/* * 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. */ /** * Unfortunately, some versions of MinGW produce bad code if this file * is compiled with -O2 or -O3. The resulting driver will crash in random * places if the app uses GLSL. * The work-around is to disable optimizations for just this file. Luckily, * this code is basically just executed once. * * MinGW 4.6.3 (in Ubuntu 13.10) does not have this bug. * MinGW 5.3.1 (in Ubuntu 16.04) definitely has this bug. * MinGW 6.2.0 (in Ubuntu 16.10) definitely has this bug. * MinGW 7.3.0 (in Ubuntu 18.04) does not have this bug. Assume versions before 7.3.x are buggy */ #include "util/detect_cc.h" #if defined(__MINGW32__) && (DETECT_CC_GCC_VERSION < 703) #warning "disabling optimizations for this file to work around compiler bug" #pragma GCC optimize("O1") #endif #include #include #include "util/simple_mtx.h" #include "main/consts_exts.h" #include "main/shader_types.h" #include "main/shaderobj.h" #include "ir_builder.h" #include "glsl_parser_extras.h" #include "program/prog_instruction.h" #include #include "builtin_functions.h" #include "util/hash_table.h" #ifndef M_PIf #define M_PIf ((float) M_PI) #endif #ifndef M_PI_2f #define M_PI_2f ((float) M_PI_2) #endif #ifndef M_PI_4f #define M_PI_4f ((float) M_PI_4) #endif using namespace ir_builder; static simple_mtx_t builtins_lock = SIMPLE_MTX_INITIALIZER; /** * 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->compat_shader || state->ARB_compatibility_enable) && !state->es_shader; } static bool derivatives_only(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT || (state->stage == MESA_SHADER_COMPUTE && state->NV_compute_shader_derivatives_enable); } static bool gs_only(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_GEOMETRY; } /* For texture functions moved to compat profile in GLSL 4.20 */ static bool deprecated_texture(const _mesa_glsl_parse_state *state) { return state->compat_shader || !state->is_version(420, 0); } static bool deprecated_texture_derivatives_only(const _mesa_glsl_parse_state *state) { return (deprecated_texture(state) && derivatives_only(state)) || state->allow_vertex_texture_bias; } static bool v110(const _mesa_glsl_parse_state *state) { return !state->es_shader; } static bool v110_deprecated_texture(const _mesa_glsl_parse_state *state) { return !state->es_shader && deprecated_texture(state); } static bool v110_derivatives_only_deprecated_texture(const _mesa_glsl_parse_state *state) { return v110_deprecated_texture(state) && derivatives_only(state); } 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_desktop(const _mesa_glsl_parse_state *state) { return state->is_version(130, 0); } static bool v460_desktop(const _mesa_glsl_parse_state *state) { return state->is_version(460, 0); } static bool v130_derivatives_only(const _mesa_glsl_parse_state *state) { return state->is_version(130, 300) && derivatives_only(state); } static bool v140_or_es3(const _mesa_glsl_parse_state *state) { return state->is_version(140, 300); } static bool v400_derivatives_only(const _mesa_glsl_parse_state *state) { return state->is_version(400, 0) && derivatives_only(state); } 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; } static bool texture_external_es3(const _mesa_glsl_parse_state *state) { return state->OES_EGL_image_external_essl3_enable && state->es_shader && state->is_version(0, 300); } static bool texture_shadow2Dext(const _mesa_glsl_parse_state *state) { return state->es_shader && state->EXT_shadow_samplers_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 || state->EXT_gpu_shader4_enable; } static bool lod_deprecated_texture(const _mesa_glsl_parse_state *state) { return deprecated_texture(state) && lod_exists_in_stage(state); } static bool v110_lod_deprecated_texture(const _mesa_glsl_parse_state *state) { return !state->es_shader && lod_deprecated_texture(state); } static bool texture_buffer(const _mesa_glsl_parse_state *state) { return state->is_version(140, 320) || state->EXT_texture_buffer_enable || state->OES_texture_buffer_enable; } static bool shader_texture_lod(const _mesa_glsl_parse_state *state) { return state->ARB_shader_texture_lod_enable; } static bool shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state) { return state->ARB_shader_texture_lod_enable && state->ARB_texture_rectangle_enable; } static bool shader_bit_encoding(const _mesa_glsl_parse_state *state) { return state->is_version(330, 300) || state->ARB_shader_bit_encoding_enable || state->ARB_gpu_shader5_enable; } static