protot/3rdparty/bgfx/3rdparty/glsl-optimizer/src/glsl/builtin_functions.cpp

4678 lines
207 KiB
C++

/*
* Copyright © 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file builtin_functions.cpp
*
* Support for GLSL built-in functions.
*
* This file is split into several main components:
*
* 1. Availability predicates
*
* A series of small functions that check whether the current shader
* supports the version/extensions required to expose a built-in.
*
* 2. Core builtin_builder class functionality
*
* 3. Lists of built-in functions
*
* The builtin_builder::create_builtins() function contains lists of all
* built-in function signatures, where they're available, what types they
* take, and so on.
*
* 4. Implementations of built-in function signatures
*
* A series of functions which create ir_function_signatures and emit IR
* via ir_builder to implement them.
*
* 5. External API
*
* A few functions the rest of the compiler can use to interact with the
* built-in function module. For example, searching for a built-in by
* name and parameters.
*/
#include <stdarg.h>
#include <stdio.h>
#include "main/core.h" /* for struct gl_shader */
#include "standalone_scaffolding.h"
#include "ir_builder.h"
#include "glsl_parser_extras.h"
#include "program/prog_instruction.h"
#include <limits>
#define M_PIf ((float) M_PI)
#define M_PI_2f ((float) M_PI_2)
#define M_PI_4f ((float) M_PI_4)
using namespace ir_builder;
/**
* Availability predicates:
* @{
*/
static bool
always_available(const _mesa_glsl_parse_state *)
{
return true;
}
static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_VERTEX &&
state->language_version <= 130 &&
!state->es_shader;
}
static bool
fs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT;
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_GEOMETRY;
}
static bool
v110(const _mesa_glsl_parse_state *state)
{
return !state->es_shader;
}
static bool
v110_fs_only(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && state->stage == MESA_SHADER_FRAGMENT;
}
static bool
v120(const _mesa_glsl_parse_state *state)
{
return state->is_version(120, 300);
}
static bool
v130(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300);
}
static bool
v130_fs_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
state->stage == MESA_SHADER_FRAGMENT;
}
static bool
v140(const _mesa_glsl_parse_state *state)
{
return state->is_version(140, 0);
}
static bool
texture_rectangle(const _mesa_glsl_parse_state *state)
{
return state->ARB_texture_rectangle_enable;
}
static bool
texture_external(const _mesa_glsl_parse_state *state)
{
return state->OES_EGL_image_external_enable;
}
/** True if texturing functions with explicit LOD are allowed. */
static bool
lod_exists_in_stage(const _mesa_glsl_parse_state *state)
{
/* Texturing functions with "Lod" in their name exist:
* - In the vertex shader stage (for all languages)
* - In any stage for GLSL 1.30+ or GLSL ES 3.00
* - In any stage for desktop GLSL with ARB_shader_texture_lod enabled.
*
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
return state->stage == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable;
}
static bool
es_lod_exists_in_stage(const _mesa_glsl_parse_state *state)
{
/* Texturing functions with "LodEXT" in their name exist:
* In the fragment shader, for ES1 shader, when EXT_shader_texture_lod
* is enabled.
*/
return
// BK - EXT_shader_texture_lod is available in vertex and fragment shaders.
// state->stage == MESA_SHADER_FRAGMENT &&
state->es_shader &&
state->is_version(110, 100) &&
state->EXT_shader_texture_lod_enable;
}
static bool
v110_lod(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && lod_exists_in_stage(state);
}
static bool
shader_texture_lod(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable;
}
static bool
es_shader_texture_lod(const _mesa_glsl_parse_state *state)
{
return state->EXT_shader_texture_lod_enable;
}
static bool
es_shadow_samplers(const _mesa_glsl_parse_state *state)
{
return state->EXT_shadow_samplers_enable;
}
static bool
shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_texture_lod_enable &&
state->ARB_texture_rectangle_enable;
}
static bool
shader_bit_encoding(const _mesa_glsl_parse_state *state)
{
return state->is_version(330, 300) ||
state->ARB_shader_bit_encoding_enable ||
state->ARB_gpu_shader5_enable;
}
static bool
shader_integer_mix(const _mesa_glsl_parse_state *state)
{
return v130(state) && state->EXT_shader_integer_mix_enable;
}
static bool
shader_packing_or_es3(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->is_version(400, 300);
}
static bool
shader_packing_or_es3_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
state->ARB_gpu_shader5_enable ||
state->is_version(400, 300);
}
static bool
gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) || state->ARB_gpu_shader5_enable;
}
static bool
shader_packing_or_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
gpu_shader5(state);
}
static bool
fs_gpu_shader5(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 0) || state->ARB_gpu_shader5_enable);
}
static bool
texture_array_lod(const _mesa_glsl_parse_state *state)
{
return lod_exists_in_stage(state) &&
state->EXT_texture_array_enable;
}
static bool
fs_texture_array(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
state->EXT_texture_array_enable;
}
static bool
texture_array(const _mesa_glsl_parse_state *state)
{
return state->EXT_texture_array_enable;
}
static bool
texture_multisample(const _mesa_glsl_parse_state *state)
{
return state->is_version(150, 0) ||
state->ARB_texture_multisample_enable;
}
static bool
fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 0) ||
state->ARB_texture_cube_map_array_enable);
}
static bool
texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) ||
state->ARB_texture_cube_map_array_enable;
}
static bool
texture_query_levels(const _mesa_glsl_parse_state *state)
{
return state->is_version(430, 0) ||
state->ARB_texture_query_levels_enable;
}
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
state->ARB_texture_query_lod_enable;
}
static bool
texture_gather(const _mesa_glsl_parse_state *state)
{
return state->is_version(400, 0) ||
state->ARB_texture_gather_enable ||
state->ARB_gpu_shader5_enable;
}
/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5.
* used for relaxation of const offset requirements.
*/
static bool
texture_gather_only(const _mesa_glsl_parse_state *state)
{
return !state->is_version(400, 0) &&
!state->ARB_gpu_shader5_enable &&
state->ARB_texture_gather_enable;
}
/* Desktop GL or OES_standard_derivatives + fragment shader only */
static bool
fs_oes_derivatives(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(110, 300) ||
state->OES_standard_derivatives_enable);
}
static bool
fs_derivative_control(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(450, 0) ||
state->ARB_derivative_control_enable);
}
static bool
tex1d_lod(const _mesa_glsl_parse_state *state)
{
return !state->es_shader && lod_exists_in_stage(state);
}
/** True if sampler3D exists */
static bool
tex3d(const _mesa_glsl_parse_state *state)
{
/* sampler3D exists in all desktop GLSL versions, GLSL ES 1.00 with the
* OES_texture_3D extension, and in GLSL ES 3.00.
*/
return !state->es_shader ||
state->OES_texture_3D_enable ||
state->language_version >= 300;
}
static bool
fs_tex3d(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
(!state->es_shader || state->OES_texture_3D_enable);
}
static bool
tex3d_lod(const _mesa_glsl_parse_state *state)
{
return tex3d(state) && lod_exists_in_stage(state);
}
static bool
shader_atomic_counters(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_atomic_counters_enable;
}
static bool
shader_trinary_minmax(const _mesa_glsl_parse_state *state)
{
return state->AMD_shader_trinary_minmax_enable;
}
static bool
shader_image_load_store(const _mesa_glsl_parse_state *state)
{
return (state->is_version(420, 0) ||
state->ARB_shader_image_load_store_enable);
}
static bool
gs_streams(const _mesa_glsl_parse_state *state)
{
return gpu_shader5(state) && gs_only(state);
}
/** @} */
/******************************************************************************/
namespace {
/**
* builtin_builder: A singleton object representing the core of the built-in
* function module.
*
* It generates IR for every built-in function signature, and organizes them
* into functions.
*/
class builtin_builder {
public:
builtin_builder();
~builtin_builder();
void initialize();
void release();
ir_function_signature *find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters);
/**
* A shader to hold all the built-in signatures; created by this module.
*
* This includes signatures for every built-in, regardless of version or
* enabled extensions. The availability predicate associated with each
* signature allows matching_signature() to filter out the irrelevant ones.
*/
gl_shader *shader;
private:
void *mem_ctx;
/** Global variables used by built-in functions. */
ir_variable *gl_ModelViewProjectionMatrix;
ir_variable *gl_Vertex;
void create_shader();
void create_intrinsics();
void create_builtins();
/**
* IR builder helpers:
*
* These convenience functions assist in emitting IR, but don't necessarily
* fit in ir_builder itself. Many of them rely on having a mem_ctx class
* member available.
*/
ir_variable *in_var(const glsl_type *type, const char *name);
ir_variable *out_var(const glsl_type *type, const char *name);
ir_constant *imm(float f, unsigned vector_elements=1);
ir_constant *imm(int i, unsigned vector_elements=1);
ir_constant *imm(unsigned u, unsigned vector_elements=1);
ir_constant *imm(const glsl_type *type, const ir_constant_data &);
ir_dereference_variable *var_ref(ir_variable *var);
ir_dereference_array *array_ref(ir_variable *var, int i);
ir_swizzle *matrix_elt(ir_variable *var, int col, int row);
ir_expression *asin_expr(ir_variable *x);
void do_atan(ir_factory &body, const glsl_type *type, ir_variable *res, operand y_over_x);
/**
* Call function \param f with parameters specified as the linked
* list \param params of \c ir_variable objects. \param ret should
* point to the ir_variable that will hold the function return
* value, or be \c NULL if the function has void return type.
*/
ir_call *call(ir_function *f, ir_variable *ret, exec_list params);
/** Create a new function and add the given signatures. */
void add_function(const char *name, ...);
enum image_function_flags {
IMAGE_FUNCTION_EMIT_STUB = (1 << 0),
IMAGE_FUNCTION_RETURNS_VOID = (1 << 1),
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE = (1 << 2),
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE = (1 << 3),
IMAGE_FUNCTION_READ_ONLY = (1 << 4),
IMAGE_FUNCTION_WRITE_ONLY = (1 << 5)
};
/**
* Create a new image built-in function for all known image types.
* \p flags is a bitfield of \c image_function_flags flags.
*/
void add_image_function(const char *name,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags);
/**
* Create new functions for all known image built-ins and types.
* If \p glsl is \c true, use the GLSL built-in names and emit code
* to call into the actual compiler intrinsic. If \p glsl is
* false, emit a function prototype with no body for each image
* intrinsic name.
*/
void add_image_functions(bool glsl);
ir_function_signature *new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params, ...);
/**
* Function signature generators:
* @{
*/
ir_function_signature *unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type);
ir_function_signature *binop(ir_expression_operation opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type);
#define B0(X) ir_function_signature *_##X();
#define B1(X) ir_function_signature *_##X(const glsl_type *);
#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *);
#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *, const glsl_type *);
#define BA1(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *);
#define BA2(X) ir_function_signature *_##X(builtin_available_predicate, const glsl_type *, const glsl_type *);
B1(radians)
B1(degrees)
B1(sin)
B1(cos)
B1(tan)
B1(asin)
B1(acos)
B1(atan2)
B1(atan)
B1(sinh)
B1(cosh)
B1(tanh)
B1(asinh)
B1(acosh)
B1(atanh)
B1(pow)
B1(exp)
B1(log)
B1(exp2)
B1(log2)
B1(sqrt)
B1(inversesqrt)
B1(abs)
B1(sign)
B1(floor)
B1(trunc)
B1(round)
B1(roundEven)
B1(ceil)
B1(fract)
B2(mod)
B1(modf)
BA2(min)
BA2(max)
BA2(clamp)
B2(mix_lrp)
ir_function_signature *_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type);
B2(step)
B2(smoothstep)
B1(isnan)
B1(isinf)
B1(floatBitsToInt)
B1(floatBitsToUint)
B1(intBitsToFloat)
B1(uintBitsToFloat)
ir_function_signature *_packUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_packUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm2x16(builtin_available_predicate avail);
ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail);
ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail);
ir_function_signature *_packHalf2x16(builtin_available_predicate avail);
ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail);
B1(length)
B1(distance);
B1(dot);
B1(cross);
B1(normalize);
B0(ftransform);
B1(faceforward);
B1(reflect);
B1(refract);
B1(matrixCompMult);
B1(outerProduct);
B0(determinant_mat2);
B0(determinant_mat3);
B0(determinant_mat4);
B0(inverse_mat2);
B0(inverse_mat3);
B0(inverse_mat4);
B1(transpose);
BA1(lessThan);
BA1(lessThanEqual);
BA1(greaterThan);
BA1(greaterThanEqual);
BA1(equal);
BA1(notEqual);
B1(any);
B1(all);
B1(not);
B2(textureSize);
ir_function_signature *_textureSize(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type);
/** Flags to _texture() */
#define TEX_PROJECT 1
#define TEX_OFFSET 2
#define TEX_COMPONENT 4
#define TEX_OFFSET_NONCONST 8
#define TEX_OFFSET_ARRAY 16
ir_function_signature *_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
B0(textureCubeArrayShadow);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type = NULL);
B0(EmitVertex)
B0(EndPrimitive)
ir_function_signature *_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type);
ir_function_signature *_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type);
B2(textureQueryLod);
B1(textureQueryLevels);
B1(dFdx);
B1(dFdy);
B1(fwidth);
B1(dFdxCoarse);
B1(dFdyCoarse);
B1(fwidthCoarse);
B1(dFdxFine);
B1(dFdyFine);
B1(fwidthFine);
B1(noise1);
B1(noise2);
B1(noise3);
B1(noise4);
B1(bitfieldExtract)
B1(bitfieldInsert)
B1(bitfieldReverse)
B1(bitCount)
B1(findLSB)
B1(findMSB)
B1(fma)
B2(ldexp)
B2(frexp)
B1(uaddCarry)
B1(usubBorrow)
B1(mulExtended)
B1(interpolateAtCentroid)
B1(interpolateAtOffset)
B1(interpolateAtSample)
ir_function_signature *_atomic_intrinsic(builtin_available_predicate avail);
ir_function_signature *_atomic_op(const char *intrinsic,
builtin_available_predicate avail);
B1(min3)
B1(max3)
B1(mid3)
ir_function_signature *_image_prototype(const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_image(const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags);
ir_function_signature *_memory_barrier_intrinsic(
builtin_available_predicate avail);
ir_function_signature *_memory_barrier(
builtin_available_predicate avail);
#undef B0
#undef B1
#undef B2
#undef B3
#undef BA1
#undef BA2
/** @} */
};
} /* anonymous namespace */
/**
* Core builtin_builder functionality:
* @{
*/
builtin_builder::builtin_builder()
: shader(NULL),
gl_ModelViewProjectionMatrix(NULL),
gl_Vertex(NULL)
{
mem_ctx = NULL;
}
builtin_builder::~builtin_builder()
{
ralloc_free(mem_ctx);
}
ir_function_signature *
builtin_builder::find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
/* The shader currently being compiled requested a built-in function;
* it needs to link against builtin_builder::shader in order to get them.
