// Copyright 2021 The Tint Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

////////////////////////////////////////////////////////////////////////////////
// WGSL builtin definition file                                               //
//                                                                            //
// This file is used to generate parts of the Tint BuiltinTable, various      //
// enum definition files, as well as test .wgsl files.                        //
////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////
// Enumerators                                                                //
////////////////////////////////////////////////////////////////////////////////

// https://gpuweb.github.io/gpuweb/wgsl/#storage-class
enum storage_class {
  function
  private
  workgroup
  uniform
  storage
  @internal handle
}

// https://gpuweb.github.io/gpuweb/wgsl/#memory-access-mode
enum access {
  read
  write
  read_write
}

// https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
enum texel_format {
  rgba8unorm
  rgba8snorm
  rgba8uint
  rgba8sint
  rgba16uint
  rgba16sint
  rgba16float
  r32uint
  r32sint
  r32float
  rg32uint
  rg32sint
  rg32float
  rgba32uint
  rgba32sint
  rgba32float
}

////////////////////////////////////////////////////////////////////////////////
// WGSL primitive types                                                       //
// Types may be decorated with @precedence(N) to prioritize which type        //
// will be picked when multiple types of a matcher match.                     //
// This is used to ensure that abstract numerical types materialize to the    //
// concrete type with the lowest conversion rank.                             //
// Types with higher the precedence values will be matched first.             //
////////////////////////////////////////////////////////////////////////////////

// https://gpuweb.github.io/gpuweb/wgsl/#plain-types-section
type bool
@precedence(5) @display("abstract-float") type fa
@precedence(4) @display("abstract-int")   type ia
@precedence(3) type i32
@precedence(2) type u32
@precedence(1) type f32
@precedence(0) type f16
type vec2<T>
type vec3<T>
type vec4<T>
type mat2x2<T>
type mat2x3<T>
type mat2x4<T>
type mat3x2<T>
type mat3x3<T>
type mat3x4<T>
type mat4x2<T>
type mat4x3<T>
type mat4x4<T>
@display("vec{N}<{T}>")     type vec<N: num, T>
@display("mat{N}x{M}<{T}>") type mat<N: num, M: num, T>
type ptr<S: storage_class, T, A: access>
type atomic<T>
type array<T>
type sampler
type sampler_comparison
type texture_1d<T>
type texture_2d<T>
type texture_2d_array<T>
type texture_3d<T>
type texture_cube<T>
type texture_cube_array<T>
type texture_multisampled_2d<T>
type texture_depth_2d
type texture_depth_2d_array
type texture_depth_cube
type texture_depth_cube_array
type texture_depth_multisampled_2d
type texture_storage_1d<F: texel_format, A: access>
type texture_storage_2d<F: texel_format, A: access>
type texture_storage_2d_array<F: texel_format, A: access>
type texture_storage_3d<F: texel_format, A: access>
type texture_external

type __modf_result
@display("__modf_result_vec{N}") type __modf_result_vec<N: num>
type __frexp_result
@display("__frexp_result_vec{N}") type __frexp_result_vec<N: num>

type __atomic_compare_exchange_result<T>

////////////////////////////////////////////////////////////////////////////////
// Type matchers                                                              //
//                                                                            //
// A type matcher that can match one or more types.                           //
////////////////////////////////////////////////////////////////////////////////

match abstract_or_scalar: ia | fa | f32 | f16 | i32 | u32 | bool
match scalar: f32 | f16 | i32 | u32 | bool
match scalar_no_f32: i32 | f16 | u32 | bool
match scalar_no_f16: f32 | i32 | u32 | bool
match scalar_no_i32: f32 | f16 | u32 | bool
match scalar_no_u32: f32 | f16 | i32 | bool
match scalar_no_bool: f32 | f16 | i32 | u32
match fia_fi32_f16: fa | ia | f32 | i32 | f16
match fa_f32_f16: fa | f32 | f16
match ia_iu32: ia | i32 | u32
match fiu32_f16: f32 | i32 | u32 | f16
match fiu32: f32 | i32 | u32
match fi32_f16: f32 | i32 | f16
match fi32: f32 | i32
match f32_f16: f32 | f16
match iu32: i32 | u32

////////////////////////////////////////////////////////////////////////////////
// Enum matchers                                                              //
//                                                                            //
// A number matcher that can match one or more enumerator values.             //
// All enumerator values listed in the match declaration need to be from the  //
// same enum.                                                                 //
////////////////////////////////////////////////////////////////////////////////

// https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
match f32_texel_format:
  rgba8unorm | rgba8snorm | rgba16float | r32float | rg32float | rgba32float
match i32_texel_format:
  rgba8sint | rgba16sint | r32sint | rg32sint | rgba32sint
match u32_texel_format:
  rgba8uint | rgba16uint | r32uint | rg32uint | rgba32uint

match write_only: write

match function_private_workgroup: function | private | workgroup
match workgroup_or_storage: workgroup | storage

