Add src/intrinsics.def
The definition file for the WGSL intrinsics. Will be parsed by a new `intrinsic-gen` parser to generate the IntriniscTable and tests. Bug: tint:832 Change-Id: I3c523b6d86faa59150e2b6fb302d27c06f0e3cbe Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/52503 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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// Copyright 2021 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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////////////////////////////////////////////////////////////////////////////////
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// WGSL intrinsic definition file //
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// //
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// This file is used to generate parts of the Tint IntrinsicTable, various //
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// enum definition files, as well as test .wgsl files. //
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Enumerators //
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////////////////////////////////////////////////////////////////////////////////
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// https://gpuweb.github.io/gpuweb/wgsl/#storage-class
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enum storage_class {
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function
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private
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workgroup
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uniform
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storage
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handle
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}
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// https://gpuweb.github.io/gpuweb/wgsl/#memory-access-mode
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enum access_control {
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read
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write
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read_write
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}
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// https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
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enum texel_format {
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rgba8unorm
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rgba8snorm
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rgba8uint
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rgba8sint
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rgba16uint
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rgba16sint
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rgba16float
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r32uint
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r32sint
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r32float
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rg32uint
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rg32sint
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rg32float
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rgba32uint
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rgba32sint
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rgba32float
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}
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////////////////////////////////////////////////////////////////////////////////
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// WGSL primitive types //
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////////////////////////////////////////////////////////////////////////////////
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// https://gpuweb.github.io/gpuweb/wgsl/#plain-types-section
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type bool
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type f32
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type i32
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type u32
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type vec2<T>
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type vec3<T>
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type vec4<T>
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[[display("vec{N}<{T}>")]] type vec<N: num, T>
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[[display("mat{N}x{M}<{T}>")]] type mat<N: num, M: num, T>
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[[display("ptr<{T}>")]] type ptr<S: storage_class, T> // TODO(crbug.com/tint/846): Add access control
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type array<T>
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type sampler
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type sampler_comparison
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type texture_1d<T>
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type texture_2d<T>
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type texture_2d_array<T>
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type texture_3d<T>
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type texture_cube<T>
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type texture_cube_array<T>
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type texture_multisampled_2d<T>
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type texture_depth_2d
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type texture_depth_2d_array
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type texture_depth_cube
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type texture_depth_cube_array
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type texture_storage_1d<F: texel_format, A: access_control>
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type texture_storage_2d<F: texel_format, A: access_control>
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type texture_storage_2d_array<F: texel_format, A: access_control>
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type texture_storage_3d<F: texel_format, A: access_control>
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type texture_external