bool shader_integer_mix(const _mesa_glsl_parse_state *state) { return state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable || (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(420, 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_shader4(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable; } static bool gpu_shader4_integer(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable && state->exts->EXT_texture_integer; } static bool gpu_shader4_array(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable && state->exts->EXT_texture_array; } static bool gpu_shader4_array_integer(const _mesa_glsl_parse_state *state) { return gpu_shader4_array(state) && state->exts->EXT_texture_integer; } static bool gpu_shader4_rect(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable && state->exts->NV_texture_rectangle; } static bool gpu_shader4_rect_integer(const _mesa_glsl_parse_state *state) { return gpu_shader4_rect(state) && state->exts->EXT_texture_integer; } static bool gpu_shader4_tbo(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable && state->exts->EXT_texture_buffer_object; } static bool gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state) { return gpu_shader4_tbo(state) && state->exts->EXT_texture_integer; } static bool gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state) { return state->EXT_gpu_shader4_enable && derivatives_only(state); } static bool gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state) { return gpu_shader4_derivs_only(state) && state->exts->EXT_texture_integer; } static bool gpu_shader4_array_derivs_only(const _mesa_glsl_parse_state *state) { return gpu_shader4_derivs_only(state) && state->exts->EXT_texture_array; } static bool gpu_shader4_array_integer_derivs_only(const _mesa_glsl_parse_state *state) { return gpu_shader4_array_derivs_only(state) && state->exts->EXT_texture_integer; } static bool v130_or_gpu_shader4(const _mesa_glsl_parse_state *state) { return state->is_version(130, 300) || state->EXT_gpu_shader4_enable; } static bool v130_or_gpu_shader4_and_tex_shadow_lod(const _mesa_glsl_parse_state *state) { return v130_or_gpu_shader4(state) && state->EXT_texture_shadow_lod_enable; } static bool gpu_shader5(const _mesa_glsl_parse_state *state) { return state->is_version(400, 0) || state->ARB_gpu_shader5_enable; } static bool gpu_shader5_es(const _mesa_glsl_parse_state *state) { return state->is_version(400, 320) || state->ARB_gpu_shader5_enable || state->EXT_gpu_shader5_enable || state->OES_gpu_shader5_enable; } static bool gpu_shader5_or_OES_texture_cube_map_array(const _mesa_glsl_parse_state *state) { return state->is_version(400, 320) || state->ARB_gpu_shader5_enable || state->EXT_texture_cube_map_array_enable || state->OES_texture_cube_map_array_enable; } static bool es31_not_gs5(const _mesa_glsl_parse_state *state) { return state->is_version(0, 310) && !gpu_shader5_es(state); } static bool gpu_shader5_or_es31(const _mesa_glsl_parse_state *state) { return state->is_version(400, 310) || state->ARB_gpu_shader5_enable; } static bool shader_packing_or_es31_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, 310); } static bool gpu_shader5_or_es31_or_integer_functions(const _mesa_glsl_parse_state *state) { return gpu_shader5_or_es31(state) || state->MESA_shader_integer_functions_enable; } static bool gpu_shader_half_float(const _mesa_glsl_parse_state *state) { return state->AMD_gpu_shader_half_float_enable; } static bool fs_interpolate_at(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(400, 320) || state->ARB_gpu_shader5_enable || state->OES_shader_multisample_interpolation_enable); } static bool fs_half_float_interpolate_at(const _mesa_glsl_parse_state *state) { return fs_interpolate_at(state) && gpu_shader_half_float(state); } static bool texture_array_lod(const _mesa_glsl_parse_state *state) { return lod_exists_in_stage(state) && (state->EXT_texture_array_enable || (state->EXT_gpu_shader4_enable && state->exts->EXT_texture_array)); } static bool texture_array(const _mesa_glsl_parse_state *state) { return state->EXT_texture_array_enable || (state->EXT_gpu_shader4_enable && state->exts->EXT_texture_array); } static bool texture_array_derivs_only(const _mesa_glsl_parse_state *state) { return derivatives_only(state) && texture_array(state); } static bool texture_multisample(const _mesa_glsl_parse_state *state) { return state->is_version(150, 310) || state->ARB_texture_multisample_enable; } static bool texture_multisample_array(const _mesa_glsl_parse_state *state) { return state->is_version(150, 320) || state->ARB_texture_multisample_enable || state->OES_texture_storage_multisample_2d_array_enable; } static bool texture_samples_identical(const _mesa_glsl_parse_state *state) { return texture_multisample(state) && state->EXT_shader_samples_identical_enable; } static bool texture_samples_identical_array(const _mesa_glsl_parse_state *state) { return texture_multisample_array(state) && state->EXT_shader_samples_identical_enable; } static bool derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state) { return state->has_texture_cube_map_array() && derivatives_only(state); } static bool texture_cube_map_array(const _mesa_glsl_parse_state *state) { return state->has_texture_cube_map_array(); } static bool v130_or_gpu_shader4_and_tex_cube_map_array(const _mesa_glsl_parse_state *state) { return texture_cube_map_array(state) && v130_or_gpu_shader4(state) && state->EXT_texture_shadow_lod_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 derivatives_only(state) && (state->ARB_texture_query_lod_enable || state->EXT_texture_query_lod_enable); } static bool texture_gather_cube_map_array(const _mesa_glsl_parse_state *state) { return state->is_version(400, 320) || state->ARB_texture_gather_enable || state->ARB_gpu_shader5_enable || state->EXT_texture_cube_map_array_enable || state->OES_texture_cube_map_array_enable; } static bool texture_texture4(const _mesa_glsl_parse_state *state) { return state->AMD_texture_texture4_enable; } static bool texture_gather_or_es31(const _mesa_glsl_parse_state *state) { return state->is_version(400, 310) || 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_or_es31(const _mesa_glsl_parse_state *state) { return !state->is_version(400, 320) && !state->ARB_gpu_shader5_enable && !state->EXT_gpu_shader5_enable && !state->OES_gpu_shader5_enable && (state->ARB_texture_gather_enable || state->is_version(0, 310)); } /* Desktop GL or OES_standard_derivatives */ static bool derivatives(const _mesa_glsl_parse_state *state) { return derivatives_only(state) && (state->is_version(110, 300) || state->OES_standard_derivatives_enable || state->consts->AllowGLSLRelaxedES); } static bool derivative_control(const _mesa_glsl_parse_state *state) { return derivatives_only(state) && (state->is_version(450, 0) || state->ARB_derivative_control_enable); } static bool half_float_derivatives(const _mesa_glsl_parse_state *state) { return derivatives(state) && gpu_shader_half_float(state); } static bool half_float_derivative_control(const _mesa_glsl_parse_state *state) { return derivative_control(state) && gpu_shader_half_float(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) && deprecated_texture(state); } static bool derivatives_tex3d(const _mesa_glsl_parse_state *state) { return (!state->es_shader || state->OES_texture_3D_enable) && derivatives_only(state) && deprecated_texture(state); } 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->has_atomic_counters(); } static bool shader_atomic_counter_ops(const _mesa_glsl_parse_state *state) { return state->ARB_shader_atomic_counter_ops_enable; } static bool shader_atomic_counter_ops_or_v460_desktop(const _mesa_glsl_parse_state *state) { return state->ARB_shader_atomic_counter_ops_enable || v460_desktop(state); } static bool shader_ballot(const _mesa_glsl_parse_state *state) { return state->ARB_shader_ballot_enable || state->KHR_shader_subgroup_ballot_enable; } static bool ballot_arb(const _mesa_glsl_parse_state *state) { return state->ARB_shader_ballot_enable; } static bool ballot_khr(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_ballot_enable; } static bool supports_arb_fragment_shader_interlock(const _mesa_glsl_parse_state *state) { return state->ARB_fragment_shader_interlock_enable; } static bool supports_nv_fragment_shader_interlock(const _mesa_glsl_parse_state *state) { return state->NV_fragment_shader_interlock_enable; } static bool shader_clock(const _mesa_glsl_parse_state *state) { return state->ARB_shader_clock_enable; } static bool shader_clock_int64(const _mesa_glsl_parse_state *state) { return state->ARB_shader_clock_enable && (state->ARB_gpu_shader_int64_enable || state->AMD_gpu_shader_int64_enable); } static bool shader_storage_buffer_object(const _mesa_glsl_parse_state *state) { return state->has_shader_storage_buffer_objects(); } static bool shader_trinary_minmax(const _mesa_glsl_parse_state *state) { return state->AMD_shader_trinary_minmax_enable; } static bool shader_trinary_minmax_half_float(const _mesa_glsl_parse_state *state) { return shader_trinary_minmax(state) && gpu_shader_half_float(state); } static bool shader_image_load_store(const _mesa_glsl_parse_state *state) { return (state->is_version(420, 310) || state->ARB_shader_image_load_store_enable || state->EXT_shader_image_load_store_enable); } static bool shader_image_load_store_ext(const _mesa_glsl_parse_state *state) { return state->EXT_shader_image_load_store_enable; } static bool shader_image_atomic(const _mesa_glsl_parse_state *state) { return (state->is_version(420, 320) || state->ARB_shader_image_load_store_enable || state->EXT_shader_image_load_store_enable || state->OES_shader_image_atomic_enable); } static bool shader_image_atomic_exchange_float(const _mesa_glsl_parse_state *state) { return (state->is_version(450, 320) || state->ARB_ES3_1_compatibility_enable || state->OES_shader_image_atomic_enable || state->NV_shader_atomic_float_enable); } static bool shader_image_atomic_add_float(const _mesa_glsl_parse_state *state) { return state->NV_shader_atomic_float_enable; } static bool shader_image_size(const _mesa_glsl_parse_state *state) { return state->is_version(430, 310) || state->ARB_shader_image_size_enable; } static bool shader_samples(const _mesa_glsl_parse_state *state) { return state->is_version(450, 0) || state->ARB_shader_texture_image_samples_enable; } static bool gs_streams(const _mesa_glsl_parse_state *state) { return gpu_shader5(state) && gs_only(state); } static bool fp64(const _mesa_glsl_parse_state *state) { return state->has_double(); } static bool int64_avail(const _mesa_glsl_parse_state *state) { return state->has_int64(); } static bool int64_fp64(const _mesa_glsl_parse_state *state) { return state->has_int64() && state->has_double(); } static bool shader_ballot_and_fp64(const _mesa_glsl_parse_state *state) { return shader_ballot(state) && fp64(state); } static bool ballot_khr_and_fp64(const _mesa_glsl_parse_state *state) { return ballot_khr(state) && fp64(state); } static bool compute_shader(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_COMPUTE; } static bool compute_shader_supported(const _mesa_glsl_parse_state *state) { return state->has_compute_shader(); } static bool buffer_atomics_supported(const _mesa_glsl_parse_state *state) { return compute_shader(state) || shader_storage_buffer_object(state); } static bool buffer_int64_atomics_supported(const _mesa_glsl_parse_state *state) { return state->NV_shader_atomic_int64_enable && buffer_atomics_supported(state); } static bool barrier_supported(const _mesa_glsl_parse_state *state) { return compute_shader(state) || state->stage == MESA_SHADER_TESS_CTRL; } static bool vote(const _mesa_glsl_parse_state *state) { return state->ARB_shader_group_vote_enable; } static bool vote_ext(const _mesa_glsl_parse_state *state) { return state->EXT_shader_group_vote_enable; } static bool vote_khr(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_vote_enable; } static bool vote_khr_and_fp64(const _mesa_glsl_parse_state *state) { return vote_khr(state) && fp64(state); } static bool vote_or_v460_desktop(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_vote_enable || state->EXT_shader_group_vote_enable || state->ARB_shader_group_vote_enable || v460_desktop(state); } static bool vote_or_v460_desktop_and_fp64(const _mesa_glsl_parse_state *state) { return vote_or_v460_desktop(state) && fp64(state); } static bool NV_shader_atomic_float_supported(const _mesa_glsl_parse_state *state) { return state->extensions->NV_shader_atomic_float; } static bool shader_atomic_float_add(const _mesa_glsl_parse_state *state) { return state->NV_shader_atomic_float_enable; } static bool shader_atomic_float_exchange(const _mesa_glsl_parse_state *state) { return state->NV_shader_atomic_float_enable || state->INTEL_shader_atomic_float_minmax_enable; } static bool INTEL_shader_atomic_float_minmax_supported(const _mesa_glsl_parse_state *state) { return state->extensions->INTEL_shader_atomic_float_minmax; } static bool shader_atomic_float_minmax(const _mesa_glsl_parse_state *state) { return state->INTEL_shader_atomic_float_minmax_enable; } static bool demote_to_helper_invocation(const _mesa_glsl_parse_state *state) { return state->EXT_demote_to_helper_invocation_enable; } static bool shader_integer_functions2(const _mesa_glsl_parse_state *state) { return state->INTEL_shader_integer_functions2_enable; } static bool shader_integer_functions2_int64(const _mesa_glsl_parse_state *state) { return