////////////////////////////////////////////////////////////////////////////////
// Builtin Functions                                                          //
//                                                                            //
// The builtin function declarations below declare all the built-in           //
// functions supported by the WGSL language. This builtin definition          //
// language supports simple static-type function declarations, as well as     //
// single overload declarations that can match a number of different          //
// argument types via the use of template types and template numbers          //
//                                                                            //
// * Basic example:                                                           //
//                                                                            //
//    fn isInf(f32) -> bool                                                   //
//                                                                            //
//   Declares an overload of the function 'isInf' that accepts a single       //
//   parameter of type 'f32' and returns a 'bool'.                            //
//                                                                            //
// A template type is a type determined by the arguments to the builtin.      //
//                                                                            //
// * Template type example without constraint:                                //
//                                                                            //
//    fn arrayLength<T>(array<T>) -> u32                                      //
//                                                                            //
//    Declares an overload of the function 'arrayLength' that accepts a       //
//    single argument of an array type with no constraints on the array       //
//    element type. This overload will always return a value of the same type //
//    as its single argument.                                                 //
//                                                                            //
// * Template type example with constraint:                                   //
//                                                                            //
//    fn abs<T: fiu32>(T) -> T                                                //
//                                                                            //
//    Declares an overload of the function 'abs' that accepts a single        //
//    argument of type 'f32', 'i32' or 'u32', which returns a value of the    //
//    same argument type.                                                     //
//                                                                            //
// Similarly a template number is a number or enumerator that is determined   //
// by the arguments to the builtin.                                           //
//                                                                            //
// * Template number example:                                                 //
//                                                                            //
//    fn dpdx<N: num>(vec<N, f32>) -> vec<N, f32>                             //
//                                                                            //
//    Declares an overload of the function 'dpdx' that accepts a single       //
//    argument of a variable-sized vector of 'f32', which returns a value of  //
//    the same argument type.                                                 //
//                                                                            //
//                                                                            //
// Matching algorithm for a single overload:                                  //
// -----------------------------------------                                  //
//                                                                            //
// The goal of matching is to compare a function call's arguments and any     //
// explicitly provided template types in the program source against an        //
// overload declaration in this file, and determine if the call satisfies     //
// the form and type constraints of the overload. If the call matches an      //
// overload, then the overload is added to the list of 'overload candidates'  //
// used for overload resolution (described below).                            //
//                                                                            //
// Prior to matching an overload, all template types are undefined.           //
//                                                                            //
// Template types are first defined with the type of the leftmost argument    //
// that matches against that template type name. Subsequent arguments that    //
// attempt to match against the template type name will either reject the     //
// overload or refine the template, in one of 3 ways:                         //
// (a) Fail to match, causing the overload to be immediately rejected.        //
// (b) Match the existing template type, either exactly or via implicit       //
//     conversion, and overload resolution continues.                         //
// (c) Match via implicit conversion of the currently defined template type   //
//     to the argument type. In this situation, the template type is refined  //
//     with the more constrained argument type, and overload resolution       //
//     continues.                                                             //
//                                                                            //
// To better understand, let's consider the following hypothetical overload   //
// declaration:                                                               //
//                                                                            //
//    fn foo<T: scalar>(T, T);                                                //
//                                                                            //
//    T           - is the template type name                                 //
//    scalar      - is a matcher for the types 'f32', 'i32', 'u32' or 'bool'  //
//                  (declared above)                                          //
//    <T: scalar> - declares the template type T, with the constraint that T  //
//                  must match one of 'f32', 'i32', 'u32' or 'bool'.          //
//                                                                            //
// The process for resolving this overload is as follows:                     //
//                                                                            //
//   (1) The overload resolver begins by attempting to match the argument     //
//       types from left to right.                                            //
//       The first parameter type is compared against the argument type T.    //
//       As the template type T has not been defined yet, T is defined as the //
//       type of the first argument.                                          //
//       There's no verification that the T type is a scalar at this stage.   //
//   (2) The second parameter is then compared against the second argument.   //
//       As the template type T is now defined the argument type is compared  //
//       against the value of the defined type of T. Depending on the         //
//       comparison of the argument type to the template type, either the     //
//       actions of (a), (b) or (c) from above will occur.                    //
//   (3) If all the parameters matched, constraints on the template types     //
//       need to be checked next. If the defined type does not match the      //
//       'match' constraint, then the overload is no longer considered.       //
//                                                                            //
// This algorithm for matching a single overload is less general than the     //
// algorithm described in the WGSL spec.  But it makes the same decisions     //
// because the overloads defined by WGSL are monotonic in the sense that once //
// a template parameter has been refined, there is never a need to backtrack  //
// and un-refine it to match a later argument.                                //
//                                                                            //
// The algorithm for matching template numbers is similar to matching         //
// template types, except numbers need to exactly match across all uses -     //
// there is no implicit conversion. Template numbers may match integer        //
// numbers or enumerators.                                                    //
//                                                                            //
//                                                                            //
// Overload resolution for candidate overloads                                //
// -------------------------------------------                                //
//                                                                            //
// If multiple candidate overloads match a given set of arguments, then a     //
// final overload resolution pass needs to be performed. The arguments and    //
// overload parameter types for each candidate overload are compared,         //
// following the algorithm described at:                                      //
//   https://www.w3.org/TR/WGSL/#overload-resolution-section                  //
//                                                                            //
// If the candidate list contains a single entry, then that single candidate  //
// is picked, and no overload resolution needs to be performed.               //
//                                                                            //
// If the candidate list is empty, then the call fails to resolve and an      //
// error diagnostic is raised.                                                //
//                                                                            //
//                                                                            //
// More examples                                                              //
// -------------                                                              //
//                                                                            //
//   fn F()                                                                   //
//     - Function called F.                                                   //
//       No template types or numbers, no parameters, no return value         //
//                                                                            //
//   fn F() -> RETURN_TYPE                                                    //
//     - Function with RETURN_TYPE as the return type value                   //
//                                                                            //
//   fn F(f32, i32)                                                           //
//     - Two fixed-type, anonymous parameters                                 //
//                                                                            //
//   fn F(USAGE : f32)                                                        //
//     - Single parameter with name USAGE.                                    //
//       Note: Parameter names are used by Tint to infer parameter order for  //
//       some builtin functions                                               //
//                                                                            //
//   fn F<T>(T)                                                               //
//     - Single parameter of unconstrained template type T (any type)         //
//                                                                            //
//   fn F<T: scalar>(T)                                                       //
//     - Single parameter of constrained template type T (must be a scalar)   //
//                                                                            //
//   fn F<T: fiu32>(T) -> T                                                   //
//     - Single parameter of constrained template type T (must be a one of    //
//       fiu32) Return type matches parameter type                            //
//                                                                            //
//   fn F<T, N: num>(vec<N, T>)                                               //
//     - Single parameter of vector type with template number size N and      //
//       element template type T                                              //
//                                                                            //
//   fn F<A: access>(texture_storage_1d<f32_texel_format, A>)                 //
//     - Single parameter of texture_storage_1d type with template number     //
//       access-control C, and of a texel format that is listed in            //
//       f32_texel_format                                                     //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////