*
* Even if we don't find a matching signature, we still need to do this so
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)
return NULL;
ir_function_signature *sig =
f->matching_signature(state, actual_parameters, true);
if (sig == NULL)
return NULL;
return sig;
}
void
builtin_builder::initialize()
{
/* If already initialized, don't do it again. */
if (mem_ctx != NULL)
return;
mem_ctx = ralloc_context(NULL);
create_shader();
create_intrinsics();
create_builtins();
}
void
builtin_builder::release()
{
ralloc_free(mem_ctx);
mem_ctx = NULL;
ralloc_free(shader);
shader = NULL;
}
void
builtin_builder::create_shader()
{
/* The target doesn't actually matter. There's no target for generic
* GLSL utility code that could be linked against any stage, so just
* arbitrarily pick GL_VERTEX_SHADER.
*/
shader = _mesa_new_shader(NULL, 0, GL_VERTEX_SHADER);
shader->symbols = new(mem_ctx) glsl_symbol_table;
gl_ModelViewProjectionMatrix =
new(mem_ctx) ir_variable(glsl_type::mat4_type,
"gl_ModelViewProjectionMatrix",
ir_var_uniform, glsl_precision_high);
shader->symbols->add_variable(gl_ModelViewProjectionMatrix);
gl_Vertex = in_var(glsl_type::vec4_type, "gl_Vertex");
shader->symbols->add_variable(gl_Vertex);
}
/** @} */
/**
* Create ir_function and ir_function_signature objects for each
* intrinsic.
*/
void
builtin_builder::create_intrinsics()
{
add_function("__intrinsic_atomic_read",
_atomic_intrinsic(shader_atomic_counters),
NULL);
add_function("__intrinsic_atomic_increment",
_atomic_intrinsic(shader_atomic_counters),
NULL);
add_function("__intrinsic_atomic_predecrement",
_atomic_intrinsic(shader_atomic_counters),
NULL);
add_image_functions(false);
add_function("__intrinsic_memory_barrier",
_memory_barrier_intrinsic(shader_image_load_store),
NULL);
}
/**
* Create ir_function and ir_function_signature objects for each built-in.
*
* Contains a list of every available built-in.
*/
void
builtin_builder::create_builtins()
{
#define F(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::float_type), \
_##NAME(glsl_type::vec2_type), \
_##NAME(glsl_type::vec3_type), \
_##NAME(glsl_type::vec4_type), \
NULL);
#define FI(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::float_type), \
_##NAME(glsl_type::vec2_type), \
_##NAME(glsl_type::vec3_type), \
_##NAME(glsl_type::vec4_type), \
_##NAME(glsl_type::int_type), \
_##NAME(glsl_type::ivec2_type), \
_##NAME(glsl_type::ivec3_type), \
_##NAME(glsl_type::ivec4_type), \
NULL);
#define FIU(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type), \
\
_##NAME(v130, glsl_type::uint_type), \
_##NAME(v130, glsl_type::uvec2_type), \
_##NAME(v130, glsl_type::uvec3_type), \
_##NAME(v130, glsl_type::uvec4_type), \
NULL);
#define IU(NAME) \
add_function(#NAME, \
_##NAME(glsl_type::int_type), \
_##NAME(glsl_type::ivec2_type), \
_##NAME(glsl_type::ivec3_type), \
_##NAME(glsl_type::ivec4_type), \
\
_##NAME(glsl_type::uint_type), \
_##NAME(glsl_type::uvec2_type), \
_##NAME(glsl_type::uvec3_type), \
_##NAME(glsl_type::uvec4_type), \
NULL);
#define FIUB(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type), \
\
_##NAME(v130, glsl_type::uint_type), \
_##NAME(v130, glsl_type::uvec2_type), \
_##NAME(v130, glsl_type::uvec3_type), \
_##NAME(v130, glsl_type::uvec4_type), \
\
_##NAME(always_available, glsl_type::bool_type), \
_##NAME(always_available, glsl_type::bvec2_type), \
_##NAME(always_available, glsl_type::bvec3_type), \
_##NAME(always_available, glsl_type::bvec4_type), \
NULL);
#define FIU2_MIXED(NAME) \
add_function(#NAME, \
_##NAME(always_available, glsl_type::float_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec2_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec3_type, glsl_type::float_type), \
_##NAME(always_available, glsl_type::vec4_type, glsl_type::float_type), \
\
_##NAME(always_available, glsl_type::vec2_type, glsl_type::vec2_type), \
_##NAME(always_available, glsl_type::vec3_type, glsl_type::vec3_type), \
_##NAME(always_available, glsl_type::vec4_type, glsl_type::vec4_type), \
\
_##NAME(always_available, glsl_type::int_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec2_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec3_type, glsl_type::int_type), \
_##NAME(always_available, glsl_type::ivec4_type, glsl_type::int_type), \
\
_##NAME(always_available, glsl_type::ivec2_type, glsl_type::ivec2_type), \
_##NAME(always_available, glsl_type::ivec3_type, glsl_type::ivec3_type), \
_##NAME(always_available, glsl_type::ivec4_type, glsl_type::ivec4_type), \
\
_##NAME(v130, glsl_type::uint_type, glsl_type::uint_type), \
_##NAME(v130, glsl_type::uvec2_type, glsl_type::uint_type), \
_##NAME(v130, glsl_type::uvec3_type, glsl_type::uint_type), \
_##NAME(v130, glsl_type::uvec4_type, glsl_type::uint_type), \
\
_##NAME(v130, glsl_type::uvec2_type, glsl_type::uvec2_type), \
_##NAME(v130, glsl_type::uvec3_type, glsl_type::uvec3_type), \
_##NAME(v130, glsl_type::uvec4_type, glsl_type::uvec4_type), \
NULL);
F(radians)
F(degrees)
F(sin)
F(cos)
F(tan)
F(asin)
F(acos)
add_function("atan",
_atan(glsl_type::float_type),
_atan(glsl_type::vec2_type),
_atan(glsl_type::vec3_type),
_atan(glsl_type::vec4_type),
_atan2(glsl_type::float_type),
_atan2(glsl_type::vec2_type),
_atan2(glsl_type::vec3_type),
_atan2(glsl_type::vec4_type),
NULL);
F(sinh)
F(cosh)
F(tanh)
F(asinh)
F(acosh)
F(atanh)
F(pow)
F(exp)
F(log)
F(exp2)
F(log2)
F(sqrt)
F(inversesqrt)
FI(abs)
FI(sign)
F(floor)
F(trunc)
F(round)
F(roundEven)
F(ceil)
F(fract)
add_function("mod",
_mod(glsl_type::float_type, glsl_type::float_type),
_mod(glsl_type::vec2_type, glsl_type::float_type),
_mod(glsl_type::vec3_type, glsl_type::float_type),
_mod(glsl_type::vec4_type, glsl_type::float_type),
_mod(glsl_type::vec2_type, glsl_type::vec2_type),
_mod(glsl_type::vec3_type, glsl_type::vec3_type),
_mod(glsl_type::vec4_type, glsl_type::vec4_type),
NULL);
F(modf)
FIU2_MIXED(min)
FIU2_MIXED(max)
FIU2_MIXED(clamp)
add_function("mix",
_mix_lrp(glsl_type::float_type, glsl_type::float_type),
_mix_lrp(glsl_type::vec2_type, glsl_type::float_type),
_mix_lrp(glsl_type::vec3_type, glsl_type::float_type),
_mix_lrp(glsl_type::vec4_type, glsl_type::float_type),
_mix_lrp(glsl_type::vec2_type, glsl_type::vec2_type),
_mix_lrp(glsl_type::vec3_type, glsl_type::vec3_type),
_mix_lrp(glsl_type::vec4_type, glsl_type::vec4_type),
_mix_sel(v130, glsl_type::float_type, glsl_type::bool_type),
_mix_sel(v130, glsl_type::vec2_type, glsl_type::bvec2_type),
_mix_sel(v130, glsl_type::vec3_type, glsl_type::bvec3_type),
_mix_sel(v130, glsl_type::vec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::int_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::ivec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::ivec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::ivec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::uint_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::uvec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::uvec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::uvec4_type, glsl_type::bvec4_type),
_mix_sel(shader_integer_mix, glsl_type::bool_type, glsl_type::bool_type),
_mix_sel(shader_integer_mix, glsl_type::bvec2_type, glsl_type::bvec2_type),
_mix_sel(shader_integer_mix, glsl_type::bvec3_type, glsl_type::bvec3_type),
_mix_sel(shader_integer_mix, glsl_type::bvec4_type, glsl_type::bvec4_type),
NULL);
add_function("step",
_step(glsl_type::float_type, glsl_type::float_type),
_step(glsl_type::float_type, glsl_type::vec2_type),
_step(glsl_type::float_type, glsl_type::vec3_type),
_step(glsl_type::float_type, glsl_type::vec4_type),
_step(glsl_type::vec2_type, glsl_type::vec2_type),
_step(glsl_type::vec3_type, glsl_type::vec3_type),
_step(glsl_type::vec4_type, glsl_type::vec4_type),
NULL);
add_function("smoothstep",
_smoothstep(glsl_type::float_type, glsl_type::float_type),
_smoothstep(glsl_type::float_type, glsl_type::vec2_type),
_smoothstep(glsl_type::float_type, glsl_type::vec3_type),
_smoothstep(glsl_type::float_type, glsl_type::vec4_type),
_smoothstep(glsl_type::vec2_type, glsl_type::vec2_type),
_smoothstep(glsl_type::vec3_type, glsl_type::vec3_type),
_smoothstep(glsl_type::vec4_type, glsl_type::vec4_type),
NULL);
F(isnan)
F(isinf)
F(floatBitsToInt)
F(floatBitsToUint)
add_function("intBitsToFloat",
_intBitsToFloat(glsl_type::int_type),
_intBitsToFloat(glsl_type::ivec2_type),
_intBitsToFloat(glsl_type::ivec3_type),
_intBitsToFloat(glsl_type::ivec4_type),
NULL);
add_function("uintBitsToFloat",
_uintBitsToFloat(glsl_type::uint_type),
_uintBitsToFloat(glsl_type::uvec2_type),
_uintBitsToFloat(glsl_type::uvec3_type),
_uintBitsToFloat(glsl_type::uvec4_type),
NULL);
add_function("packUnorm2x16", _packUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("packSnorm2x16", _packSnorm2x16(shader_packing_or_es3), NULL);
add_function("packUnorm4x8", _packUnorm4x8(shader_packing_or_gpu_shader5), NULL);
add_function("packSnorm4x8", _packSnorm4x8(shader_packing_or_gpu_shader5), NULL);
add_function("unpackUnorm2x16", _unpackUnorm2x16(shader_packing_or_es3_or_gpu_shader5), NULL);
add_function("unpackSnorm2x16", _unpackSnorm2x16(shader_packing_or_es3), NULL);
add_function("unpackUnorm4x8", _unpackUnorm4x8(shader_packing_or_gpu_shader5), NULL);
add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing_or_gpu_shader5), NULL);
add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL);
add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL);
F(length)
F(distance)
F(dot)
add_function("cross", _cross(glsl_type::vec3_type), NULL);
F(normalize)
add_function("ftransform", _ftransform(), NULL);
F(faceforward)
F(reflect)
F(refract)
// ...
