters); _glthread_UNLOCK_MUTEX(builtins_lock); return s; } gl_shader * _mesa_glsl_get_builtin_function_shader() { return builtins.shader; } /** @} */