// https://gpuweb.github.io/gpuweb/wgsl/#builtin-functions
fn abs<T: fiu32>(T) -> T
fn abs<N: num, T: fiu32>(vec<N, T>) -> vec<N, T>
fn acos(f32) -> f32
fn acos<N: num>(vec<N, f32>) -> vec<N, f32>
fn acosh(f32) -> f32
fn acosh<N: num>(vec<N, f32>) -> vec<N, f32>
fn all(bool) -> bool
fn all<N: num>(vec<N, bool>) -> bool
fn any(bool) -> bool
fn any<N: num>(vec<N, bool>) -> bool
fn arrayLength<T, A: access>(ptr<storage, array<T>, A>) -> u32
fn asin(f32) -> f32
fn asin<N: num>(vec<N, f32>) -> vec<N, f32>
fn asinh(f32) -> f32
fn asinh<N: num>(vec<N, f32>) -> vec<N, f32>
fn atan(f32) -> f32
fn atan<N: num>(vec<N, f32>) -> vec<N, f32>
fn atan2(f32, f32) -> f32
fn atan2<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn atanh(f32) -> f32
fn atanh<N: num>(vec<N, f32>) -> vec<N, f32>
fn ceil(f32) -> f32
fn ceil<N: num>(vec<N, f32>) -> vec<N, f32>
fn clamp<T: fiu32>(T, T, T) -> T
fn clamp<N: num, T: fiu32>(vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
fn cos(f32) -> f32
fn cos<N: num>(vec<N, f32>) -> vec<N, f32>
fn cosh(f32) -> f32
fn cosh<N: num>(vec<N, f32>) -> vec<N, f32>
fn countLeadingZeros<T: iu32>(T) -> T
fn countLeadingZeros<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn countOneBits<T: iu32>(T) -> T
fn countOneBits<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn countTrailingZeros<T: iu32>(T) -> T
fn countTrailingZeros<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn cross(vec3<f32>, vec3<f32>) -> vec3<f32>
fn degrees(f32) -> f32
fn degrees<N: num>(vec<N, f32>) -> vec<N, f32>
fn determinant<N: num>(mat<N, N, f32>) -> f32
fn distance(f32, f32) -> f32
fn distance<N: num>(vec<N, f32>, vec<N, f32>) -> f32
fn dot<N: num, T: fiu32>(vec<N, T>, vec<N, T>) -> T
fn dot4I8Packed(u32, u32) -> i32
fn dot4U8Packed(u32, u32) -> u32
@stage("fragment") fn dpdx(f32) -> f32
@stage("fragment") fn dpdx<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn dpdxCoarse(f32) -> f32
@stage("fragment") fn dpdxCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn dpdxFine(f32) -> f32
@stage("fragment") fn dpdxFine<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn dpdy(f32) -> f32
@stage("fragment") fn dpdy<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn dpdyCoarse(f32) -> f32
@stage("fragment") fn dpdyCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn dpdyFine(f32) -> f32
@stage("fragment") fn dpdyFine<N: num>(vec<N, f32>) -> vec<N, f32>
fn exp(f32) -> f32
fn exp<N: num>(vec<N, f32>) -> vec<N, f32>
fn exp2(f32) -> f32
fn exp2<N: num>(vec<N, f32>) -> vec<N, f32>
fn extractBits<T: iu32>(T, u32, u32) -> T
fn extractBits<N: num, T: iu32>(vec<N, T>, u32, u32) -> vec<N, T>
fn faceForward<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn firstLeadingBit<T: iu32>(T) -> T
fn firstLeadingBit<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn firstTrailingBit<T: iu32>(T) -> T
fn firstTrailingBit<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn floor(f32) -> f32
fn floor<N: num>(vec<N, f32>) -> vec<N, f32>
fn fma(f32, f32, f32) -> f32
fn fma<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn fract(f32) -> f32
fn fract<N: num>(vec<N, f32>) -> vec<N, f32>