add_function("matrixCompMult",
_matrixCompMult(glsl_type::mat2_type),
_matrixCompMult(glsl_type::mat3_type),
_matrixCompMult(glsl_type::mat4_type),
_matrixCompMult(glsl_type::mat2x3_type),
_matrixCompMult(glsl_type::mat2x4_type),
_matrixCompMult(glsl_type::mat3x2_type),
_matrixCompMult(glsl_type::mat3x4_type),
_matrixCompMult(glsl_type::mat4x2_type),
_matrixCompMult(glsl_type::mat4x3_type),
NULL);
add_function("outerProduct",
_outerProduct(glsl_type::mat2_type),
_outerProduct(glsl_type::mat3_type),
_outerProduct(glsl_type::mat4_type),
_outerProduct(glsl_type::mat2x3_type),
_outerProduct(glsl_type::mat2x4_type),
_outerProduct(glsl_type::mat3x2_type),
_outerProduct(glsl_type::mat3x4_type),
_outerProduct(glsl_type::mat4x2_type),
_outerProduct(glsl_type::mat4x3_type),
NULL);
add_function("determinant",
_determinant_mat2(),
_determinant_mat3(),
_determinant_mat4(),
NULL);
add_function("inverse",
_inverse_mat2(),
_inverse_mat3(),
_inverse_mat4(),
NULL);
add_function("transpose",
_transpose(glsl_type::mat2_type),
_transpose(glsl_type::mat3_type),
_transpose(glsl_type::mat4_type),
_transpose(glsl_type::mat2x3_type),
_transpose(glsl_type::mat2x4_type),
_transpose(glsl_type::mat3x2_type),
_transpose(glsl_type::mat3x4_type),
_transpose(glsl_type::mat4x2_type),
_transpose(glsl_type::mat4x3_type),
NULL);
FIU(lessThan)
FIU(lessThanEqual)
FIU(greaterThan)
FIU(greaterThanEqual)
FIUB(notEqual)
FIUB(equal)
add_function("any",
_any(glsl_type::bvec2_type),
_any(glsl_type::bvec3_type),
_any(glsl_type::bvec4_type),
NULL);
add_function("all",
_all(glsl_type::bvec2_type),
_all(glsl_type::bvec3_type),
_all(glsl_type::bvec4_type),
NULL);
add_function("not",
_not(glsl_type::bvec2_type),
_not(glsl_type::bvec3_type),
_not(glsl_type::bvec4_type),
NULL);
add_function("textureSize",
_textureSize(v130, glsl_type::int_type, glsl_type::sampler1D_type),
_textureSize(v130, glsl_type::int_type, glsl_type::isampler1D_type),
_textureSize(v130, glsl_type::int_type, glsl_type::usampler1D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler2D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler2D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler3D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::isampler3D_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::usampler3D_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::samplerCube_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isamplerCube_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usamplerCube_type),
_textureSize(v130, glsl_type::int_type, glsl_type::sampler1DShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::samplerCubeShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler1DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler1DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler1DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler2DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::isampler2DArray_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::usampler2DArray_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler1DArrayShadow_type),
_textureSize(v130, glsl_type::ivec3_type, glsl_type::sampler2DArrayShadow_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::samplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::isamplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::usamplerCubeArray_type),
_textureSize(texture_cube_map_array, glsl_type::ivec3_type, glsl_type::samplerCubeArrayShadow_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::isampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::usampler2DRect_type),
_textureSize(v130, glsl_type::ivec2_type, glsl_type::sampler2DRectShadow_type),
_textureSize(v140, glsl_type::int_type, glsl_type::samplerBuffer_type),
_textureSize(v140, glsl_type::int_type, glsl_type::isamplerBuffer_type),
_textureSize(v140, glsl_type::int_type, glsl_type::usamplerBuffer_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::sampler2DMS_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::isampler2DMS_type),
_textureSize(texture_multisample, glsl_type::ivec2_type, glsl_type::usampler2DMS_type),
_textureSize(texture_multisample, glsl_type::ivec3_type, glsl_type::sampler2DMSArray_type),
_textureSize(texture_multisample, glsl_type::ivec3_type, glsl_type::isampler2DMSArray_type),
_textureSize(texture_multisample, glsl_type::ivec3_type, glsl_type::usampler2DMSArray_type),
NULL);
add_function("texture",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparitor since there is no vec5 type.
*/
_textureCubeArrayShadow(),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, fs_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, fs_texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, fs_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureLod",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureOffset",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txb, v130_fs_only, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("textureProj",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texelFetch",
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type),
_texelFetch(v140, glsl_type::vec4_type, glsl_type::samplerBuffer_type, glsl_type::int_type),
_texelFetch(v140, glsl_type::ivec4_type, glsl_type::isamplerBuffer_type, glsl_type::int_type),
_texelFetch(v140, glsl_type::uvec4_type, glsl_type::usamplerBuffer_type, glsl_type::int_type),
_texelFetch(texture_multisample, glsl_type::vec4_type, glsl_type::sampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample, glsl_type::ivec4_type, glsl_type::isampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample, glsl_type::uvec4_type, glsl_type::usampler2DMS_type, glsl_type::ivec2_type),
_texelFetch(texture_multisample, glsl_type::vec4_type, glsl_type::sampler2DMSArray_type, glsl_type::ivec3_type),
_texelFetch(texture_multisample, glsl_type::ivec4_type, glsl_type::isampler2DMSArray_type, glsl_type::ivec3_type),
_texelFetch(texture_multisample, glsl_type::uvec4_type, glsl_type::usampler2DMSArray_type, glsl_type::ivec3_type),
NULL);
add_function("texelFetchOffset",
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::int_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::ivec2_type, glsl_type::int_type),
_texelFetch(v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
_texelFetch(v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::ivec3_type, glsl_type::ivec2_type),
NULL);
add_function("textureProjOffset",
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txb, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureLodOffset",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
NULL);
add_function("textureProjLod",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureProjLodOffset",
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txl, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("textureGrad",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("textureGradOffset",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_OFFSET),
NULL);
add_function("textureProjGrad",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureProjGradOffset",
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec2_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler3D_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
_texture(ir_txd, v130, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT | TEX_OFFSET),
NULL);
add_function("EmitVertex", _EmitVertex(), NULL);
add_function("EndPrimitive", _EndPrimitive(), NULL);
add_function("EmitStreamVertex",
_EmitStreamVertex(gs_streams, glsl_type::uint_type),
_EmitStreamVertex(gs_streams, glsl_type::int_type),
NULL);
add_function("EndStreamPrimitive",
_EndStreamPrimitive(gs_streams, glsl_type::uint_type),
_EndStreamPrimitive(gs_streams, glsl_type::int_type),
NULL);
add_function("textureQueryLOD",
_textureQueryLod(glsl_type::sampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::isampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::usampler1D_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::isampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::usampler2D_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::sampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usampler3D_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::samplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usamplerCube_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::isampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::usampler1DArray_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::isampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::usampler2DArray_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::isamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::usamplerCubeArray_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DShadow_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_textureQueryLod(glsl_type::sampler1DArrayShadow_type, glsl_type::float_type),
_textureQueryLod(glsl_type::sampler2DArrayShadow_type, glsl_type::vec2_type),
_textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("textureQueryLevels",
_textureQueryLevels(glsl_type::sampler1D_type),
_textureQueryLevels(glsl_type::sampler2D_type),
_textureQueryLevels(glsl_type::sampler3D_type),
_textureQueryLevels(glsl_type::samplerCube_type),
_textureQueryLevels(glsl_type::sampler1DArray_type),
_textureQueryLevels(glsl_type::sampler2DArray_type),
_textureQueryLevels(glsl_type::samplerCubeArray_type),
_textureQueryLevels(glsl_type::sampler1DShadow_type),
_textureQueryLevels(glsl_type::sampler2DShadow_type),
_textureQueryLevels(glsl_type::samplerCubeShadow_type),
_textureQueryLevels(glsl_type::sampler1DArrayShadow_type),
_textureQueryLevels(glsl_type::sampler2DArrayShadow_type),
_textureQueryLevels(glsl_type::samplerCubeArrayShadow_type),
_textureQueryLevels(glsl_type::isampler1D_type),
_textureQueryLevels(glsl_type::isampler2D_type),
_textureQueryLevels(glsl_type::isampler3D_type),
_textureQueryLevels(glsl_type::isamplerCube_type),
_textureQueryLevels(glsl_type::isampler1DArray_type),
_textureQueryLevels(glsl_type::isampler2DArray_type),
_textureQueryLevels(glsl_type::isamplerCubeArray_type),
_textureQueryLevels(glsl_type::usampler1D_type),
_textureQueryLevels(glsl_type::usampler2D_type),
_textureQueryLevels(glsl_type::usampler3D_type),
_textureQueryLevels(glsl_type::usamplerCube_type),
_textureQueryLevels(glsl_type::usampler1DArray_type),
_textureQueryLevels(glsl_type::usampler2DArray_type),
_textureQueryLevels(glsl_type::usamplerCubeArray_type),
NULL);
add_function("texture1D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
_texture(ir_txb, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
NULL);
add_function("texture1DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture1DLod",
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
NULL);
add_function("texture1DProjLod",
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txl, tex1d_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2D",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec2_type),
NULL);
add_function("texture2DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_txb, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
NULL);
add_function("texture2DProj",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_external, glsl_type::vec4_type, glsl_type::samplerExternalOES_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
NULL);
add_function("texture2DProjLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3D",
_texture(ir_tex, tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
_texture(ir_txb, fs_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProj",
_texture(ir_tex, tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, fs_tex3d, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3DLod",
_texture(ir_txl, tex3d_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProjLod",
_texture(ir_txl, tex3d_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCube",
_texture(ir_tex, always_available, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_txb, fs_only, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("textureCubeLod",