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////////////////////////////////////////////////////////////////////////////////
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// Type matchers //
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// //
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// A type matcher that can match one or more types. //
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////////////////////////////////////////////////////////////////////////////////
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match fiu32: f32 | i32 | u32
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match iu32: i32 | u32
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match scalar: f32 | i32 | u32 | bool
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////////////////////////////////////////////////////////////////////////////////
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// Enum matchers //
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// //
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// A number matcher that can match one or more enumerator values. //
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// All enumerator values listed in the match declaration need to be from the //
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// same enum. //
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////////////////////////////////////////////////////////////////////////////////
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// https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
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match f32_texel_format:
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rgba8unorm | rgba8snorm | rgba16float | r32float | rg32float | rgba32float
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match i32_texel_format:
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rgba8sint | rgba16sint | r32sint | rg32sint | rgba32sint
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match u32_texel_format:
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rgba8uint | rgba16uint | r32uint | rg32uint | rgba32uint
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////////////////////////////////////////////////////////////////////////////////
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// Intrinsic Functions //
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// //
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// The intrinsic function declarations below declare all the built-in //
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// functions supported by the WGSL language. This intrinsic definition //
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// language supports simple static-type function declarations, as well as //
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// single overload declarations that can match a number of different //
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// argument types via the use of 'open-types' and 'open-numbers'. //
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// //
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// * Basic example: //
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// //
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// fn isInf(f32) -> bool //
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// //
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// Declares an overload of the function 'isInf' that accepts a single //
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// parameter of type 'f32' and returns a 'bool'. //
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// //
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// An 'open-type' can be thought as a template type that is determined by the //
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// arguments to the intrinsic. //
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// //
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// * Open-type example without constraint: //
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// //
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// fn arrayLength<T>(array<T>) -> u32 //
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// //
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// Declares an overload of the function 'arrayLength' that accepts a //
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// single argument of an array type with no constraints on the array //
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// element type. This overload will always return a value of the same type //
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// as its single argument. //
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// //
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// * Open-type example with constraint: //
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// //
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// fn abs<T: fiu32>(T) -> T //
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// //
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// Declares an overload of the function 'abs' that accepts a single //
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// argument of type 'f32', 'i32' or 'u32', which returns a value of the //
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// same argument type. //
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// //
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// Similarly an 'open-number' can be thought as a template number or //
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// enumerator that is determined by the arguments to the intrinsic. //
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// //
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// * Open-number example: //
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// //
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// fn dpdx<N: num>(vec<N, f32>) -> vec<N, f32> //
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// //
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// Declares an overload of the function 'dpdx' that accepts a single //
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// argument of a variable-sized vector of 'f32', which returns a value of //
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// the same argument type. //