fn frexp(f32) -> __frexp_result
fn frexp<N: num>(vec<N, f32>) -> __frexp_result_vec<N>
@stage("fragment") fn fwidth(f32) -> f32
@stage("fragment") fn fwidth<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn fwidthCoarse(f32) -> f32
@stage("fragment") fn fwidthCoarse<N: num>(vec<N, f32>) -> vec<N, f32>
@stage("fragment") fn fwidthFine(f32) -> f32
@stage("fragment") fn fwidthFine<N: num>(vec<N, f32>) -> vec<N, f32>
fn insertBits<T: iu32>(T, T, u32, u32) -> T
fn insertBits<N: num, T: iu32>(vec<N, T>, vec<N, T>, u32, u32) -> vec<N, T>
fn inverseSqrt(f32) -> f32
fn inverseSqrt<N: num>(vec<N, f32>) -> vec<N, f32>
fn ldexp(f32, i32) -> f32
fn ldexp<N: num>(vec<N, f32>, vec<N, i32>) -> vec<N, f32>
fn length(f32) -> f32
fn length<N: num>(vec<N, f32>) -> f32
fn log(f32) -> f32
fn log<N: num>(vec<N, f32>) -> vec<N, f32>
fn log2(f32) -> f32
fn log2<N: num>(vec<N, f32>) -> vec<N, f32>
fn max<T: fiu32>(T, T) -> T
fn max<N: num, T: fiu32>(vec<N, T>, vec<N, T>) -> vec<N, T>
fn min<T: fiu32>(T, T) -> T
fn min<N: num, T: fiu32>(vec<N, T>, vec<N, T>) -> vec<N, T>
fn mix(f32, f32, f32) -> f32
fn mix<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn mix<N: num>(vec<N, f32>, vec<N, f32>, f32) -> vec<N, f32>
fn modf(f32) -> __modf_result
fn modf<N: num>(vec<N, f32>) -> __modf_result_vec<N>
fn normalize<N: num>(vec<N, f32>) -> vec<N, f32>
fn pack2x16float(vec2<f32>) -> u32
fn pack2x16snorm(vec2<f32>) -> u32
fn pack2x16unorm(vec2<f32>) -> u32
fn pack4x8snorm(vec4<f32>) -> u32
fn pack4x8unorm(vec4<f32>) -> u32
fn pow(f32, f32) -> f32
fn pow<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn radians(f32) -> f32
fn radians<N: num>(vec<N, f32>) -> vec<N, f32>
fn reflect<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn refract<N: num>(vec<N, f32>, vec<N, f32>, f32) -> vec<N, f32>
fn reverseBits<T: iu32>(T) -> T
fn reverseBits<N: num, T: iu32>(vec<N, T>) -> vec<N, T>
fn round(f32) -> f32
fn round<N: num>(vec<N, f32>) -> vec<N, f32>
fn select<T: scalar_no_f16>(T, T, bool) -> T
fn select<T: scalar_no_f16, N: num>(vec<N, T>, vec<N, T>, bool) -> vec<N, T>
fn select<N: num, T: scalar_no_f16>(vec<N, T>, vec<N, T>, vec<N, bool>) -> vec<N, T>
fn sign(f32) -> f32
fn sign<N: num>(vec<N, f32>) -> vec<N, f32>
fn sin(f32) -> f32
fn sin<N: num>(vec<N, f32>) -> vec<N, f32>
fn sinh(f32) -> f32
fn sinh<N: num>(vec<N, f32>) -> vec<N, f32>
fn smoothstep(f32, f32, f32) -> f32
fn smoothstep<N: num>(vec<N, f32>, vec<N, f32>, vec<N, f32>) -> vec<N, f32>
fn sqrt(f32) -> f32
fn sqrt<N: num>(vec<N, f32>) -> vec<N, f32>
fn step(f32, f32) -> f32
fn step<N: num>(vec<N, f32>, vec<N, f32>) -> vec<N, f32>
@stage("compute") fn storageBarrier()
fn tan(f32) -> f32
fn tan<N: num>(vec<N, f32>) -> vec<N, f32>
fn tanh(f32) -> f32
fn tanh<N: num>(vec<N, f32>) -> vec<N, f32>
fn transpose<M: num, N: num>(mat<M, N, f32>) -> mat<N, M, f32>
fn trunc(f32) -> f32
fn trunc<N: num>(vec<N, f32>) -> vec<N, f32>
fn unpack2x16float(u32) -> vec2<f32>
fn unpack2x16snorm(u32) -> vec2<f32>
fn unpack2x16unorm(u32) -> vec2<f32>
fn unpack4x8snorm(u32) -> vec4<f32>
fn unpack4x8unorm(u32) -> vec4<f32>
@stage("compute") fn workgroupBarrier()