_texture(ir_txl, lod_exists_in_stage, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("texture2DRect",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
NULL);
add_function("texture2DRectProj",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DLodEXT",
_texture(ir_txl, es_lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DProjLodEXT",
_texture(ir_txl, es_lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txl, es_lod_exists_in_stage, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCubeLodEXT",
_texture(ir_txl, es_lod_exists_in_stage, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("shadow1D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_txb, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DEXT",
_texture(ir_tex, es_shadow_samplers, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DArray",
_texture(ir_tex, texture_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
_texture(ir_txb, fs_texture_array, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
NULL);
add_function("shadow1DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DProj",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DProjEXT",
_texture(ir_tex, es_shadow_samplers, glsl_type::float_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow1DLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DArrayLod",
_texture(ir_txl, texture_array_lod, glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DProjLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DProjLod",
_texture(ir_txl, v110_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DRect",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DRectProj",
_texture(ir_tex, texture_rectangle, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture1DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
NULL);
add_function("texture1DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture3DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec3_type),
NULL);
add_function("texture3DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler3D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCubeGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("texture2DGradEXT",
_texture(ir_txd, es_shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
NULL);
add_function("texture2DProjGradEXT",
_texture(ir_txd, es_shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, es_shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureCubeGradEXT",
_texture(ir_txd, es_shader_texture_lod, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow1DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DProjGradARB",
_texture(ir_txd, shader_texture_lod, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("texture2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
NULL);
add_function("texture2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec3_type, TEX_PROJECT),
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("shadow2DRectGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec3_type),
NULL);
add_function("shadow2DRectProjGradARB",
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
add_function("textureGather",
_texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type),
NULL);
add_function("textureGatherOffset",
_texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
NULL);
add_function("textureGatherOffsets",
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
NULL);
F(dFdx)
F(dFdy)
F(fwidth)
F(dFdxCoarse)
F(dFdyCoarse)
F(fwidthCoarse)
F(dFdxFine)
F(dFdyFine)
F(fwidthFine)
F(noise1)
F(noise2)
F(noise3)
F(noise4)
IU(bitfieldExtract)
IU(bitfieldInsert)
IU(bitfieldReverse)
IU(bitCount)
IU(findLSB)
IU(findMSB)
F(fma)
add_function("ldexp",
_ldexp(glsl_type::float_type, glsl_type::int_type),
_ldexp(glsl_type::vec2_type, glsl_type::ivec2_type),
_ldexp(glsl_type::vec3_type, glsl_type::ivec3_type),
_ldexp(glsl_type::vec4_type, glsl_type::ivec4_type),
NULL);
add_function("frexp",
_frexp(glsl_type::float_type, glsl_type::int_type),
_frexp(glsl_type::vec2_type, glsl_type::ivec2_type),
_frexp(glsl_type::vec3_type, glsl_type::ivec3_type),
_frexp(glsl_type::vec4_type, glsl_type::ivec4_type),
NULL);
add_function("uaddCarry",
_uaddCarry(glsl_type::uint_type),
_uaddCarry(glsl_type::uvec2_type),
_uaddCarry(glsl_type::uvec3_type),
_uaddCarry(glsl_type::uvec4_type),
NULL);
add_function("usubBorrow",
_usubBorrow(glsl_type::uint_type),
_usubBorrow(glsl_type::uvec2_type),
_usubBorrow(glsl_type::uvec3_type),
_usubBorrow(glsl_type::uvec4_type),
NULL);
add_function("imulExtended",
_mulExtended(glsl_type::int_type),
_mulExtended(glsl_type::ivec2_type),
_mulExtended(glsl_type::ivec3_type),
_mulExtended(glsl_type::ivec4_type),
NULL);
add_function("umulExtended",
_mulExtended(glsl_type::uint_type),
_mulExtended(glsl_type::uvec2_type),
_mulExtended(glsl_type::uvec3_type),
_mulExtended(glsl_type::uvec4_type),
NULL);
add_function("interpolateAtCentroid",
_interpolateAtCentroid(glsl_type::float_type),
_interpolateAtCentroid(glsl_type::vec2_type),
_interpolateAtCentroid(glsl_type::vec3_type),
_interpolateAtCentroid(glsl_type::vec4_type),
NULL);
add_function("interpolateAtOffset",
_interpolateAtOffset(glsl_type::float_type),
_interpolateAtOffset(glsl_type::vec2_type),
_interpolateAtOffset(glsl_type::vec3_type),
_interpolateAtOffset(glsl_type::vec4_type),
NULL);
add_function("interpolateAtSample",
_interpolateAtSample(glsl_type::float_type),
_interpolateAtSample(glsl_type::vec2_type),
_interpolateAtSample(glsl_type::vec3_type),
_interpolateAtSample(glsl_type::vec4_type),
NULL);
add_function("atomicCounter",
_atomic_op("__intrinsic_atomic_read",
shader_atomic_counters),
NULL);
add_function("atomicCounterIncrement",
_atomic_op("__intrinsic_atomic_increment",
shader_atomic_counters),
NULL);
add_function("atomicCounterDecrement",
_atomic_op("__intrinsic_atomic_predecrement",
shader_atomic_counters),
NULL);
add_function("min3",
_min3(glsl_type::float_type),
_min3(glsl_type::vec2_type),
_min3(glsl_type::vec3_type),
_min3(glsl_type::vec4_type),
_min3(glsl_type::int_type),
_min3(glsl_type::ivec2_type),
_min3(glsl_type::ivec3_type),
_min3(glsl_type::ivec4_type),
_min3(glsl_type::uint_type),
_min3(glsl_type::uvec2_type),
_min3(glsl_type::uvec3_type),
_min3(glsl_type::uvec4_type),
NULL);
add_function("max3",
_max3(glsl_type::float_type),
_max3(glsl_type::vec2_type),
_max3(glsl_type::vec3_type),
_max3(glsl_type::vec4_type),
_max3(glsl_type::int_type),
_max3(glsl_type::ivec2_type),
_max3(glsl_type::ivec3_type),
_max3(glsl_type::ivec4_type),
_max3(glsl_type::uint_type),
_max3(glsl_type::uvec2_type),
_max3(glsl_type::uvec3_type),
_max3(glsl_type::uvec4_type),
NULL);
add_function("mid3",
_mid3(glsl_type::float_type),
_mid3(glsl_type::vec2_type),
_mid3(glsl_type::vec3_type),
_mid3(glsl_type::vec4_type),
_mid3(glsl_type::int_type),
_mid3(glsl_type::ivec2_type),
_mid3(glsl_type::ivec3_type),
_mid3(glsl_type::ivec4_type),
_mid3(glsl_type::uint_type),
_mid3(glsl_type::uvec2_type),
_mid3(glsl_type::uvec3_type),
_mid3(glsl_type::uvec4_type),
NULL);
add_image_functions(true);
add_function("memoryBarrier",
_memory_barrier(shader_image_load_store),
NULL);
#undef F
#undef FI
#undef FIU
#undef FIUB
#undef FIU2_MIXED
}
void
builtin_builder::add_function(const char *name, ...)
{
va_list ap;
ir_function *f = new(mem_ctx) ir_function(name);
va_start(ap, name);
while (true) {
ir_function_signature *sig = va_arg(ap, ir_function_signature *);
if (sig == NULL)
break;
if (false) {
exec_list stuff;
stuff.push_tail(sig);
validate_ir_tree(&stuff);
}
f->add_signature(sig);
}
va_end(ap);
shader->symbols->add_function(f);
}
void
builtin_builder::add_image_function(const char *name,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags)
{
static const glsl_type *const types[] = {
glsl_type::image1D_type,
glsl_type::image2D_type,
glsl_type::image3D_type,
glsl_type::image2DRect_type,
glsl_type::imageCube_type,
glsl_type::imageBuffer_type,
glsl_type::image1DArray_type,
glsl_type::image2DArray_type,
glsl_type::imageCubeArray_type,
glsl_type::image2DMS_type,
glsl_type::image2DMSArray_type,
glsl_type::iimage1D_type,
glsl_type::iimage2D_type,
glsl_type::iimage3D_type,
glsl_type::iimage2DRect_type,
glsl_type::iimageCube_type,
glsl_type::iimageBuffer_type,
glsl_type::iimage1DArray_type,
glsl_type::iimage2DArray_type,
glsl_type::iimageCubeArray_type,
glsl_type::iimage2DMS_type,
glsl_type::iimage2DMSArray_type,
glsl_type::uimage1D_type,
glsl_type::uimage2D_type,
glsl_type::uimage3D_type,
glsl_type::uimage2DRect_type,
glsl_type::uimageCube_type,
glsl_type::uimageBuffer_type,
glsl_type::uimage1DArray_type,
glsl_type::uimage2DArray_type,
glsl_type::uimageCubeArray_type,
glsl_type::uimage2DMS_type,
glsl_type::uimage2DMSArray_type
};
ir_function *f = new(mem_ctx) ir_function(name);
for (unsigned i = 0; i < Elements(types); ++i) {
if (types[i]->sampler_type != GLSL_TYPE_FLOAT ||
(flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE))
f->add_signature(_image(types[i], intrinsic_name,
num_arguments, flags));
}
shader->symbols->add_function(f);
}
void
builtin_builder::add_image_functions(bool glsl)
{
const unsigned flags = (glsl ? IMAGE_FUNCTION_EMIT_STUB : 0);
add_image_function(glsl ? "imageLoad" : "__intrinsic_image_load",
"__intrinsic_image_load", 0,
(flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_READ_ONLY));
add_image_function(glsl ? "imageStore" : "__intrinsic_image_store",
"__intrinsic_image_store", 1,
(flags | IMAGE_FUNCTION_RETURNS_VOID |
IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE |
IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE |
IMAGE_FUNCTION_WRITE_ONLY));
add_image_function(glsl ? "imageAtomicAdd" : "__intrinsic_image_atomic_add",
"__intrinsic_image_atomic_add", 1, flags);
add_image_function(glsl ? "imageAtomicMin" : "__intrinsic_image_atomic_min",
"__intrinsic_image_atomic_min", 1, flags);
add_image_function(glsl ? "imageAtomicMax" : "__intrinsic_image_atomic_max",
"__intrinsic_image_atomic_max", 1, flags);
add_image_function(glsl ? "imageAtomicAnd" : "__intrinsic_image_atomic_and",
"__intrinsic_image_atomic_and", 1, flags);
add_image_function(glsl ? "imageAtomicOr" : "__intrinsic_image_atomic_or",
"__intrinsic_image_atomic_or", 1, flags);
add_image_function(glsl ? "imageAtomicXor" : "__intrinsic_image_atomic_xor",
"__intrinsic_image_atomic_xor", 1, flags);
add_image_function((glsl ? "imageAtomicExchange" :
"__intrinsic_image_atomic_exchange"),
"__intrinsic_image_atomic_exchange", 1, flags);
add_image_function((glsl ? "imageAtomicCompSwap" :
"__intrinsic_image_atomic_comp_swap"),
"__intrinsic_image_atomic_comp_swap", 2, flags);
}
ir_variable *
builtin_builder::in_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_in, glsl_precision_undefined);
}
ir_variable *
builtin_builder::out_var(const glsl_type *type, const char *name)
{
return new(mem_ctx) ir_variable(type, name, ir_var_function_out, glsl_precision_undefined);
}
ir_constant *
builtin_builder::imm(float f, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(f, vector_elements);
}
ir_constant *
builtin_builder::imm(int i, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(i, vector_elements);
}
ir_constant *
builtin_builder::imm(unsigned u, unsigned vector_elements)
{
return new(mem_ctx) ir_constant(u, vector_elements);
}
ir_constant *
builtin_builder::imm(const glsl_type *type, const ir_constant_data &data)
{
return new(mem_ctx) ir_constant(type, &data);
}
ir_dereference_variable *
builtin_builder::var_ref(ir_variable *var)
{
return new(mem_ctx) ir_dereference_variable(var);
}
ir_dereference_array *
builtin_builder::array_ref(ir_variable *var, int idx)
{
return new(mem_ctx) ir_dereference_array(var, imm(idx));
}
/** Return an element of a matrix */
ir_swizzle *
builtin_builder::matrix_elt(ir_variable *var, int column, int row)
{
return swizzle(array_ref(var, column), row, 1);
}
/**
* Implementations of built-in functions:
* @{
*/
ir_function_signature *
builtin_builder::new_sig(const glsl_type *return_type,
builtin_available_predicate avail,
int num_params,
...)