state->INTEL_shader_integer_functions2_enable && state->has_int64(); } static bool sparse_enabled(const _mesa_glsl_parse_state *state) { return state->ARB_sparse_texture2_enable; } static bool v130_desktop_and_sparse(const _mesa_glsl_parse_state *state) { return v130_desktop(state) && state->ARB_sparse_texture2_enable; } static bool texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state) { return texture_cube_map_array(state) && state->ARB_sparse_texture2_enable; } static bool v130_derivatives_only_and_sparse(const _mesa_glsl_parse_state *state) { return v130_derivatives_only(state) && state->ARB_sparse_texture2_enable; } static bool derivatives_texture_cube_map_array_and_sparse(const _mesa_glsl_parse_state *state) { return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture2_enable; } static bool texture_gather_and_sparse(const _mesa_glsl_parse_state *state) { return (gpu_shader5(state) || state->ARB_texture_gather_enable) && state->ARB_sparse_texture2_enable; } static bool gpu_shader5_and_sparse(const _mesa_glsl_parse_state *state) { return gpu_shader5(state) && state->ARB_sparse_texture2_enable; } static bool texture_multisample_and_sparse(const _mesa_glsl_parse_state *state) { return texture_multisample(state) && state->ARB_sparse_texture2_enable; } static bool texture_multisample_array_and_sparse(const _mesa_glsl_parse_state *state) { return texture_multisample_array(state) && state->ARB_sparse_texture2_enable; } static bool shader_image_load_store_and_sparse(const _mesa_glsl_parse_state *state) { return shader_image_load_store(state) && state->ARB_sparse_texture2_enable; } static bool v130_desktop_and_clamp(const _mesa_glsl_parse_state *state) { return v130_desktop(state) && state->ARB_sparse_texture_clamp_enable; } static bool texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state) { return texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable; } static bool v130_derivatives_only_and_clamp(const _mesa_glsl_parse_state *state) { return v130_derivatives_only(state) && state->ARB_sparse_texture_clamp_enable; } static bool derivatives_texture_cube_map_array_and_clamp(const _mesa_glsl_parse_state *state) { return derivatives_texture_cube_map_array(state) && state->ARB_sparse_texture_clamp_enable; } static bool subgroup_basic(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_basic_enable; } static bool compute_shader_and_subgroup_basic(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_COMPUTE && state->KHR_shader_subgroup_basic_enable; } static bool subgroup_shuffle(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_shuffle_enable; } static bool subgroup_shuffle_and_fp64(const _mesa_glsl_parse_state *state) { return subgroup_shuffle(state) && fp64(state); } static bool subgroup_shuffle_relative(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_shuffle_relative_enable; } static bool subgroup_shuffle_relative_and_fp64(const _mesa_glsl_parse_state *state) { return subgroup_shuffle_relative(state) && fp64(state); } static bool subgroup_arithmetic(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_arithmetic_enable; } static bool subgroup_arithmetic_and_fp64(const _mesa_glsl_parse_state *state) { return subgroup_arithmetic(state) && fp64(state); } static bool subgroup_clustered(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_clustered_enable; } static bool subgroup_clustered_and_fp64(const _mesa_glsl_parse_state *state) { return subgroup_clustered(state) && fp64(state); } static bool subgroup_quad(const _mesa_glsl_parse_state *state) { return state->KHR_shader_subgroup_quad_enable; } static bool subgroup_quad_and_fp64(const _mesa_glsl_parse_state *state) { return subgroup_quad(state) && fp64(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(const builtin_builder &) = delete; ~builtin_builder(); builtin_builder & operator=(const builtin_builder &) = delete; 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; 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 *in_mediump_var(const glsl_type *type, const char *name); ir_variable *in_highp_var(const glsl_type *type, const char *name); ir_variable *out_var(const glsl_type *type, const char *name); ir_variable *out_lowp_var(const glsl_type *type, const char *name); ir_variable *out_highp_var(const glsl_type *type, const char *name); ir_variable *as_highp(ir_factory &body, ir_variable *var); ir_constant *imm(float16_t f16, unsigned vector_elements=1); ir_constant *imm(float f, unsigned vector_elements=1); ir_constant *imm(bool b, 