fn textureDimensions<T: fiu32>(texture: texture_1d<T>) -> i32
fn textureDimensions<T: fiu32>(texture: texture_1d<T>, level: i32) -> i32
fn textureDimensions<T: fiu32>(texture: texture_2d<T>) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_2d<T>, level: i32) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_2d_array<T>) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_2d_array<T>, level: i32) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_3d<T>) -> vec3<i32>
fn textureDimensions<T: fiu32>(texture: texture_3d<T>, level: i32) -> vec3<i32>
fn textureDimensions<T: fiu32>(texture: texture_cube<T>) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_cube<T>, level: i32) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_cube_array<T>) -> vec2<i32>
fn textureDimensions<T: fiu32>(texture: texture_cube_array<T>, level: i32) -> vec2<i32>
fn textureDimensions<T: fiu32>(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) -> vec2<i32>
fn textureDimensions(texture: texture_depth_cube, level: i32) -> vec2<i32>
fn textureDimensions(texture: texture_depth_cube_array) -> vec2<i32>
fn textureDimensions(texture: texture_depth_cube_array, level: i32) -> vec2<i32>
fn textureDimensions(texture: texture_depth_multisampled_2d) -> vec2<i32>
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_1d<F, A>) -> i32
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_2d<F, A>) -> vec2<i32>
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_2d_array<F, A>) -> vec2<i32>
fn textureDimensions<F: texel_format, A: write_only>(texture: texture_storage_3d<F, A>) -> vec3<i32>
fn textureDimensions(texture: texture_external) -> vec2<i32>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T>
fn textureGather<T: fiu32>(@const component: i32, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<T>
fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
fn textureGather(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGather(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
fn textureGather(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> vec4<f32>
fn textureGatherCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> vec4<f32>
fn textureNumLayers<T: fiu32>(texture: texture_2d_array<T>) -> i32
fn textureNumLayers<T: fiu32>(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: write_only>(texture: texture_storage_2d_array<F, A>) -> i32
fn textureNumLevels<T: fiu32>(texture: texture_1d<T>) -> i32
fn textureNumLevels<T: fiu32>(texture: texture_2d<T>) -> i32
fn textureNumLevels<T: fiu32>(texture: texture_2d_array<T>) -> i32
fn textureNumLevels<T: fiu32>(texture: texture_3d<T>) -> i32
fn textureNumLevels<T: fiu32>(texture: texture_cube<T>) -> i32
fn textureNumLevels<T: fiu32>(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: fiu32>(texture: texture_multisampled_2d<T>) -> i32
fn textureNumSamples(texture: texture_depth_multisampled_2d) -> i32
@stage("fragment") fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32) -> vec4<f32>
@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: i32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
@stage("fragment") fn textureSample(texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: i32) -> f32
@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: i32, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, @const offset: vec3<i32>) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleBias(texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: i32, bias: f32) -> vec4<f32>
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
@stage("fragment") fn textureSampleCompare(texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: i32, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32) -> f32
fn textureSampleCompareLevel(texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: i32, depth_ref: f32, @const offset: vec2<i32>) -> f32
fn textureSampleCompareLevel(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
fn textureSampleCompareLevel(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>, @const 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>, @const 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>, @const 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, @const 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, @const 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, @const 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, @const 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, @const 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: fiu32>(texture: texture_1d<T>, coords: i32, level: i32) -> vec4<T>
fn textureLoad<T: fiu32>(texture: texture_2d<T>, coords: vec2<i32>, level: i32) -> vec4<T>
fn textureLoad<T: fiu32>(texture: texture_2d_array<T>, coords: vec2<i32>, array_index: i32, level: i32) -> vec4<T>
fn textureLoad<T: fiu32>(texture: texture_3d<T>, coords: vec3<i32>, level: i32) -> vec4<T>
fn textureLoad<T: fiu32>(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_depth_multisampled_2d, coords: vec2<i32>, sample_index: i32) -> f32
fn textureLoad(texture: texture_external, coords: vec2<i32>) -> vec4<f32>