{
va_list ap;
ir_function_signature *sig =
new(mem_ctx) ir_function_signature(return_type, glsl_precision_undefined, avail);
exec_list plist;
va_start(ap, num_params);
for (int i = 0; i < num_params; i++) {
plist.push_tail(va_arg(ap, ir_variable *));
}
va_end(ap);
sig->replace_parameters(&plist);
return sig;
}
#define MAKE_SIG(return_type, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
ir_factory body(&sig->body, mem_ctx); \
sig->is_defined = true;
#define MAKE_INTRINSIC(return_type, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
sig->is_intrinsic = true;
ir_function_signature *
builtin_builder::unop(builtin_available_predicate avail,
ir_expression_operation opcode,
const glsl_type *return_type,
const glsl_type *param_type)
{
ir_variable *x = in_var(param_type, "x");
MAKE_SIG(return_type, avail, 1, x);
body.emit(ret(expr(opcode, x)));
return sig;
}
#define UNOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *type) \
{ \
return unop(&AVAIL, OPCODE, type, type); \
}
ir_function_signature *
builtin_builder::binop(ir_expression_operation opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *param0_type,
const glsl_type *param1_type)
{
ir_variable *x = in_var(param0_type, "x");
ir_variable *y = in_var(param1_type, "y");
MAKE_SIG(return_type, avail, 2, x, y);
body.emit(ret(expr(opcode, x, y)));
return sig;
}
#define BINOP(NAME, OPCODE, AVAIL) \
ir_function_signature * \
builtin_builder::_##NAME(const glsl_type *return_type, \
const glsl_type *param0_type, \
const glsl_type *param1_type) \
{ \
return binop(&AVAIL, OPCODE, return_type, param0_type, param1_type); \
}
/**
* Angle and Trigonometry Functions @{
*/
ir_function_signature *
builtin_builder::_radians(const glsl_type *type)
{
ir_variable *degrees = in_var(type, "degrees");
MAKE_SIG(type, always_available, 1, degrees);
body.emit(ret(mul(degrees, imm(0.0174532925f))));
return sig;
}
ir_function_signature *
builtin_builder::_degrees(const glsl_type *type)
{
ir_variable *radians = in_var(type, "radians");
MAKE_SIG(type, always_available, 1, radians);
body.emit(ret(mul(radians, imm(57.29578f))));
return sig;
}
UNOP(sin, ir_unop_sin, always_available)
UNOP(cos, ir_unop_cos, always_available)
ir_function_signature *
builtin_builder::_tan(const glsl_type *type)
{
ir_variable *theta = in_var(type, "theta");
MAKE_SIG(type, always_available, 1, theta);
body.emit(ret(div(sin(theta), cos(theta))));
return sig;
}
ir_expression *
builtin_builder::asin_expr(ir_variable *x)
{
return mul(sign(x),
sub(imm(M_PI_2f),
mul(sqrt(sub(imm(1.0f), abs(x))),
add(imm(M_PI_2f),
mul(abs(x),
add(imm(M_PI_4f - 1.0f),
mul(abs(x),
add(imm(0.086566724f),
mul(abs(x), imm(-0.03102955f))))))))));
}
ir_call *
builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params)
{
exec_list actual_params;
foreach_in_list(ir_variable, var, &params) {
actual_params.push_tail(var_ref(var));
}
ir_function_signature *sig =
f->exact_matching_signature(NULL, &actual_params);
if (!sig)
return NULL;
ir_dereference_variable *deref =
(sig->return_type->is_void() ? NULL : var_ref(ret));
return new(mem_ctx) ir_call(sig, deref, &actual_params);
}
ir_function_signature *
builtin_builder::_asin(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, always_available, 1, x);
body.emit(ret(asin_expr(x)));
return sig;
}
ir_function_signature *
builtin_builder::_acos(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, always_available, 1, x);
body.emit(ret(sub(imm(M_PI_2f), asin_expr(x))));
return sig;
}
ir_function_signature *
builtin_builder::_atan2(const glsl_type *type)
{
ir_variable *vec_y = in_var(type, "vec_y");
ir_variable *vec_x = in_var(type, "vec_x");
MAKE_SIG(type, always_available, 2, vec_y, vec_x);
ir_variable *vec_result = body.make_temp(type, "vec_result");
ir_variable *r = body.make_temp(glsl_type::float_type, "r");
for (unsigned i = 0; i < type->vector_elements; i++) {
ir_variable *y = body.make_temp(glsl_type::float_type, "y");
ir_variable *x = body.make_temp(glsl_type::float_type, "x");
body.emit(assign(y, swizzle(vec_y, i, 1)));
body.emit(assign(x, swizzle(vec_x, i, 1)));
/* If |x| >= 1.0e-8 * |y|: */
ir_if *outer_if =
new(mem_ctx) ir_if(greater(abs(x), mul(imm(1.0e-8f), abs(y))));
ir_factory outer_then(&outer_if->then_instructions, mem_ctx);
/* Then...call atan(y/x) */
do_atan(body, glsl_type::float_type, r, div(y, x));
/* ...and fix it up: */
ir_if *inner_if = new(mem_ctx) ir_if(less(x, imm(0.0f)));
inner_if->then_instructions.push_tail(
if_tree(gequal(y, imm(0.0f)),
assign(r, add(r, imm(M_PIf))),
assign(r, sub(r, imm(M_PIf)))));
outer_then.emit(inner_if);
/* Else... */
outer_if->else_instructions.push_tail(
assign(r, mul(sign(y), imm(M_PI_2f))));
body.emit(outer_if);
body.emit(assign(vec_result, r, 1 << i));
}
body.emit(ret(vec_result));
return sig;
}
void
builtin_builder::do_atan(ir_factory &body, const glsl_type *type, ir_variable *res, operand y_over_x)
{
/*
* range-reduction, first step:
*
* / y_over_x if |y_over_x| <= 1.0;
* x = <
* \ 1.0 / y_over_x otherwise
*/
ir_variable *x = body.make_temp(type, "atan_x");
body.emit(assign(x, div(min2(abs(y_over_x),
imm(1.0f)),
max2(abs(y_over_x),
imm(1.0f)))));
/*
* approximate atan by evaluating polynomial:
*
* x * 0.9999793128310355 - x^3 * 0.3326756418091246 +
* x^5 * 0.1938924977115610 - x^7 * 0.1173503194786851 +
* x^9 * 0.0536813784310406 - x^11 * 0.0121323213173444
*/
ir_variable *tmp = body.make_temp(type, "atan_tmp");
body.emit(assign(tmp, mul(x, x)));
body.emit(assign(tmp, mul(add(mul(sub(mul(add(mul(sub(mul(add(mul(imm(-0.0121323213173444f),
tmp),
imm(0.0536813784310406f)),
tmp),
imm(0.1173503194786851f)),
tmp),
imm(0.1938924977115610f)),
tmp),
imm(0.3326756418091246f)),
tmp),
imm(0.9999793128310355f)),
x)));
/* range-reduction fixup */
body.emit(assign(tmp, add(tmp,
mul(b2f(greater(abs(y_over_x),
imm(1.0f, type->components()))),
add(mul(tmp,
imm(-2.0f)),
imm(M_PI_2f))))));
/* sign fixup */
body.emit(assign(res, mul(tmp, sign(y_over_x))));
}
ir_function_signature *
builtin_builder::_atan(const glsl_type *type)
{
ir_variable *y_over_x = in_var(type, "y_over_x");
MAKE_SIG(type, always_available, 1, y_over_x);
ir_variable *tmp = body.make_temp(type, "tmp");
do_atan(body, type, tmp, y_over_x);
body.emit(ret(tmp));
return sig;
}
ir_function_signature *
builtin_builder::_sinh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* 0.5 * (e^x - e^(-x)) */
body.emit(ret(mul(imm(0.5f), sub(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_cosh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* 0.5 * (e^x + e^(-x)) */
body.emit(ret(mul(imm(0.5f), add(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_tanh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
/* (e^x - e^(-x)) / (e^x + e^(-x)) */
body.emit(ret(div(sub(exp(x), exp(neg(x))),
add(exp(x), exp(neg(x))))));
return sig;
}
ir_function_signature *
builtin_builder::_asinh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(mul(sign(x), log(add(abs(x), sqrt(add(mul(x, x),
imm(1.0f))))))));
return sig;
}
ir_function_signature *
builtin_builder::_acosh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(log(add(x, sqrt(sub(mul(x, x), imm(1.0f)))))));
return sig;
}
ir_function_signature *
builtin_builder::_atanh(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, v130, 1, x);
body.emit(ret(mul(imm(0.5f), log(div(add(imm(1.0f), x),
sub(imm(1.0f), x))))));
return sig;
}
/** @} */
/**
* Exponential Functions @{
*/
ir_function_signature *
builtin_builder::_pow(const glsl_type *type)
{
return binop(ir_binop_pow, always_available, type, type, type);
}
UNOP(exp, ir_unop_exp, always_available)
UNOP(log, ir_unop_log, always_available)
UNOP(exp2, ir_unop_exp2, always_available)
UNOP(log2, ir_unop_log2, always_available)
UNOP(sqrt, ir_unop_sqrt, always_available)
UNOP(inversesqrt, ir_unop_rsq, always_available)
/** @} */
UNOP(abs, ir_unop_abs, always_available)
UNOP(sign, ir_unop_sign, always_available)
UNOP(floor, ir_unop_floor, always_available)
UNOP(trunc, ir_unop_trunc, v130)
UNOP(round, ir_unop_round_even, always_available)
UNOP(roundEven, ir_unop_round_even, always_available)
UNOP(ceil, ir_unop_ceil, always_available)
UNOP(fract, ir_unop_fract, always_available)
ir_function_signature *
builtin_builder::_mod(const glsl_type *x_type, const glsl_type *y_type)
{
return binop(ir_binop_mod, always_available, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_modf(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *i = out_var(type, "i");
MAKE_SIG(type, v130, 2, x, i);
ir_variable *t = body.make_temp(type, "t");
body.emit(assign(t, expr(ir_unop_trunc, x)));
body.emit(assign(i, t));
body.emit(ret(sub(x, t)));
return sig;
}
ir_function_signature *
builtin_builder::_min(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(ir_binop_min, avail, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_max(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type)
{
return binop(ir_binop_max, avail, x_type, x_type, y_type);
}
ir_function_signature *
builtin_builder::_clamp(builtin_available_predicate avail,
const glsl_type *val_type, const glsl_type *bound_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *minVal = in_var(bound_type, "minVal");
ir_variable *maxVal = in_var(bound_type, "maxVal");
MAKE_SIG(val_type, avail, 3, x, minVal, maxVal);
body.emit(ret(clamp(x, minVal, maxVal)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_lrp(const glsl_type *val_type, const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, always_available, 3, x, y, a);
body.emit(ret(lrp(x, y, a)));
return sig;
}
ir_function_signature *
builtin_builder::_mix_sel(builtin_available_predicate avail,
const glsl_type *val_type,
const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
MAKE_SIG(val_type, avail, 3, x, y, a);
/* csel matches the ternary operator in that a selector of true choses the
* first argument. This differs from mix(x, y, false) which choses the
* second argument (to remain consistent with the interpolating version of
* mix() which takes a blend factor from 0.0 to 1.0 where 0.0 is only x.
*
* To handle the behavior mismatch, reverse the x and y arguments.