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// //
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// //
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// Matching algorithm: //
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// ------------------- //
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// //
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// Prior to matching an overload, all open-types are undefined. //
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// //
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// Open-types become closed-types (pinned to a fixed type) on the first //
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// attempt to match an argument to that open-type. //
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// Once open-types are closed, they remain that type for the rest of the //
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// overload evaluation. //
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// //
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// To better understand, let's consider the following hypothetical overload //
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// declaration: //
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// //
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// fn foo<T: scalar>(T, T); //
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// //
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// T - is the open-type //
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// scalar - is a matcher for the types 'f32', 'i32', 'u32' or 'bool' //
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// (declared above) //
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// <T: scalar> - declares the open-type T, with the constraint that T must //
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// match one of 'f32', 'i32', 'u32' or 'bool'. //
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// //
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// The process for resolving this overload is as follows: //
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// //
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// (1) The overload resolver begins by attempting to match the argument //
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// types from left to right. //
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// The first parameter type is compared against the argument type. //
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// As the open-type T has not been closed yet, T is closed as the type //
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// of the first argument. //
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// There's no verification that the T type is a scalar at this stage. //
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// (2) The second parameter is then compared against the second argument. //
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// As the open-type T is now closed, the argument type is compared //
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// against the value of the closed-type of T. If the types match, then //
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// the overload is still a candidate for matching, otherwise the //
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// overload is no longer considered. //
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// (3) If all the parameters matched, constraints on the open-types need //
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// to be checked next. If the closed-type does not match the 'match' //
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// constraint, then the overload is no longer considered. //
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// //
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// The algorithm for matching open-numbers is almost identical to open-types, //
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// except of course, they match against integer numbers or enumerators //
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// instead of types. //
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// //
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// //
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// * More examples: //
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// //
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// fn F() //
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// - Function called F. //
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// No open types or numbers, no parameters, no return value //
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// //
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// fn F() -> RETURN_TYPE //
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// - Function with RETURN_TYPE as the return type value //
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// //
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// fn F(f32, i32) //
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// - Two fixed-type, anonymous parameters //
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// //
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// fn F(USAGE : f32) //
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// - Single parameter with name USAGE. //
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// Note: Parameter names are used by Tint to infer parameter order for //
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// some intrinsic functions //
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// //
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// fn F<T>(T) //
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// - Single parameter of unconstrained open-type T (any type) //
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// //
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// fn F<T: scalar>(T) //
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// - Single parameter of constrained open-type T (must be a scalar) //
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// //
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// fn F<T: fiu32>(T) -> T //
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// - Single parameter of constrained open-type T (must be a one of fiu32) //