@stage("fragment", "compute") fn atomicLoad<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>) -> T
@stage("fragment", "compute") fn atomicStore<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T)
@stage("fragment", "compute") fn atomicAdd<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicSub<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicMax<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicMin<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicAnd<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicOr<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicXor<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicExchange<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicCompareExchangeWeak<T: iu32, S: workgroup_or_storage>(ptr<S, atomic<T>, read_write>, T, T) -> __atomic_compare_exchange_result<T>

////////////////////////////////////////////////////////////////////////////////
// Type constructors                                                          //
////////////////////////////////////////////////////////////////////////////////

// Zero value constructors
@const("Zero") ctor i32() -> i32
@const("Zero") ctor u32() -> u32
@const("Zero") ctor f32() -> f32
@const("Zero") ctor f16() -> f16
@const("Zero") ctor bool() -> bool
@const("Zero") ctor vec2<T: scalar>() -> vec2<T>
@const("Zero") ctor vec3<T: scalar>() -> vec3<T>
@const("Zero") ctor vec4<T: scalar>() -> vec4<T>
@const("Zero") ctor mat2x2<T: f32_f16>() -> mat2x2<T>
@const("Zero") ctor mat2x3<T: f32_f16>() -> mat2x3<T>
@const("Zero") ctor mat2x4<T: f32_f16>() -> mat2x4<T>
@const("Zero") ctor mat3x2<T: f32_f16>() -> mat3x2<T>
@const("Zero") ctor mat3x3<T: f32_f16>() -> mat3x3<T>
@const("Zero") ctor mat3x4<T: f32_f16>() -> mat3x4<T>
@const("Zero") ctor mat4x2<T: f32_f16>() -> mat4x2<T>
@const("Zero") ctor mat4x3<T: f32_f16>() -> mat4x3<T>
@const("Zero") ctor mat4x4<T: f32_f16>() -> mat4x4<T>

// Identity constructors
@const("Identity") ctor i32(i32) -> i32
@const("Identity") ctor u32(u32) -> u32
@const("Identity") ctor f32(f32) -> f32
@const("Identity") ctor f16(f16) -> f16
@const("Identity") ctor bool(bool) -> bool
@const("Identity") ctor vec2<T: scalar>(vec2<T>) -> vec2<T>
@const("Identity") ctor vec3<T: scalar>(vec3<T>) -> vec3<T>
@const("Identity") ctor vec4<T: scalar>(vec4<T>) -> vec4<T>
@const("Identity") ctor mat2x2<T: f32_f16>(mat2x2<T>) -> mat2x2<T>
@const("Identity") ctor mat2x3<T: f32_f16>(mat2x3<T>) -> mat2x3<T>
@const("Identity") ctor mat2x4<T: f32_f16>(mat2x4<T>) -> mat2x4<T>
@const("Identity") ctor mat3x2<T: f32_f16>(mat3x2<T>) -> mat3x2<T>
@const("Identity") ctor mat3x3<T: f32_f16>(mat3x3<T>) -> mat3x3<T>
@const("Identity") ctor mat3x4<T: f32_f16>(mat3x4<T>) -> mat3x4<T>
@const("Identity") ctor mat4x2<T: f32_f16>(mat4x2<T>) -> mat4x2<T>
@const("Identity") ctor mat4x3<T: f32_f16>(mat4x3<T>) -> mat4x3<T>
@const("Identity") ctor mat4x4<T: f32_f16>(mat4x4<T>) -> mat4x4<T>

// Vector constructors (splat)
@const("VecSplat") ctor vec2<T: abstract_or_scalar>(T) -> vec2<T>
@const("VecSplat") ctor vec3<T: abstract_or_scalar>(T) -> vec3<T>
@const("VecSplat") ctor vec4<T: abstract_or_scalar>(T) -> vec4<T>

// Vector constructors (scalar)
@const("VecCtorS") ctor vec2<T: abstract_or_scalar>(x: T, y: T) -> vec2<T>
@const("VecCtorS") ctor vec3<T: abstract_or_scalar>(x: T, y: T, z: T) -> vec3<T>
@const("VecCtorS") ctor vec4<T: abstract_or_scalar>(x: T, y: T, z: T, w: T) -> vec4<T>

// Vector constructors (mixed)
@const("VecCtorM") ctor vec3<T: abstract_or_scalar>(xy: vec2<T>, z: T) -> vec3<T>
@const("VecCtorM") ctor vec3<T: abstract_or_scalar>(x: T, yz: vec2<T>) -> vec3<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(xy: vec2<T>, z: T, w: T) -> vec4<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(x: T, yz: vec2<T>, w: T) -> vec4<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(x: T, y: T, zw: vec2<T>) -> vec4<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(xy: vec2<T>, zw: vec2<T>) -> vec4<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(xyz: vec3<T>, w: T) -> vec4<T>
@const("VecCtorM") ctor vec4<T: abstract_or_scalar>(x: T, zyw: vec3<T>) -> vec4<T>

// Matrix constructors (scalar)
@const("MatCtorS")
ctor mat2x2<T: fa_f32_f16>(T, T,
                          T, T) -> mat2x2<T>
@const("MatCtorS")
ctor mat2x3<T: fa_f32_f16>(T, T, T,
                          T, T, T) -> mat2x3<T>
@const("MatCtorS")
ctor mat2x4<T: fa_f32_f16>(T, T, T, T,
                          T, T, T, T) -> mat2x4<T>
@const("MatCtorS")
ctor mat3x2<T: fa_f32_f16>(T, T,
                          T, T,
                          T, T) -> mat3x2<T>
@const("MatCtorS")
ctor mat3x3<T: fa_f32_f16>(T, T, T,
                          T, T, T,
                          T, T, T) -> mat3x3<T>
@const("MatCtorS")
ctor mat3x4<T: fa_f32_f16>(T, T, T, T,
                          T, T, T, T,
                          T, T, T, T) -> mat3x4<T>
@const("MatCtorS")
ctor mat4x2<T: fa_f32_f16>(T, T,
                          T, T,
                          T, T,
                          T, T) -> mat4x2<T>
@const("MatCtorS")
ctor mat4x3<T: fa_f32_f16>(T, T, T,
                          T, T, T,
                          T, T, T,
                          T, T, T) -> mat4x3<T>
@const("MatCtorS")
ctor mat4x4<T: fa_f32_f16>(T, T, T, T,
                          T, T, T, T,
                          T, T, T, T,
                          T, T, T, T) -> mat4x4<T>