*/
body.emit(ret(csel(a, y, x)));
return sig;
}
ir_function_signature *
builtin_builder::_step(const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge = in_var(edge_type, "edge");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, always_available, 2, edge, x);
ir_variable *t = body.make_temp(x_type, "t");
if (x_type->vector_elements == 1) {
/* Both are floats */
body.emit(assign(t, b2f(gequal(x, edge))));
} else if (edge_type->vector_elements == 1) {
/* x is a vector but edge is a float */
for (unsigned i = 0; i < x_type->vector_elements; i++) {
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), edge)), 1 << i));
}
} else {
/* Both are vectors */
for (unsigned i = 0; i < x_type->vector_elements; i++) {
body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1))),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_smoothstep(const glsl_type *edge_type, const glsl_type *x_type)
{
ir_variable *edge0 = in_var(edge_type, "edge0");
ir_variable *edge1 = in_var(edge_type, "edge1");
ir_variable *x = in_var(x_type, "x");
MAKE_SIG(x_type, always_available, 3, edge0, edge1, x);
/* From the GLSL 1.10 specification:
*
* genType t;
* t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
* return t * t * (3 - 2 * t);
*/
ir_variable *t = body.make_temp(x_type, "t");
body.emit(assign(t, clamp(div(sub(x, edge0), sub(edge1, edge0)),
imm(0.0f), imm(1.0f))));
body.emit(ret(mul(t, mul(t, sub(imm(3.0f), mul(imm(2.0f), t))))));
return sig;
}
ir_function_signature *
builtin_builder::_isnan(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::bvec(type->vector_elements), v130, 1, x);
body.emit(ret(nequal(x, x)));
return sig;
}
ir_function_signature *
builtin_builder::_isinf(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::bvec(type->vector_elements), v130, 1, x);
ir_constant_data infinities;
for (unsigned i = 0; i < type->vector_elements; i++) {
infinities.f[i] = std::numeric_limits<float>::infinity();
}
body.emit(ret(equal(abs(x), imm(type, infinities))));
return sig;
}
ir_function_signature *
builtin_builder::_floatBitsToInt(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::ivec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2i(x)));
return sig;
}
ir_function_signature *
builtin_builder::_floatBitsToUint(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::uvec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_f2u(x)));
return sig;
}
ir_function_signature *
builtin_builder::_intBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::vec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_i2f(x)));
return sig;
}
ir_function_signature *
builtin_builder::_uintBitsToFloat(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::vec(type->vector_elements), shader_bit_encoding, 1, x);
body.emit(ret(bitcast_u2f(x)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_unorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_snorm_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packUnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec4_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_unorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_packSnorm4x8(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec4_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_snorm_4x8, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_unorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_snorm_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackUnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec4_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_unorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackSnorm4x8(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec4_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_snorm_4x8, p)));
return sig;
}
ir_function_signature *
builtin_builder::_packHalf2x16(builtin_available_predicate avail)
{
ir_variable *v = in_var(glsl_type::vec2_type, "v");
MAKE_SIG(glsl_type::uint_type, avail, 1, v);
body.emit(ret(expr(ir_unop_pack_half_2x16, v)));
return sig;
}
ir_function_signature *
builtin_builder::_unpackHalf2x16(builtin_available_predicate avail)
{
ir_variable *p = in_var(glsl_type::uint_type, "p");
MAKE_SIG(glsl_type::vec2_type, avail, 1, p);
body.emit(ret(expr(ir_unop_unpack_half_2x16, p)));
return sig;
}
ir_function_signature *
builtin_builder::_length(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::float_type, always_available, 1, x);
body.emit(ret(sqrt(dot(x, x))));
return sig;
}
ir_function_signature *
builtin_builder::_distance(const glsl_type *type)
{
ir_variable *p0 = in_var(type, "p0");
ir_variable *p1 = in_var(type, "p1");
MAKE_SIG(glsl_type::float_type, always_available, 2, p0, p1);
if (type->vector_elements == 1) {
body.emit(ret(abs(sub(p0, p1))));
} else {
ir_variable *p = body.make_temp(type, "p");
body.emit(assign(p, sub(p0, p1)));
body.emit(ret(sqrt(dot(p, p))));
}
return sig;
}
ir_function_signature *
builtin_builder::_dot(const glsl_type *type)
{
if (type->vector_elements == 1)
return binop(ir_binop_mul, always_available, type, type, type);
return binop(ir_binop_dot, always_available,
glsl_type::float_type, type, type);
}
ir_function_signature *
builtin_builder::_cross(const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
MAKE_SIG(type, always_available, 2, a, b);
int yzx = MAKE_SWIZZLE4(SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, 0);
int zxy = MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, 0);
body.emit(ret(sub(mul(swizzle(a, yzx, 3), swizzle(b, zxy, 3)),
mul(swizzle(a, zxy, 3), swizzle(b, yzx, 3)))));
return sig;
}
ir_function_signature *
builtin_builder::_normalize(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
MAKE_SIG(type, always_available, 1, x);
if (type->vector_elements == 1) {
body.emit(ret(sign(x)));
} else {
body.emit(ret(expr(ir_unop_normalize, x)));
}
return sig;
}
ir_function_signature *
builtin_builder::_ftransform()
{
MAKE_SIG(glsl_type::vec4_type, compatibility_vs_only, 0);
body.emit(ret(new(mem_ctx) ir_expression(ir_binop_mul,
glsl_type::vec4_type,
var_ref(gl_ModelViewProjectionMatrix),
var_ref(gl_Vertex))));
/* FINISHME: Once the ir_expression() constructor handles type inference
* for matrix operations, we can simplify this to:
*
* body.emit(ret(mul(gl_ModelViewProjectionMatrix, gl_Vertex)));
*/
return sig;
}
ir_function_signature *
builtin_builder::_faceforward(const glsl_type *type)
{
ir_variable *N = in_var(type, "N");
ir_variable *I = in_var(type, "I");
ir_variable *Nref = in_var(type, "Nref");
MAKE_SIG(type, always_available, 3, N, I, Nref);
body.emit(if_tree(less(dot(Nref, I), imm(0.0f)),
ret(N), ret(neg(N))));
return sig;
}
ir_function_signature *
builtin_builder::_reflect(const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
MAKE_SIG(type, always_available, 2, I, N);
/* I - 2 * dot(N, I) * N */
body.emit(ret(sub(I, mul(imm(2.0f), mul(dot(N, I), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_refract(const glsl_type *type)
{
ir_variable *I = in_var(type, "I");
ir_variable *N = in_var(type, "N");
ir_variable *eta = in_var(glsl_type::float_type, "eta");
MAKE_SIG(type, always_available, 3, I, N, eta);
ir_variable *n_dot_i = body.make_temp(glsl_type::float_type, "n_dot_i");
body.emit(assign(n_dot_i, dot(N, I)));
/* From the GLSL 1.10 specification:
* k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
* if (k < 0.0)
* return genType(0.0)
* else
* return eta * I - (eta * dot(N, I) + sqrt(k)) * N
*/
ir_variable *k = body.make_temp(glsl_type::float_type, "k");
body.emit(assign(k, sub(imm(1.0f),
mul(eta, mul(eta, sub(imm(1.0f),
mul(n_dot_i, n_dot_i)))))));
body.emit(if_tree(less(k, imm(0.0f)),
ret(ir_constant::zero(mem_ctx, type)),
ret(sub(mul(eta, I),
mul(add(mul(eta, n_dot_i), sqrt(k)), N)))));
return sig;
}
ir_function_signature *
builtin_builder::_matrixCompMult(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
MAKE_SIG(type, always_available, 2, x, y);
ir_variable *z = body.make_temp(type, "z");
for (unsigned i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(z, i), mul(array_ref(x, i), array_ref(y, i))));
}
body.emit(ret(z));
return sig;
}
ir_function_signature *
builtin_builder::_outerProduct(const glsl_type *type)
{
ir_variable *c = in_var(glsl_type::vec(type->vector_elements), "c");
ir_variable *r = in_var(glsl_type::vec(type->matrix_columns), "r");
MAKE_SIG(type, v120, 2, c, r);
ir_variable *m = body.make_temp(type, "m");
for (unsigned i = 0; i < type->matrix_columns; i++) {
body.emit(assign(array_ref(m, i), mul(c, swizzle(r, i, 1))));
}
body.emit(ret(m));
return sig;
}
ir_function_signature *
builtin_builder::_transpose(const glsl_type *orig_type)
{
const glsl_type *transpose_type =
glsl_type::get_instance(GLSL_TYPE_FLOAT,
orig_type->matrix_columns,
orig_type->vector_elements);
ir_variable *m = in_var(orig_type, "m");
MAKE_SIG(transpose_type, v120, 1, m);
ir_variable *t = body.make_temp(transpose_type, "t");
for (unsigned i = 0; i < orig_type->matrix_columns; i++) {
for (unsigned j = 0; j < orig_type->vector_elements; j++) {
body.emit(assign(array_ref(t, j),
matrix_elt(m, i, j),
1 << i));
}
}
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat2()
{
ir_variable *m = in_var(glsl_type::mat2_type, "m");
MAKE_SIG(glsl_type::float_type, v120, 1, m);
body.emit(ret(sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat3()
{
ir_variable *m = in_var(glsl_type::mat3_type, "m");
MAKE_SIG(glsl_type::float_type, v120, 1, m);
ir_expression *f1 =
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 1)));
ir_expression *f2 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 0)));
ir_expression *f3 =
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 0)));
body.emit(ret(add(sub(mul(matrix_elt(m, 0, 0), f1),
mul(matrix_elt(m, 0, 1), f2)),
mul(matrix_elt(m, 0, 2), f3))));
return sig;
}
ir_function_signature *
builtin_builder::_determinant_mat4()
{
ir_variable *m = in_var(glsl_type::mat4_type, "m");
MAKE_SIG(glsl_type::float_type, v120, 1, m);
ir_variable *SubFactor00 = body.make_temp(glsl_type::float_type, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(glsl_type::float_type, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(glsl_type::float_type, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(glsl_type::float_type, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(glsl_type::float_type, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(glsl_type::float_type, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(glsl_type::float_type, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(glsl_type::float_type, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(glsl_type::float_type, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(glsl_type::float_type, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(glsl_type::float_type, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(glsl_type::float_type, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(glsl_type::float_type, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(glsl_type::float_type, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(glsl_type::float_type, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(glsl_type::float_type, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(glsl_type::float_type, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(glsl_type::float_type, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(glsl_type::float_type, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj_0 = body.make_temp(glsl_type::vec4_type, "adj_0");
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_Y));
body.emit(assign(adj_0,
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_Z));
body.emit(assign(adj_0, neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_W));
body.emit(ret(dot(array_ref(m, 0), adj_0)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat2()
{
ir_variable *m = in_var(glsl_type::mat2_type, "m");
MAKE_SIG(glsl_type::mat2_type, v120, 1, m);
ir_variable *adj = body.make_temp(glsl_type::mat2_type, "adj");
body.emit(assign(array_ref(adj, 0), matrix_elt(m, 1, 1), 1 << 0));
body.emit(assign(array_ref(adj, 0), neg(matrix_elt(m, 0, 1)), 1 << 1));
body.emit(assign(array_ref(adj, 1), neg(matrix_elt(m, 1, 0)), 1 << 0));
body.emit(assign(array_ref(adj, 1), matrix_elt(m, 0, 0), 1 << 1));
ir_expression *det =
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1)));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat3()
{
ir_variable *m = in_var(glsl_type::mat3_type, "m");
MAKE_SIG(glsl_type::mat3_type, v120, 1, m);
ir_variable *f11_22_21_12 = body.make_temp(glsl_type::float_type, "f11_22_21_12");
ir_variable *f10_22_20_12 = body.make_temp(glsl_type::float_type, "f10_22_20_12");
ir_variable *f10_21_20_11 = body.make_temp(glsl_type::float_type, "f10_21_20_11");
body.emit(assign(f11_22_21_12,
sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_22_20_12,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(f10_21_20_11,
sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(glsl_type::mat3_type, "adj");
body.emit(assign(array_ref(adj, 0), f11_22_21_12, WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(f10_22_20_12), WRITEMASK_X));
body.emit(assign(array_ref(adj, 2), f10_21_20_11, WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 1), matrix_elt(m, 0, 2)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 2)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 2))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 2, 1)),
mul(matrix_elt(m, 2, 0), matrix_elt(m, 0, 1)))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
sub(mul(matrix_elt(m, 0, 1), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 1), matrix_elt(m, 0, 2))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 2)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 2)))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
sub(mul(matrix_elt(m, 0, 0), matrix_elt(m, 1, 1)),
mul(matrix_elt(m, 1, 0), matrix_elt(m, 0, 1))),
WRITEMASK_Z));
ir_expression *det =
add(sub(mul(matrix_elt(m, 0, 0), f11_22_21_12),
mul(matrix_elt(m, 0, 1), f10_22_20_12)),
