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@ -281,18 +281,18 @@ fn determinant<N: num>(mat<N, N, f32>) -> f32
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fn distance(f32, f32) -> f32
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fn distance<N: num>(vec<N, f32>, vec<N, f32>) -> f32
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fn dot<N: num>(vec<N, f32>, vec<N, f32>) -> f32
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fn dpdx(f32) -> f32
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fn dpdx<N: num>(vec<N, f32>) -> vec<N, f32>
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fn dpdxCoarse(f32) -> f32
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fn dpdxCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
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fn dpdxFine(f32) -> f32
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fn dpdxFine<N: num>(vec<N, f32>) -> vec<N, f32>
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fn dpdy(f32) -> f32
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fn dpdy<N: num>(vec<N, f32>) -> vec<N, f32>
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fn dpdyCoarse(f32) -> f32
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fn dpdyCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
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fn dpdyFine(f32) -> f32
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fn dpdyFine<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdx(f32) -> f32
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[[stage("fragment")]] fn dpdx<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdxCoarse(f32) -> f32
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[[stage("fragment")]] fn dpdxCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdxFine(f32) -> f32
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[[stage("fragment")]] fn dpdxFine<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdy(f32) -> f32
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[[stage("fragment")]] fn dpdy<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdyCoarse(f32) -> f32
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[[stage("fragment")]] fn dpdyCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
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[[stage("fragment")]] fn dpdyFine(f32) -> f32
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[[stage("fragment")]] fn dpdyFine<N: num>(vec<N, f32>) -> vec<N, f32>
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fn exp(f32) -> f32
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fn exp<N: num>(vec<N, f32>) -> vec<N, f32>
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fn exp2(f32) -> f32
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@ -367,7 +367,7 @@ fn sqrt(f32) -> f32
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fn sqrt<N: num>(vec<N, f32>) -> vec<N, f32>
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fn step(f32, f32) -> f32
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fn step<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn storageBarrier()
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[[stage("compute")]] fn storageBarrier()
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fn tan(f32) -> f32
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fn tan<N: num>(vec<N, f32>) -> vec<N, f32>
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fn tanh(f32) -> f32
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@ -379,7 +379,7 @@ fn unpack2x16snorm(u32) -> vec2<f32>
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fn unpack2x16unorm(u32) -> vec2<f32>
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fn unpack4x8snorm(u32) -> vec4<f32>
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fn unpack4x8unorm(u32) -> vec4<f32>
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fn workgroupBarrier()
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[[stage("compute")]] fn workgroupBarrier()
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fn textureDimensions<T: fiu32>(texture: texture_1d<T>) -> i32
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fn textureDimensions<T: fiu32>(texture: texture_2d<T>) -> vec2<i32>
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fn textureDimensions<T: fiu32>(texture: texture_2d<T>, level: i32) -> vec2<i32>
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@ -420,36 +420,36 @@ fn textureNumLevels(texture: texture_depth_2d_array) -> i32
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fn textureNumLevels(texture: texture_depth_cube) -> i32
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fn textureNumLevels(texture: texture_depth_cube_array) -> i32
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fn textureNumSamples<T: fiu32>(texture: texture_multisampled_2d<T>) -> i32
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fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
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fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
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fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
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fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32>
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fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
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fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
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fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
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fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> f32
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fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32
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fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> f32
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fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
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fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32
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fn textureSample(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
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fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32>
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fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32>
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fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, offset: vec2<i32>) -> vec4<f32>
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fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32>
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fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32>
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fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
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fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32
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fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
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fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32
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fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
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fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
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[[stage("fragment")]] fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32
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[[stage("fragment")]] fn textureSample(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, offset: vec2<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32>
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
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[[stage("fragment")]] fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
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fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
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fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
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