// Matrix constructors (column vectors)
@const("MatCtorV")
ctor mat2x2<T: fa_f32_f16>(vec2<T>, vec2<T>) -> mat2x2<T>
@const("MatCtorV")
ctor mat2x3<T: fa_f32_f16>(vec3<T>, vec3<T>) -> mat2x3<T>
@const("MatCtorV")
ctor mat2x4<T: fa_f32_f16>(vec4<T>, vec4<T>) -> mat2x4<T>
@const("MatCtorV")
ctor mat3x2<T: fa_f32_f16>(vec2<T>, vec2<T>, vec2<T>) -> mat3x2<T>
@const("MatCtorV")
ctor mat3x3<T: fa_f32_f16>(vec3<T>, vec3<T>, vec3<T>) -> mat3x3<T>
@const("MatCtorV")
ctor mat3x4<T: fa_f32_f16>(vec4<T>, vec4<T>, vec4<T>) -> mat3x4<T>
@const("MatCtorV")
ctor mat4x2<T: fa_f32_f16>(vec2<T>, vec2<T>, vec2<T>, vec2<T>) -> mat4x2<T>
@const("MatCtorV")
ctor mat4x3<T: fa_f32_f16>(vec3<T>, vec3<T>, vec3<T>, vec3<T>) -> mat4x3<T>
@const("MatCtorV")
ctor mat4x4<T: fa_f32_f16>(vec4<T>, vec4<T>, vec4<T>, vec4<T>) -> mat4x4<T>

////////////////////////////////////////////////////////////////////////////////
// Type conversions                                                           //
////////////////////////////////////////////////////////////////////////////////
@const conv f32<T: scalar_no_f32>(T) -> f32
@const conv f16<T: scalar_no_f16>(T) -> f16
@const conv i32<T: scalar_no_i32>(T) -> i32
@const conv u32<T: scalar_no_u32>(T) -> u32
@const conv bool<T: scalar_no_bool>(T) -> bool

@const conv vec2<T: f32, U: scalar_no_f32>(vec2<U>) -> vec2<f32>
@const conv vec2<T: f16, U: scalar_no_f16>(vec2<U>) -> vec2<f16>
@const conv vec2<T: i32, U: scalar_no_i32>(vec2<U>) -> vec2<i32>
@const conv vec2<T: u32, U: scalar_no_u32>(vec2<U>) -> vec2<u32>
@const conv vec2<T: bool, U: scalar_no_bool>(vec2<U>) -> vec2<bool>

@const conv vec3<T: f32, U: scalar_no_f32>(vec3<U>) -> vec3<f32>
@const conv vec3<T: f16, U: scalar_no_f16>(vec3<U>) -> vec3<f16>
@const conv vec3<T: i32, U: scalar_no_i32>(vec3<U>) -> vec3<i32>
@const conv vec3<T: u32, U: scalar_no_u32>(vec3<U>) -> vec3<u32>
@const conv vec3<T: bool, U: scalar_no_bool>(vec3<U>) -> vec3<bool>

@const conv vec4<T: f32, U: scalar_no_f32>(vec4<U>) -> vec4<f32>
@const conv vec4<T: f16, U: scalar_no_f16>(vec4<U>) -> vec4<f16>
@const conv vec4<T: i32, U: scalar_no_i32>(vec4<U>) -> vec4<i32>
@const conv vec4<T: u32, U: scalar_no_u32>(vec4<U>) -> vec4<u32>
@const conv vec4<T: bool, U: scalar_no_bool>(vec4<U>) -> vec4<bool>

@const conv mat2x2<T: f16>(mat2x2<f32>) -> mat2x2<f16>
@const conv mat2x2<T: f32>(mat2x2<f16>) -> mat2x2<f32>
@const conv mat2x3<T: f16>(mat2x3<f32>) -> mat2x3<f16>
@const conv mat2x3<T: f32>(mat2x3<f16>) -> mat2x3<f32>
@const conv mat2x4<T: f16>(mat2x4<f32>) -> mat2x4<f16>
@const conv mat2x4<T: f32>(mat2x4<f16>) -> mat2x4<f32>
@const conv mat3x2<T: f16>(mat3x2<f32>) -> mat3x2<f16>
@const conv mat3x2<T: f32>(mat3x2<f16>) -> mat3x2<f32>
@const conv mat3x3<T: f16>(mat3x3<f32>) -> mat3x3<f16>
@const conv mat3x3<T: f32>(mat3x3<f16>) -> mat3x3<f32>
@const conv mat3x4<T: f16>(mat3x4<f32>) -> mat3x4<f16>
@const conv mat3x4<T: f32>(mat3x4<f16>) -> mat3x4<f32>
@const conv mat4x2<T: f16>(mat4x2<f32>) -> mat4x2<f16>
@const conv mat4x2<T: f32>(mat4x2<f16>) -> mat4x2<f32>
@const conv mat4x3<T: f16>(mat4x3<f32>) -> mat4x3<f16>
@const conv mat4x3<T: f32>(mat4x3<f16>) -> mat4x3<f32>
@const conv mat4x4<T: f16>(mat4x4<f32>) -> mat4x4<f16>
@const conv mat4x4<T: f32>(mat4x4<f16>) -> mat4x4<f32>