mul(matrix_elt(m, 0, 2), f10_21_20_11));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_inverse_mat4()
{
ir_variable *m = in_var(glsl_type::mat4_type, "m");
MAKE_SIG(glsl_type::mat4_type, v120, 1, m);
ir_variable *SubFactor00 = body.make_temp(glsl_type::float_type, "SubFactor00");
ir_variable *SubFactor01 = body.make_temp(glsl_type::float_type, "SubFactor01");
ir_variable *SubFactor02 = body.make_temp(glsl_type::float_type, "SubFactor02");
ir_variable *SubFactor03 = body.make_temp(glsl_type::float_type, "SubFactor03");
ir_variable *SubFactor04 = body.make_temp(glsl_type::float_type, "SubFactor04");
ir_variable *SubFactor05 = body.make_temp(glsl_type::float_type, "SubFactor05");
ir_variable *SubFactor06 = body.make_temp(glsl_type::float_type, "SubFactor06");
ir_variable *SubFactor07 = body.make_temp(glsl_type::float_type, "SubFactor07");
ir_variable *SubFactor08 = body.make_temp(glsl_type::float_type, "SubFactor08");
ir_variable *SubFactor09 = body.make_temp(glsl_type::float_type, "SubFactor09");
ir_variable *SubFactor10 = body.make_temp(glsl_type::float_type, "SubFactor10");
ir_variable *SubFactor11 = body.make_temp(glsl_type::float_type, "SubFactor11");
ir_variable *SubFactor12 = body.make_temp(glsl_type::float_type, "SubFactor12");
ir_variable *SubFactor13 = body.make_temp(glsl_type::float_type, "SubFactor13");
ir_variable *SubFactor14 = body.make_temp(glsl_type::float_type, "SubFactor14");
ir_variable *SubFactor15 = body.make_temp(glsl_type::float_type, "SubFactor15");
ir_variable *SubFactor16 = body.make_temp(glsl_type::float_type, "SubFactor16");
ir_variable *SubFactor17 = body.make_temp(glsl_type::float_type, "SubFactor17");
ir_variable *SubFactor18 = body.make_temp(glsl_type::float_type, "SubFactor18");
body.emit(assign(SubFactor00, sub(mul(matrix_elt(m, 2, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor01, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor02, sub(mul(matrix_elt(m, 2, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor03, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 3)))));
body.emit(assign(SubFactor04, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 2)))));
body.emit(assign(SubFactor05, sub(mul(matrix_elt(m, 2, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 2, 1)))));
body.emit(assign(SubFactor06, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor07, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor08, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor09, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor10, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 2)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor11, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 3, 3)), mul(matrix_elt(m, 3, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor12, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 3, 1)), mul(matrix_elt(m, 3, 0), matrix_elt(m, 1, 1)))));
body.emit(assign(SubFactor13, sub(mul(matrix_elt(m, 1, 2), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 2), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor14, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor15, sub(mul(matrix_elt(m, 1, 1), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 1), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor16, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 3)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 3)))));
body.emit(assign(SubFactor17, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 2)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 2)))));
body.emit(assign(SubFactor18, sub(mul(matrix_elt(m, 1, 0), matrix_elt(m, 2, 1)), mul(matrix_elt(m, 2, 0), matrix_elt(m, 1, 1)))));
ir_variable *adj = body.make_temp(glsl_type::mat4_type, "adj");
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 1, 1), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor01)),
mul(matrix_elt(m, 1, 3), SubFactor02)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor00),
mul(matrix_elt(m, 1, 2), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor04))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 1, 0), SubFactor01),
mul(matrix_elt(m, 1, 1), SubFactor03)),
mul(matrix_elt(m, 1, 3), SubFactor05)),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 1, 0), SubFactor02),
mul(matrix_elt(m, 1, 1), SubFactor04)),
mul(matrix_elt(m, 1, 2), SubFactor05))),
WRITEMASK_X));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor01)),
mul(matrix_elt(m, 0, 3), SubFactor02))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor00),
mul(matrix_elt(m, 0, 2), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor04)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor01),
mul(matrix_elt(m, 0, 1), SubFactor03)),
mul(matrix_elt(m, 0, 3), SubFactor05))),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor02),
mul(matrix_elt(m, 0, 1), SubFactor04)),
mul(matrix_elt(m, 0, 2), SubFactor05)),
WRITEMASK_Y));
body.emit(assign(array_ref(adj, 0),
add(sub(mul(matrix_elt(m, 0, 1), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor07)),
mul(matrix_elt(m, 0, 3), SubFactor08)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 1), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor06),
mul(matrix_elt(m, 0, 2), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor10))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 2),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor11),
mul(matrix_elt(m, 0, 1), SubFactor09)),
mul(matrix_elt(m, 0, 3), SubFactor12)),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 3), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor08),
mul(matrix_elt(m, 0, 1), SubFactor10)),
mul(matrix_elt(m, 0, 2), SubFactor12))),
WRITEMASK_Z));
body.emit(assign(array_ref(adj, 0), neg(
add(sub(mul(matrix_elt(m, 0, 1), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor14)),
mul(matrix_elt(m, 0, 3), SubFactor15))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 1),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor13),
mul(matrix_elt(m, 0, 2), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor17)),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 2), neg(
add(sub(mul(matrix_elt(m, 0, 0), SubFactor14),
mul(matrix_elt(m, 0, 1), SubFactor16)),
mul(matrix_elt(m, 0, 3), SubFactor18))),
WRITEMASK_W));
body.emit(assign(array_ref(adj, 3),
add(sub(mul(matrix_elt(m, 0, 0), SubFactor15),
mul(matrix_elt(m, 0, 1), SubFactor17)),
mul(matrix_elt(m, 0, 2), SubFactor18)),
WRITEMASK_W));
ir_expression *det =
add(mul(matrix_elt(m, 0, 0), matrix_elt(adj, 0, 0)),
add(mul(matrix_elt(m, 0, 1), matrix_elt(adj, 1, 0)),
add(mul(matrix_elt(m, 0, 2), matrix_elt(adj, 2, 0)),
mul(matrix_elt(m, 0, 3), matrix_elt(adj, 3, 0)))));
body.emit(ret(div(adj, det)));
return sig;
}
ir_function_signature *
builtin_builder::_lessThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_less, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_lessThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_lequal, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_greaterThan(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_greater, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_greaterThanEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_gequal, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_equal(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_equal, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_notEqual(builtin_available_predicate avail,
const glsl_type *type)
{
return binop(ir_binop_nequal, avail,
glsl_type::bvec(type->vector_elements), type, type);
}
ir_function_signature *
builtin_builder::_any(const glsl_type *type)
{
return unop(always_available, ir_unop_any, glsl_type::bool_type, type);
}
ir_function_signature *
builtin_builder::_all(const glsl_type *type)
{
ir_variable *v = in_var(type, "v");
MAKE_SIG(glsl_type::bool_type, always_available, 1, v);
switch (type->vector_elements) {
case 2:
body.emit(ret(logic_and(swizzle_x(v), swizzle_y(v))));
break;
case 3:
body.emit(ret(logic_and(logic_and(swizzle_x(v), swizzle_y(v)),
swizzle_z(v))));
break;
case 4:
body.emit(ret(logic_and(logic_and(logic_and(swizzle_x(v), swizzle_y(v)),
swizzle_z(v)),
swizzle_w(v))));
break;
}
return sig;
}
UNOP(not, ir_unop_logic_not, always_available)
ir_function_signature *
builtin_builder::_textureSize(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
/* The sampler always exists; add optional lod later. */
MAKE_SIG(return_type, avail, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_txs);
tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), return_type);
if (ir_texture::has_lod(sampler_type)) {
ir_variable *lod = in_var(glsl_type::int_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(opcode);
tex->set_sampler(var_ref(s), return_type);
const int coord_size = sampler_type->coordinate_components();
// removed for glsl optimizer
//if (coord_size == coord_type->vector_elements) {
tex->coordinate = var_ref(P);
//} else {
// /* The incoming coordinate also has the projector or shadow comparitor,
// * so we need to swizzle those away.
// */
// tex->coordinate = swizzle_for_size(P, coord_size);
//}
#if 0 // removed for glsl optimizer
/* The projector is always in the last component. */
if (flags & TEX_PROJECT)
tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
if (sampler_type->sampler_shadow) {
if (opcode == ir_tg4) {
/* gather has refz as a separate parameter, immediately after the
* coordinate
*/
ir_variable *refz = in_var(glsl_type::float_type, "refz");
sig->parameters.push_tail(refz);
tex->shadow_comparitor = var_ref(refz);
} else {
/* The shadow comparitor is normally in the Z component, but a few types
* have sufficiently large coordinates that it's in W.
*/
tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
}
}
#endif // #if 0
if (opcode == ir_txl) {
ir_variable *lod = in_var(glsl_type::float_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else if (opcode == ir_txd) {
int grad_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *dPdx = in_var(glsl_type::vec(grad_size), "dPdx");
ir_variable *dPdy = in_var(glsl_type::vec(grad_size), "dPdy");
sig->parameters.push_tail(dPdx);
sig->parameters.push_tail(dPdy);
tex->lod_info.grad.dPdx = var_ref(dPdx);
tex->lod_info.grad.dPdy = var_ref(dPdy);
}
if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) {
int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *offset =
new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset",
(flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in, glsl_precision_undefined);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
if (flags & TEX_OFFSET_ARRAY) {
ir_variable *offsets =
new(mem_ctx) ir_variable(glsl_type::get_array_instance(glsl_type::ivec2_type, 4),
"offsets", ir_var_const_in, glsl_precision_undefined);
sig->parameters.push_tail(offsets);
tex->offset = var_ref(offsets);
}
if (opcode == ir_tg4) {
if (flags & TEX_COMPONENT) {
ir_variable *component =
new(mem_ctx) ir_variable(glsl_type::int_type, "comp", ir_var_const_in, glsl_precision_undefined);
sig->parameters.push_tail(component);
tex->lod_info.component = var_ref(component);
}
else {
tex->lod_info.component = imm(0);
}
}
/* The "bias" parameter comes /after/ the "offset" parameter, which is
* inconsistent with both textureLodOffset and textureGradOffset.
*/
if (opcode == ir_txb) {
ir_variable *bias = in_var(glsl_type::float_type, "bias");
sig->parameters.push_tail(bias);
tex->lod_info.bias = var_ref(bias);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureCubeArrayShadow()
{
ir_variable *s = in_var(glsl_type::samplerCubeArrayShadow_type, "sampler");
ir_variable *P = in_var(glsl_type::vec4_type, "P");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
MAKE_SIG(glsl_type::float_type, texture_cube_map_array, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
tex->set_sampler(var_ref(s), glsl_type::float_type);
tex->coordinate = var_ref(P);
//tex->shadow_comparitor = var_ref(compare); //@TODO ?
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
const glsl_type *coord_type,
const glsl_type *offset_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(coord_type, "P");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(return_type, avail, 2, s, P);
ir_texture *tex = new(mem_ctx) ir_texture(ir_txf);
tex->coordinate = var_ref(P);
tex->set_sampler(var_ref(s), return_type);
if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS) {
ir_variable *sample = in_var(glsl_type::int_type, "sample");
sig->parameters.push_tail(sample);
tex->lod_info.sample_index = var_ref(sample);
tex->op = ir_txf_ms;
} else if (ir_texture::has_lod(sampler_type)) {
ir_variable *lod = in_var(glsl_type::int_type, "lod");
sig->parameters.push_tail(lod);
tex->lod_info.lod = var_ref(lod);
} else {
tex->lod_info.lod = imm(0u);
}
if (offset_type != NULL) {
ir_variable *offset =
new(mem_ctx) ir_variable(offset_type, "offset", ir_var_const_in, glsl_precision_undefined);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_EmitVertex()
{
MAKE_SIG(glsl_type::void_type, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_emit_vertex(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EmitStreamVertex(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Emit the current values of output variables to the current output
* primitive on stream stream. The argument to stream must be a constant
* integral expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in, glsl_precision_undefined);
MAKE_SIG(glsl_type::void_type, avail, 1, stream);
body.emit(new(mem_ctx) ir_emit_vertex(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_EndPrimitive()
{
MAKE_SIG(glsl_type::void_type, gs_only, 0);
ir_rvalue *stream = new(mem_ctx) ir_constant(0, 1);
body.emit(new(mem_ctx) ir_end_primitive(stream));
return sig;
}
ir_function_signature *
builtin_builder::_EndStreamPrimitive(builtin_available_predicate avail,
const glsl_type *stream_type)
{
/* Section 8.12 (Geometry Shader Functions) of the GLSL 4.0 spec says:
*
* "Completes the current output primitive on stream stream and starts
* a new one. The argument to stream must be a constant integral
* expression."