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// Return type matches parameter type //
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// //
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// fn F<T, N: num>(vec<N, T>) //
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// - Single parameter of vector type with open-number size N and element //
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// open-type T //
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// //
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// fn F<A: access_control>(texture_storage_1d<f32_texel_format, A>) //
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// - Single parameter of texture_storage_1d type with open-number //
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// access-control C, and of a texel format that is listed in //
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// f32_texel_format //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// https://gpuweb.github.io/gpuweb/wgsl/#builtin-functions
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fn abs<T: fiu32>(T) -> T
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fn abs<N: num, T: fiu32>(vec<N, T>) -> vec<N, T>
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fn acos(f32) -> f32
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fn acos<N: num>(vec<N, f32>) -> vec<N, f32>
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fn all<N: num>(vec<N, bool>) -> bool
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fn any<N: num>(vec<N, bool>) -> bool
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fn arrayLength<T>(array<T>) -> u32
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fn asin(f32) -> f32
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fn asin<N: num>(vec<N, f32>) -> vec<N, f32>
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fn atan(f32) -> f32
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fn atan<N: num>(vec<N, f32>) -> vec<N, f32>
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fn atan2(f32, f32) -> f32
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fn atan2<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn ceil(f32) -> f32
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fn ceil<N: num>(vec<N, f32>) -> vec<N, f32>
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fn clamp<T: fiu32>(T, T, T) -> T
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fn clamp<N: num, T: fiu32>(vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
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fn cos(f32) -> f32
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fn cos<N: num>(vec<N, f32>) -> vec<N, f32>
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fn cosh(f32) -> f32
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fn cosh<N: num>(vec<N, f32>) -> vec<N, f32>
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fn countOneBits<T: iu32>(T) -> T
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fn countOneBits<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
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fn cross(vec3<f32>, vec3<f32>) -> vec3<f32>
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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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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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fn exp2<N: num>(vec<N, f32>) -> vec<N, f32>
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fn faceForward(f32, f32, f32) -> f32
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fn faceForward<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn floor(f32) -> f32
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fn floor<N: num>(vec<N, f32>) -> vec<N, f32>
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fn fma(f32, f32, f32) -> f32
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fn fma<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn fract(f32) -> f32
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fn fract<N: num>(vec<N, f32>) -> vec<N, f32>
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fn frexp<T: iu32, S: storage_class>(f32, ptr<S, T>) -> f32
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fn frexp<N: num, T: iu32, S: storage_class>(vec<N, f32>, ptr<S, vec<N, T>>) -> vec<N, f32>
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fn fwidth(f32) -> f32
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fn fwidth<N: num>(vec<N, f32>) -> vec<N, f32>
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fn fwidthCoarse(f32) -> f32
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fn fwidthCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
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fn fwidthFine(f32) -> f32
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fn fwidthFine<N: num>(vec<N, f32>) -> vec<N, f32>
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fn inverseSqrt(f32) -> f32
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fn inverseSqrt<N: num>(vec<N, f32>) -> vec<N, f32>
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fn isFinite(f32) -> bool
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fn isFinite<N: num>(vec<N, f32>) -> vec<N, bool>
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fn isInf(f32) -> bool
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fn isInf<N: num>(vec<N, f32>) -> vec<N, bool>
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fn isNan(f32) -> bool
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fn isNan<N: num>(vec<N, f32>) -> vec<N, bool>
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fn isNormal(f32) -> bool
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fn isNormal<N: num>(vec<N, f32>) -> vec<N, bool>
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fn ldexp<T: iu32>(f32, T) -> f32
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fn ldexp<N: num, T: iu32>(vec<N, f32>, vec<N, T>) -> vec<N, f32>
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fn length(f32) -> f32
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fn length<N: num>(vec<N, f32>) -> f32
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fn log(f32) -> f32
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fn log<N: num>(vec<N, f32>) -> vec<N, f32>