////////////////////////////////////////////////////////////////////////////////
// Operators                                                                  //
//                                                                            //
// The operator declarations below declare all the unary and binary operators //
// supported by the WGSL language (with exception for address-of and          //
// dereference unary operators).                                              //
//                                                                            //
// The syntax is almost identical to builtin functions, except we use 'op'    //
// instead of 'fn'. The resolving rules are identical to builtins, which is   //
// described in detail above.                                                 //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////
// Unary Operators                                                            //
////////////////////////////////////////////////////////////////////////////////
op ! (bool) -> bool
op ! <N: num> (vec<N, bool>) -> vec<N, bool>

@const op ~ <T: ia_iu32>(T) -> T
@const op ~ <T: ia_iu32, N: num> (vec<N, T>) -> vec<N, T>

@const op - <T: fia_fi32_f16>(T) -> T
@const op - <T: fia_fi32_f16, N: num> (vec<N, T>) -> vec<N, T>

////////////////////////////////////////////////////////////////////////////////
// Binary Operators                                                           //
////////////////////////////////////////////////////////////////////////////////
op + <T: fiu32_f16>(T, T) -> T
op + <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>
op + <T: fiu32_f16, N: num> (vec<N, T>, T) -> vec<N, T>
op + <T: fiu32_f16, N: num> (T, vec<N, T>) -> vec<N, T>
op + <T: f32_f16, N: num, M: num> (mat<N, M, T>, mat<N, M, T>) -> mat<N, M, T>

op - <T: fiu32_f16>(T, T) -> T
op - <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>
op - <T: fiu32_f16, N: num> (vec<N, T>, T) -> vec<N, T>
op - <T: fiu32_f16, N: num> (T, vec<N, T>) -> vec<N, T>
op - <T: f32_f16, N: num, M: num> (mat<N, M, T>, mat<N, M, T>) -> mat<N, M, T>

op * <T: fiu32_f16>(T, T) -> T
op * <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>
op * <T: fiu32_f16, N: num> (vec<N, T>, T) -> vec<N, T>
op * <T: fiu32_f16, N: num> (T, vec<N, T>) -> vec<N, T>
op * <T: f32_f16, N: num, M: num> (T, mat<N, M, T>) -> mat<N, M, T>
op * <T: f32_f16, N: num, M: num> (mat<N, M, T>, T) -> mat<N, M, T>
op * <T: f32_f16, C: num, R: num> (mat<C, R, T>, vec<C, T>) -> vec<R, T>
op * <T: f32_f16, C: num, R: num> (vec<R, T>, mat<C, R, T>) -> vec<C, T>
op * <T: f32_f16, K: num, C: num, R: num> (mat<K, R, T>, mat<C, K, T>) -> mat<C, R, T>

op / <T: fiu32_f16>(T, T) -> T
op / <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>
op / <T: fiu32_f16, N: num> (vec<N, T>, T) -> vec<N, T>
op / <T: fiu32_f16, N: num> (T, vec<N, T>) -> vec<N, T>

op % <T: fiu32_f16>(T, T) -> T
op % <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>
op % <T: fiu32_f16, N: num> (vec<N, T>, T) -> vec<N, T>
op % <T: fiu32_f16, N: num> (T, vec<N, T>) -> vec<N, T>

op ^ <T: iu32>(T, T) -> T
op ^ <T: iu32, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>

op & (bool, bool) -> bool
op & <N: num> (vec<N, bool>, vec<N, bool>) -> vec<N, bool>
op & <T: iu32>(T, T) -> T
op & <T: iu32, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>

op | (bool, bool) -> bool
op | <N: num> (vec<N, bool>, vec<N, bool>) -> vec<N, bool>
op | <T: iu32>(T, T) -> T
op | <T: iu32, N: num> (vec<N, T>, vec<N, T>) -> vec<N, T>

op && (bool, bool) -> bool
op || (bool, bool) -> bool

op == <T: scalar>(T, T) -> bool
op == <T: scalar, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op != <T: scalar>(T, T) -> bool
op != <T: scalar, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op < <T: fiu32_f16>(T, T) -> bool
op < <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op > <T: fiu32_f16>(T, T) -> bool
op > <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op <= <T: fiu32_f16>(T, T) -> bool
op <= <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op >= <T: fiu32_f16>(T, T) -> bool
op >= <T: fiu32_f16, N: num> (vec<N, T>, vec<N, T>) -> vec<N, bool>

op << <T: iu32>(T, u32) -> T
op << <T: iu32, N: num> (vec<N, T>, vec<N, u32>) -> vec<N, T>

op >> <T: iu32>(T, u32) -> T
op >> <T: iu32, N: num> (vec<N, T>, vec<N, u32>) -> vec<N, T>