*/
ir_variable *stream =
new(mem_ctx) ir_variable(stream_type, "stream", ir_var_const_in, glsl_precision_undefined);
MAKE_SIG(glsl_type::void_type, avail, 1, stream);
body.emit(new(mem_ctx) ir_end_primitive(var_ref(stream)));
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLod(const glsl_type *sampler_type,
const glsl_type *coord_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *coord = in_var(coord_type, "coord");
/* The sampler and coordinate always exist; add optional parameters later. */
MAKE_SIG(glsl_type::vec2_type, texture_query_lod, 2, s, coord);
ir_texture *tex = new(mem_ctx) ir_texture(ir_lod);
tex->coordinate = var_ref(coord);
tex->set_sampler(var_ref(s), glsl_type::vec2_type);
body.emit(ret(tex));
return sig;
}
ir_function_signature *
builtin_builder::_textureQueryLevels(const glsl_type *sampler_type)
{
ir_variable *s = in_var(sampler_type, "sampler");
const glsl_type *return_type = glsl_type::int_type;
MAKE_SIG(return_type, texture_query_levels, 1, s);
ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
tex->set_sampler(var_ref(s), return_type);
body.emit(ret(tex));
return sig;
}
UNOP(dFdx, ir_unop_dFdx, fs_oes_derivatives)
UNOP(dFdxCoarse, ir_unop_dFdx_coarse, fs_derivative_control)
UNOP(dFdxFine, ir_unop_dFdx_fine, fs_derivative_control)
UNOP(dFdy, ir_unop_dFdy, fs_oes_derivatives)
UNOP(dFdyCoarse, ir_unop_dFdy_coarse, fs_derivative_control)
UNOP(dFdyFine, ir_unop_dFdy_fine, fs_derivative_control)
ir_function_signature *
builtin_builder::_fwidth(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, fs_oes_derivatives, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx, p)), abs(expr(ir_unop_dFdy, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthCoarse(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, fs_derivative_control, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_coarse, p)),
abs(expr(ir_unop_dFdy_coarse, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_fwidthFine(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(type, fs_derivative_control, 1, p);
body.emit(ret(add(abs(expr(ir_unop_dFdx_fine, p)),
abs(expr(ir_unop_dFdy_fine, p)))));
return sig;
}
ir_function_signature *
builtin_builder::_noise1(const glsl_type *type)
{
return unop(v110, ir_unop_noise, glsl_type::float_type, type);
}
ir_function_signature *
builtin_builder::_noise2(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec2_type, v110, 1, p);
ir_constant_data b_offset;
b_offset.f[0] = 601.0f;
b_offset.f[1] = 313.0f;
b_offset.f[2] = 29.0f;
b_offset.f[3] = 277.0f;
ir_variable *a = body.make_temp(glsl_type::float_type, "a");
ir_variable *b = body.make_temp(glsl_type::float_type, "b");
ir_variable *t = body.make_temp(glsl_type::vec2_type, "t");
body.emit(assign(a, expr(ir_unop_noise, p)));
body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, b_offset)))));
body.emit(assign(t, a, WRITEMASK_X));
body.emit(assign(t, b, WRITEMASK_Y));
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_noise3(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec3_type, v110, 1, p);
ir_constant_data b_offset;
b_offset.f[0] = 601.0f;
b_offset.f[1] = 313.0f;
b_offset.f[2] = 29.0f;
b_offset.f[3] = 277.0f;
ir_constant_data c_offset;
c_offset.f[0] = 1559.0f;
c_offset.f[1] = 113.0f;
c_offset.f[2] = 1861.0f;
c_offset.f[3] = 797.0f;
ir_variable *a = body.make_temp(glsl_type::float_type, "a");
ir_variable *b = body.make_temp(glsl_type::float_type, "b");
ir_variable *c = body.make_temp(glsl_type::float_type, "c");
ir_variable *t = body.make_temp(glsl_type::vec3_type, "t");
body.emit(assign(a, expr(ir_unop_noise, p)));
body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, b_offset)))));
body.emit(assign(c, expr(ir_unop_noise, add(p, imm(type, c_offset)))));
body.emit(assign(t, a, WRITEMASK_X));
body.emit(assign(t, b, WRITEMASK_Y));
body.emit(assign(t, c, WRITEMASK_Z));
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_noise4(const glsl_type *type)
{
ir_variable *p = in_var(type, "p");
MAKE_SIG(glsl_type::vec4_type, v110, 1, p);
ir_variable *_p = body.make_temp(type, "_p");
ir_constant_data p_offset;
p_offset.f[0] = 1559.0f;
p_offset.f[1] = 113.0f;
p_offset.f[2] = 1861.0f;
p_offset.f[3] = 797.0f;
body.emit(assign(_p, add(p, imm(type, p_offset))));
ir_constant_data offset;
offset.f[0] = 601.0f;
offset.f[1] = 313.0f;
offset.f[2] = 29.0f;
offset.f[3] = 277.0f;
ir_variable *a = body.make_temp(glsl_type::float_type, "a");
ir_variable *b = body.make_temp(glsl_type::float_type, "b");
ir_variable *c = body.make_temp(glsl_type::float_type, "c");
ir_variable *d = body.make_temp(glsl_type::float_type, "d");
ir_variable *t = body.make_temp(glsl_type::vec4_type, "t");
body.emit(assign(a, expr(ir_unop_noise, p)));
body.emit(assign(b, expr(ir_unop_noise, add(p, imm(type, offset)))));
body.emit(assign(c, expr(ir_unop_noise, _p)));
body.emit(assign(d, expr(ir_unop_noise, add(_p, imm(type, offset)))));
body.emit(assign(t, a, WRITEMASK_X));
body.emit(assign(t, b, WRITEMASK_Y));
body.emit(assign(t, c, WRITEMASK_Z));
body.emit(assign(t, d, WRITEMASK_W));
body.emit(ret(t));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldExtract(const glsl_type *type)
{
ir_variable *value = in_var(type, "value");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
MAKE_SIG(type, gpu_shader5, 3, value, offset, bits);
body.emit(ret(expr(ir_triop_bitfield_extract, value, offset, bits)));
return sig;
}
ir_function_signature *
builtin_builder::_bitfieldInsert(const glsl_type *type)
{
ir_variable *base = in_var(type, "base");
ir_variable *insert = in_var(type, "insert");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
MAKE_SIG(type, gpu_shader5, 4, base, insert, offset, bits);
body.emit(ret(bitfield_insert(base, insert, offset, bits)));
return sig;
}
UNOP(bitfieldReverse, ir_unop_bitfield_reverse, gpu_shader5)
ir_function_signature *
builtin_builder::_bitCount(const glsl_type *type)
{
return unop(gpu_shader5, ir_unop_bit_count,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findLSB(const glsl_type *type)
{
return unop(gpu_shader5, ir_unop_find_lsb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findMSB(const glsl_type *type)
{
return unop(gpu_shader5, ir_unop_find_msb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_fma(const glsl_type *type)
{
ir_variable *a = in_var(type, "a");
ir_variable *b = in_var(type, "b");
ir_variable *c = in_var(type, "c");
MAKE_SIG(type, gpu_shader5, 3, a, b, c);
body.emit(ret(ir_builder::fma(a, b, c)));
return sig;
}
ir_function_signature *
builtin_builder::_ldexp(const glsl_type *x_type, const glsl_type *exp_type)
{
return binop(ir_binop_ldexp, gpu_shader5, x_type, x_type, exp_type);
}
ir_function_signature *
builtin_builder::_frexp(const glsl_type *x_type, const glsl_type *exp_type)
{
ir_variable *x = in_var(x_type, "x");
ir_variable *exponent = out_var(exp_type, "exp");
MAKE_SIG(x_type, gpu_shader5, 2, x, exponent);
const unsigned vec_elem = x_type->vector_elements;
const glsl_type *bvec = glsl_type::get_instance(GLSL_TYPE_BOOL, vec_elem, 1);
const glsl_type *uvec = glsl_type::get_instance(GLSL_TYPE_UINT, vec_elem, 1);
/* Single-precision floating-point values are stored as
* 1 sign bit;
* 8 exponent bits;
* 23 mantissa bits.
*
* An exponent shift of 23 will shift the mantissa out, leaving only the
* exponent and sign bit (which itself may be zero, if the absolute value
* was taken before the bitcast and shift.
*/
ir_constant *exponent_shift = imm(23);
ir_constant *exponent_bias = imm(-126, vec_elem);
ir_constant *sign_mantissa_mask = imm(0x807fffffu, vec_elem);
/* Exponent of floating-point values in the range [0.5, 1.0). */
ir_constant *exponent_value = imm(0x3f000000u, vec_elem);
ir_variable *is_not_zero = body.make_temp(bvec, "is_not_zero");
body.emit(assign(is_not_zero, nequal(abs(x), imm(0.0f, vec_elem))));
/* Since abs(x) ensures that the sign bit is zero, we don't need to bitcast
* to unsigned integers to ensure that 1 bits aren't shifted in.
*/
body.emit(assign(exponent, rshift(bitcast_f2i(abs(x)), exponent_shift)));
body.emit(assign(exponent, add(exponent, csel(is_not_zero, exponent_bias,
imm(0, vec_elem)))));
ir_variable *bits = body.make_temp(uvec, "bits");
body.emit(assign(bits, bitcast_f2u(x)));
body.emit(assign(bits, bit_and(bits, sign_mantissa_mask)));
body.emit(assign(bits, bit_or(bits, csel(is_not_zero, exponent_value,
imm(0u, vec_elem)))));
body.emit(ret(bitcast_u2f(bits)));
return sig;
}
ir_function_signature *
builtin_builder::_uaddCarry(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *carry = out_var(type, "carry");
MAKE_SIG(type, gpu_shader5, 3, x, y, carry);
body.emit(assign(carry, ir_builder::carry(x, y)));
body.emit(ret(add(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_usubBorrow(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *borrow = out_var(type, "borrow");
MAKE_SIG(type, gpu_shader5, 3, x, y, borrow);
body.emit(assign(borrow, ir_builder::borrow(x, y)));
body.emit(ret(sub(x, y)));
return sig;
}
/**
* For both imulExtended() and umulExtended() built-ins.
*/
ir_function_signature *
builtin_builder::_mulExtended(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *msb = out_var(type, "msb");
ir_variable *lsb = out_var(type, "lsb");
MAKE_SIG(glsl_type::void_type, gpu_shader5, 4, x, y, msb, lsb);
body.emit(assign(msb, imul_high(x, y)));
body.emit(assign(lsb, mul(x, y)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtCentroid(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
MAKE_SIG(type, fs_gpu_shader5, 1, interpolant);
body.emit(ret(interpolate_at_centroid(interpolant)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtOffset(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *offset = in_var(glsl_type::vec2_type, "offset");
MAKE_SIG(type, fs_gpu_shader5, 2, interpolant, offset);
body.emit(ret(interpolate_at_offset(interpolant, offset)));
return sig;
}
ir_function_signature *
builtin_builder::_interpolateAtSample(const glsl_type *type)
{
ir_variable *interpolant = in_var(type, "interpolant");
interpolant->data.must_be_shader_input = 1;
ir_variable *sample_num = in_var(glsl_type::int_type, "sample_num");
MAKE_SIG(type, fs_gpu_shader5, 2, interpolant, sample_num);
body.emit(ret(interpolate_at_sample(interpolant, sample_num)));
return sig;
}
ir_function_signature *
builtin_builder::_atomic_intrinsic(builtin_available_predicate avail)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter");
MAKE_INTRINSIC(glsl_type::uint_type, avail, 1, counter);
return sig;
}
ir_function_signature *
builtin_builder::_atomic_op(const char *intrinsic,
builtin_available_predicate avail)
{
ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter");
MAKE_SIG(glsl_type::uint_type, avail, 1, counter);
ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval");
body.emit(call(shader->symbols->get_function(intrinsic), retval,
sig->parameters));
body.emit(ret(retval));
return sig;
}
ir_function_signature *
builtin_builder::_min3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *min3 = min2(x, min2(y,z));
body.emit(ret(min3));
return sig;
}
ir_function_signature *
builtin_builder::_max3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *max3 = max2(x, max2(y,z));
body.emit(ret(max3));
return sig;
}
ir_function_signature *
builtin_builder::_mid3(const glsl_type *type)
{
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *z = in_var(type, "z");
MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
body.emit(ret(mid3));
return sig;
}
ir_function_signature *
builtin_builder::_image_prototype(const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags)
{
const glsl_type *data_type = glsl_type::get_instance(
image_type->sampler_type,
(flags & IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE ? 4 : 1),
1);
const glsl_type *ret_type = (flags & IMAGE_FUNCTION_RETURNS_VOID ?
glsl_type::void_type : data_type);
/* Addressing arguments that are always present. */
ir_variable *image = in_var(image_type, "image");
ir_variable *coord = in_var(
glsl_type::ivec(image_type->coordinate_components()), "coord");
ir_function_signature *sig = new_sig(
ret_type, shader_image_load_store, 2, image, coord);
/* Sample index for multisample images. */
if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_MS)
sig->parameters.push_tail(in_var(glsl_type::int_type, "sample"));
/* Data arguments. */
for (unsigned i = 0; i < num_arguments; ++i) {
char *arg_name = ralloc_asprintf(NULL, "arg%d", i);
sig->parameters.push_tail(in_var(data_type, arg_name));
ralloc_free(arg_name);
}
/* Set the maximal set of qualifiers allowed for this image
* built-in. Function calls with arguments having fewer
* qualifiers than present in the prototype are allowed by the
* spec, but not with more, i.e. this will make the compiler
* accept everything that needs to be accepted, and reject cases
* like loads from write-only or stores to read-only images.
*/
image->data.image_read_only = (flags & IMAGE_FUNCTION_READ_ONLY) != 0;
image->data.image_write_only = (flags & IMAGE_FUNCTION_WRITE_ONLY) != 0;
image->data.image_coherent = true;
image->data.image_volatile = true;
image->data.image_restrict = true;
return sig;
}
ir_function_signature *
builtin_builder::_image(const glsl_type *image_type,
const char *intrinsic_name,
unsigned num_arguments,
unsigned flags)
{
ir_function_signature *sig = _image_prototype(image_type, intrinsic_name,
num_arguments, flags);
if (flags & IMAGE_FUNCTION_EMIT_STUB) {
ir_factory body(&sig->body, mem_ctx);
ir_function *f = shader->symbols->get_function(intrinsic_name);
if (flags & IMAGE_FUNCTION_RETURNS_VOID) {
body.emit(call(f, NULL, sig->parameters));
} else {
ir_variable *ret_val =
body.make_temp(sig->return_type, "_ret_val");
body.emit(call(f, ret_val, sig->parameters));
body.emit(ret(ret_val));
}
sig->is_defined = true;
} else {
sig->is_intrinsic = true;
}
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail)
{
MAKE_INTRINSIC(glsl_type::void_type, avail, 0);
return sig;
}
ir_function_signature *
builtin_builder::_memory_barrier(builtin_available_predicate avail)
{
MAKE_SIG(glsl_type::void_type, avail, 0);
body.emit(call(shader->symbols->get_function("__intrinsic_memory_barrier"),
NULL, sig->parameters));
return sig;
}
/** @} */
/******************************************************************************/
//@TODO: implement
typedef int mtx_t;
#define _MTX_INITIALIZER_NP 0
#define mtx_lock(name)
#define mtx_unlock(name)
/* The singleton instance of builtin_builder. */
static builtin_builder builtins;
static mtx_t builtins_lock = _MTX_INITIALIZER_NP;
/**
* External API (exposing the built-in module to the rest of the compiler):
* @{
*/
void
_mesa_glsl_initialize_builtin_functions()
{
mtx_lock(&builtins_lock);
builtins.initialize();
mtx_unlock(&builtins_lock);
}
void
_mesa_glsl_release_builtin_functions()
{
mtx_lock(&builtins_lock);
builtins.release();
mtx_unlock(&builtins_lock);
}
ir_function_signature *
_mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters)
{
ir_function_signature * s;
mtx_lock(&builtins_lock);
s = builtins.find(state, name, actual_parameters);
mtx_unlock(&builtins_lock);
return s;
}
gl_shader *
_mesa_glsl_get_builtin_function_shader()
{
return builtins.shader;
}
/** @} */