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fn log2(f32) -> f32
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fn log2<N: num>(vec<N, f32>) -> vec<N, f32>
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fn max<T: fiu32>(T, T) -> T
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fn max<N: num, T: fiu32>(vec<N, T>, vec<N, T>) -> vec<N, T>
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fn min<T: fiu32>(T, T) -> T
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fn min<N: num, T: fiu32>(vec<N, T>, vec<N, T>) -> vec<N, T>
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fn mix(f32, f32, f32) -> f32
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fn mix<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn modf<S: storage_class>(f32, ptr<S, f32>) -> f32
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fn modf<N: num, S: storage_class>(vec<N, f32>, ptr<S, vec<N, f32>>) -> vec<N, f32>
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fn normalize<N: num>(vec<N, f32>) -> vec<N, f32>
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fn pack2x16float(vec2<f32>) -> u32
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fn pack2x16snorm(vec2<f32>) -> u32
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fn pack2x16unorm(vec2<f32>) -> u32
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fn pack4x8snorm(vec4<f32>) -> u32
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fn pack4x8unorm(vec4<f32>) -> u32
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fn pow(f32, f32) -> f32
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fn pow<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn reflect(f32, f32) -> f32
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fn reflect<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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fn reverseBits<T: iu32>(T) -> T
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fn reverseBits<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
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fn round(f32) -> f32
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fn round<N: num>(vec<N, f32>) -> vec<N, f32>
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fn select<T: scalar>(T, T, bool) -> T
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fn select<N: num, T: scalar>(vec<N, T>, vec<N, T>, vec<N, bool>) -> vec<N, T>
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fn sign(f32) -> f32
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fn sign<N: num>(vec<N, f32>) -> vec<N, f32>
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fn sin(f32) -> f32
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fn sin<N: num>(vec<N, f32>) -> vec<N, f32>
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fn sinh(f32) -> f32
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fn sinh<N: num>(vec<N, f32>) -> vec<N, f32>
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fn smoothStep(f32, f32, f32) -> f32
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fn smoothStep<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
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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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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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fn tanh<N: num>(vec<N, f32>) -> vec<N, f32>
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fn trunc(f32) -> f32
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fn trunc<N: num>(vec<N, f32>) -> vec<N, f32>
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fn unpack2x16float(u32) -> vec2<f32>
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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()
|
||||
fn textureDimensions<T>(texture: texture_1d<T>) -> i32
|
||||
fn textureDimensions<T>(texture: texture_2d<T>) -> vec2<i32>
|
||||
fn textureDimensions<T>(texture: texture_2d<T>, level: i32) -> vec2<i32>
|
||||
fn textureDimensions<T>(texture: texture_2d_array<T>) -> vec2<i32>
|
||||
fn textureDimensions<T>(texture: texture_2d_array<T>, level: i32) -> vec2<i32>
|
||||
fn textureDimensions<T>(texture: texture_3d<T>) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_3d<T>, level: i32) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_cube<T>) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_cube<T>, level: i32) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_cube_array<T>) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_cube_array<T>, level: i32) -> vec3<i32>
|
||||
fn textureDimensions<T>(texture: texture_multisampled_2d<T>) -> vec2<i32>
|
||||
fn textureDimensions(texture: texture_depth_2d) -> vec2<i32>
|
||||
fn textureDimensions(texture: texture_depth_2d, level: i32) -> vec2<i32>
|
||||
fn textureDimensions(texture: texture_depth_2d_array) -> vec2<i32>
|
||||
fn textureDimensions(texture: texture_depth_2d_array, level: i32) -> vec2<i32>
|
||||
fn textureDimensions(texture: texture_depth_cube) -> vec3<i32>
|
||||
fn textureDimensions(texture: texture_depth_cube, level: i32) -> vec3<i32>
|
||||
fn textureDimensions(texture: texture_depth_cube_array) -> vec3<i32>
|
||||
fn textureDimensions(texture: texture_depth_cube_array, level: i32) -> vec3<i32>
|
||||
fn textureDimensions<F: texel_format, A: access_control>(texture: texture_storage_1d<F, A>) -> i32
|
||||
fn textureDimensions<F: texel_format, A: access_control>(texture: texture_storage_2d<F, A>) -> vec2<i32>
|
||||
fn textureDimensions<F: texel_format, A: access_control>(texture: texture_storage_2d_array<F, A>) -> vec2<i32>
|
||||
fn textureDimensions<F: texel_format, A: access_control>(texture: texture_storage_3d<F, A>) -> vec3<i32>
|
||||
fn textureDimensions(texture: texture_external) -> vec2<i32>
|
||||
fn textureNumLayers<T>(texture: texture_2d_array<T>) -> i32
|
||||
fn textureNumLayers<T>(texture: texture_cube_array<T>) -> i32
|
||||
fn textureNumLayers(texture: texture_depth_2d_array) -> i32
|
||||
fn textureNumLayers(texture: texture_depth_cube_array) -> i32
|
||||
fn textureNumLayers<F: texel_format, A: access_control>(texture: texture_storage_2d_array<F, A>) -> i32
|
||||
fn textureNumLevels<T>(texture: texture_2d<T>) -> i32
|
||||
fn textureNumLevels<T>(texture: texture_2d_array<T>) -> i32
|
||||
fn textureNumLevels<T>(texture: texture_3d<T>) -> i32
|
||||
fn textureNumLevels<T>(texture: texture_cube<T>) -> i32
|
||||
fn textureNumLevels<T>(texture: texture_cube_array<T>) -> i32
|
||||
fn textureNumLevels(texture: texture_depth_2d) -> i32
|
||||
fn textureNumLevels(texture: texture_depth_2d_array) -> i32
|
||||
fn textureNumLevels(texture: texture_depth_cube) -> i32
|
||||
fn textureNumLevels(texture: texture_depth_cube_array) -> i32
|
||||
fn textureNumSamples<T>(texture: texture_multisampled_2d<T>) -> i32
|
||||
fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
|
||||
fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
|
||||
fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
|
||||
fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
|
||||
fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
|
||||
fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, offset: vec2<i32>) -> f32
|
||||
fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32
|
||||
fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, offset: vec2<i32>) -> f32
|
||||
fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
|
||||
fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32
|
||||
fn textureSample(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, offset: vec3<i32>) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
|
||||
fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32>
|
||||
fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
|
||||
fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, offset: vec2<i32>) -> f32
|
||||
fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
|
||||
fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, offset: vec2<i32>) -> f32
|
||||
fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
|
||||
fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
|
||||
fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, ddx: vec2<f32>, ddy: vec2<f32>, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, offset: vec3<i32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
|
||||
fn textureSampleGrad(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, level: f32, offset: vec2<i32>) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, level: f32) -> vec4<f32>
|
||||
fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32) -> f32
|
||||
fn textureSampleLevel(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: i32, offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32) -> f32
|
||||
fn textureSampleLevel(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, level: i32, offset: vec2<i32>) -> f32
|
||||
fn textureSampleLevel(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: i32) -> f32
|
||||
fn textureSampleLevel(texture: texture_depth_cube_array,sampler: sampler, coords: vec3<f32>, array_index: i32, level: i32) -> f32
|
||||
fn textureSampleLevel(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
|
||||
fn textureStore(texture: texture_storage_1d<f32_texel_format, write>, coords: i32, value: vec4<f32>)
|
||||
fn textureStore(texture: texture_storage_2d<f32_texel_format, write>, coords: vec2<i32>, value: vec4<f32>)
|
||||
fn textureStore(texture: texture_storage_2d_array<f32_texel_format, write>, coords: vec2<i32>, array_index: i32, value: vec4<f32>)
|
||||
fn textureStore(texture: texture_storage_3d<f32_texel_format, write>, coords: vec3<i32>, value: vec4<f32>)
|
||||
fn textureStore(texture: texture_storage_1d<i32_texel_format, write>, coords: i32, value: vec4<i32>)
|
||||
fn textureStore(texture: texture_storage_2d<i32_texel_format, write>, coords: vec2<i32>, value: vec4<i32>)
|
||||
fn textureStore(texture: texture_storage_2d_array<i32_texel_format, write>, coords: vec2<i32>, array_index: i32, value: vec4<i32>)
|
||||
fn textureStore(texture: texture_storage_3d<i32_texel_format, write>, coords: vec3<i32>, value: vec4<i32>)
|
||||
fn textureStore(texture: texture_storage_1d<u32_texel_format, write>, coords: i32, value: vec4<u32>)
|
||||
fn textureStore(texture: texture_storage_2d<u32_texel_format, write>, coords: vec2<i32>, value: vec4<u32>)
|
||||
fn textureStore(texture: texture_storage_2d_array<u32_texel_format, write>, coords: vec2<i32>, array_index: i32, value: vec4<u32>)
|
||||
fn textureStore(texture: texture_storage_3d<u32_texel_format, write>, coords: vec3<i32>, value: vec4<u32>)
|
||||
fn textureLoad<T>(texture: texture_1d<T>, coords: i32, level: i32) -> vec4<T>
|
||||
fn textureLoad<T>(texture: texture_2d<T>, coords: vec2<i32>, level: i32) -> vec4<T>
|
||||
fn textureLoad<T>(texture: texture_2d_array<T>, coords: vec2<i32>, array_index: i32, level: i32) -> vec4<T>
|
||||
fn textureLoad<T>(texture: texture_3d<T>, coords: vec3<i32>, level: i32) -> vec4<T>
|
||||
fn textureLoad<T>(texture: texture_multisampled_2d<T>, coords: vec2<i32>, sample_index: i32) -> vec4<T>
|
||||
fn textureLoad(texture: texture_depth_2d, coords: vec2<i32>, level: i32) -> f32
|
||||
fn textureLoad(texture: texture_depth_2d_array, coords: vec2<i32>, array_index: i32, level: i32) -> f32
|
||||
fn textureLoad(texture: texture_storage_1d<f32_texel_format, read>, coords: i32) -> vec4<f32>
|
||||
fn textureLoad(texture: texture_storage_2d<f32_texel_format, read>, coords: vec2<i32>) -> vec4<f32>
|
||||
fn textureLoad(texture: texture_storage_2d_array<f32_texel_format, read>, coords: vec2<i32>, array_index: i32) -> vec4<f32>
|
||||
fn textureLoad(texture: texture_storage_3d<f32_texel_format, read>, coords: vec3<i32>) -> vec4<f32>
|
||||
fn textureLoad(texture: texture_storage_1d<i32_texel_format, read>, coords: i32) -> vec4<i32>
|
||||
fn textureLoad(texture: texture_storage_2d<i32_texel_format, read>, coords: vec2<i32>) -> vec4<i32>
|
||||
fn textureLoad(texture: texture_storage_2d_array<i32_texel_format, read>, coords: vec2<i32>, array_index: i32) -> vec4<i32>
|
||||
fn textureLoad(texture: texture_storage_3d<i32_texel_format, read>, coords: vec3<i32>) -> vec4<i32>
|
||||
fn textureLoad(texture: texture_storage_1d<u32_texel_format, read>, coords: i32) -> vec4<u32>
|
||||
fn textureLoad(texture: texture_storage_2d<u32_texel_format, read>, coords: vec2<i32>) -> vec4<u32>
|
||||
fn textureLoad(texture: texture_storage_2d_array<u32_texel_format, read>, coords: vec2<i32>, array_index: i32) -> vec4<u32>
|
||||
fn textureLoad(texture: texture_storage_3d<u32_texel_format, read>, coords: vec3<i32>) -> vec4<u32>
|
||||
fn textureLoad(texture: texture_external, coords: vec2<i32>) -> vec4<f32>
|
Loading…
Reference in New Issue