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(double d, 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_dereference_record *record_ref(ir_variable *var, const char *field); ir_expression *asin_expr(ir_variable *x, float p0, float p1); /** * 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, ...); typedef ir_function_signature *(builtin_builder::*image_prototype_ctr)(const glsl_type *image_type, unsigned num_arguments, unsigned flags); /** * 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, image_prototype_ctr prototype, unsigned num_arguments, unsigned flags, enum ir_intrinsic_id id); /** * 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 *unop_precision(builtin_available_predicate avail, ir_expression_operation opcode, const glsl_type *return_type, const glsl_type *param_type, uint32_t precision); ir_function_signature *binop(builtin_available_predicate avail, ir_expression_operation opcode, const glsl_type *return_type, const glsl_type *param0_type, const glsl_type *param1_type, bool swap_operands = false); #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 *); BA1(radians) BA1(degrees) BA1(sin) BA1(cos) BA1(tan) BA1(asin) BA1(acos) BA1(atan2) BA1(atan) BA1(sinh) BA1(cosh) BA1(tanh) BA1(asinh) BA1(acosh) BA1(atanh) BA1(pow) BA1(exp) BA1(log) BA1(exp2) BA1(log2) BA1(sqrt) BA1(inversesqrt) BA1(abs) BA1(sign) BA1(floor) BA1(truncate) BA1(trunc) BA1(round) BA1(roundEven) BA1(ceil) BA1(fract) BA2(mod) BA1(modf) BA2(min) BA2(max) BA2(clamp) BA2(mix_lrp) ir_function_signature *_mix_sel(builtin_available_predicate avail, const glsl_type *val_type, const glsl_type *blend_type); BA2(step) BA2(smoothstep) BA1(isnan) BA1(isinf) B1(floatBitsToInt) B1(floatBitsToUint) B1(intBitsToFloat) B1(uintBitsToFloat) BA1(doubleBitsToInt64) BA1(doubleBitsToUint64) BA1(int64BitsToDouble) BA1(uint64BitsToDouble) 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); ir_function_signature *_packFloat2x16(builtin_available_predicate avail); ir_function_signature *_unpackFloat2x16(builtin_available_predicate avail); ir_function_signature *_packDouble2x32(builtin_available_predicate avail); ir_function_signature *_unpackDouble2x32(builtin_available_predicate avail); ir_function_signature *_packInt2x32(builtin_available_predicate avail); ir_function_signature *_unpackInt2x32(builtin_available_predicate avail); ir_function_signature *_packUint2x32(builtin_available_predicate avail); ir_function_signature *_unpackUint2x32(builtin_available_predicate avail); BA1(length) BA1(distance); BA1(dot); BA1(cross); BA1(normalize); B0(ftransform); BA1(faceforward); BA1(reflect); BA1(refract); BA1(matrixCompMult); BA1(outerProduct); BA1(determinant_mat2); BA1(determinant_mat3); BA1(determinant_mat4); BA1(inverse_mat2); BA1(inverse_mat3); BA1(inverse_mat4); BA1(transpose); BA1(lessThan); BA1(lessThanEqual); BA1(greaterThan); BA1(greaterThanEqual); BA1(equal); BA1(notEqual); B1(any); B1(all); B1(not); BA2(textureSize); BA1(textureSamples); B0(is_sparse_texels_resident); B0(is_sparse_texels_resident_intrinsic); /** 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 #define TEX_SPARSE 32 #define TEX_CLAMP 64 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); ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode, builtin_available_predicate avail, const glsl_type *x, int flags = 0); 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, bool sparse = false); 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); B0(barrier) BA2(textureQueryLod); BA1(textureQueryLevels); BA2(textureSamplesIdentical); BA1(dFdx); BA1(dFdy); BA1(fwidth); BA1(dFdxCoarse); BA1(dFdyCoarse); BA1(fwidthCoarse); BA1(dFdxFine); BA1(dFdyFine); BA1(fwidthFine); B1(noise1); B1(noise2); B1(noise3); B1(noise4); B1(bitfieldExtract) B1(bitfieldInsert) B1(bitfieldReverse) B1(bitCount) B1(findLSB) B1(findMSB) BA1(countLeadingZeros) BA1(countTrailingZeros) BA1(fma) B2(ldexp) B2(frexp) B2(dfrexp) B1(uaddCarry) B1(usubBorrow) BA1(addSaturate) BA1(subtractSaturate) BA1(absoluteDifference) BA1(average) BA1(averageRounded) B1(mulExtended) BA1(multiply32x16) BA1(interpolateAtCentroid) BA1(interpolateAtOffset) BA1(interpolateAtSample) ir_function_signature *_atomic_counter_intrinsic(builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_atomic_counter_intrinsic1(builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_atomic_counter_intrinsic2(builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_atomic_counter_op(const char *intrinsic, builtin_available_predicate avail); ir_function_signature *_atomic_counter_op1(const char *intrinsic, builtin_available_predicate avail); ir_function_signature *_atomic_counter_op2(const char *intrinsic, builtin_available_predicate avail); ir_function_signature *_atomic_intrinsic2(builtin_available_predicate avail, const glsl_type *type, enum ir_intrinsic_id id); ir_function_signature *_atomic_op2(const char *intrinsic, builtin_available_predicate avail, const glsl_type *type); ir_function_signature *_atomic_intrinsic3(builtin_available_predicate avail, const glsl_type *type, enum ir_intrinsic_id id); ir_function_signature *_atomic_op3(const char *intrinsic, builtin_available_predicate avail, const glsl_type *type); BA1(min3) BA1(max3) BA1(mid3) ir_function_signature *_image_prototype(const glsl_type *image_type, unsigned num_arguments, unsigned flags); ir_function_signature *_image_size_prototype(const glsl_type *image_type, unsigned num_arguments, unsigned flags); ir_function_signature *_image_samples_prototype(const glsl_type *image_type, unsigned num_arguments, unsigned flags); ir_function_signature *_image(image_prototype_ctr prototype, const glsl_type *image_type, const char *intrinsic_name, unsigned num_arguments, unsigned flags, enum ir_intrinsic_id id); ir_function_signature *_memory_barrier_intrinsic( builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_memory_barrier(const char *intrinsic_name, builtin_available_predicate avail); ir_function_signature *_ballot_intrinsic(const glsl_type *type); ir_function_signature *_ballot(const glsl_type *type, builtin_available_predicate avail); ir_function_signature *_inverse_ballot_intrinsic(); ir_function_signature *_inverse_ballot(); ir_function_signature *_ballot_bit_extract_intrinsic(); ir_function_signature *_ballot_bit_extract(); ir_function_signature *_ballot_bit_intrinsic(enum ir_intrinsic_id id); ir_function_signature *_ballot_bit(const char *intrinsic_name); ir_function_signature *_read_first_invocation_intrinsic(const glsl_type *type); ir_function_signature *_read_first_invocation(const glsl_type *type, builtin_available_predicate avail); ir_function_signature *_read_invocation_intrinsic(const glsl_type *type); ir_function_signature *_read_invocation(const glsl_type *type, builtin_available_predicate avail); ir_function_signature *_invocation_interlock_intrinsic( builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_invocation_interlock( const char *intrinsic_name, builtin_available_predicate avail); ir_function_signature *_shader_clock_intrinsic(builtin_available_predicate avail, const glsl_type *type); ir_function_signature *_shader_clock(builtin_available_predicate avail, const glsl_type *type); ir_function_signature *_vote_intrinsic(const glsl_type *type, builtin_available_predicate avail, enum ir_intrinsic_id id); ir_function_signature *_vote(const glsl_type *type, builtin_available_predicate avail, const char *intrinsic_name); ir_function_signature *_helper_invocation_intrinsic(); ir_function_signature *_helper_invocation(); ir_function_signature *_subgroup_barrier_intrinsic(enum ir_intrinsic_id id, builtin_available_predicate avail); ir_function_signature *_subgroup_barrier(const char *intrinsic_name, builtin_available_predicate avail); ir_function_signature *_elect_intrinsic(); ir_function_signature *_elect(); ir_function_signature *_shuffle_intrinsic(const glsl_type *type); ir_function_signature *_shuffle(const glsl_type *type); ir_function_signature *_shuffle_xor_intrinsic(const glsl_type *type); ir_function_signature *_shuffle_xor(const glsl_type *type); ir_function_signature *_shuffle_up_intrinsic(const glsl_type *type); ir_function_signature *_shuffle_up(const glsl_type *type); ir_function_signature *_shuffle_down_intrinsic(const glsl_type *type); ir_function_signature *_shuffle_down(const glsl_type *type); ir_function_signature *_subgroup_arithmetic_intrinsic(const glsl_type *type, enum ir_intrinsic_id id); ir_function_signature *_subgroup_arithmetic(const glsl_type *type, const char *intrinsic_name); ir_function_signature *_subgroup_clustered_intrinsic(const glsl_type *type, enum ir_intrinsic_id id); ir_function_signature *_subgroup_clustered(const glsl_type *type, const char *intrinsic_name); ir_function_signature *_quad_broadcast_intrinsic(const glsl_type *type); ir_function_signature *_quad_broadcast(const glsl_type *type); ir_function_signature *_quad_swap_intrinsic(const glsl_type *type, enum ir_intrinsic_id id); ir_function_signature *_quad_swap(const glsl_type *type, const char *intrinsic_name); #undef B0 #undef B1 #undef B2 #undef B3 #undef BA1 #undef BA2 /** @} */ }; 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), IMAGE_FUNCTION_AVAIL_ATOMIC = (1 << 6), IMAGE_FUNCTION_MS_ONLY = (1 << 7), IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE = (1 << 8), IMAGE_FUNCTION_AVAIL_ATOMIC_ADD = (1 << 9), IMAGE_FUNCTION_EXT_ONLY = (1 << 10), IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE = (1 << 11), IMAGE_FUNCTION_SPARSE = (1 << 12), }; } /* anonymous namespace */ /** * Core builtin_builder functionality: * @{ */ builtin_builder::builtin_builder() : shader(NULL) { mem_ctx = NULL; } builtin_builder::~builtin_builder() { simple_mtx_lock(&builtins_lock); ralloc_free(mem_ctx); mem_ctx = NULL; ralloc_free(shader); shader = NULL; simple_mtx_unlock(&builtins_lock); } 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, state->has_implicit_conversions(), state->has_implicit_int_to_uint_conversion(), 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; glsl_type_singleton_init_or_ref(); 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; glsl_type_singleton_decref(); } 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(0, MESA_SHADER_VERTEX); shader->symbols = new(mem_ctx) glsl_symbol_table; } /** @} */ #define FIU(func, ...) \ func(&glsl_type_builtin_float, ##__VA_ARGS__), \ func(&glsl_type_builtin_vec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_vec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_vec4, ##__VA_ARGS__), \ func(&glsl_type_builtin_int, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec4, ##__VA_ARGS__), \ func(&glsl_type_builtin_uint, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec4, ##__VA_ARGS__) #define FIUB(func, ...) \ FIU(func, ##__VA_ARGS__), \ func(&glsl_type_builtin_bool, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec4, ##__VA_ARGS__) #define FIUD(func, ...) \ FIU(func, ##__VA_ARGS__), \ func(&glsl_type_builtin_double, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec4, ##__VA_ARGS__) #define FIUBD(func, ...) \ FIUB(func, ##__VA_ARGS__), \ func(&glsl_type_builtin_double, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec4, ##__VA_ARGS__) #define FIUBD_AVAIL(func, avail, ...) \ FIUB(func, avail, ##__VA_ARGS__), \ func(&glsl_type_builtin_double, avail##_and_fp64, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec2, avail##_and_fp64, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec3, avail##_and_fp64, ##__VA_ARGS__), \ func(&glsl_type_builtin_dvec4, avail##_and_fp64, ##__VA_ARGS__) #define IUB(func, ...) \ func(&glsl_type_builtin_int, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_ivec4, ##__VA_ARGS__), \ func(&glsl_type_builtin_uint, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_uvec4, ##__VA_ARGS__), \ func(&glsl_type_builtin_bool, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec2, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec3, ##__VA_ARGS__), \ func(&glsl_type_builtin_bvec4, ##__VA_ARGS__) /** * Create ir_function and ir_function_signature objects for each * intrinsic. */ void builtin_builder::create_intrinsics() { add_function("__intrinsic_atomic_read", _atomic_counter_intrinsic(shader_atomic_counters, ir_intrinsic_atomic_counter_read), NULL); add_function("__intrinsic_atomic_increment", _atomic_counter_intrinsic(shader_atomic_counters, ir_intrinsic_atomic_counter_increment), NULL); add_function("__intrinsic_atomic_predecrement", _atomic_counter_intrinsic(shader_atomic_counters, ir_intrinsic_atomic_counter_predecrement), NULL); add_function("__intrinsic_atomic_add", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_add), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_add), _atomic_intrinsic2(NV_shader_atomic_float_supported, &glsl_type_builtin_float, ir_intrinsic_generic_atomic_add), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_add), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_add), NULL); add_function("__intrinsic_atomic_min", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_min), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_min), _atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported, &glsl_type_builtin_float, ir_intrinsic_generic_atomic_min), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t, ir_intrinsic_generic_atomic_min), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_min), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_min), NULL); add_function("__intrinsic_atomic_max", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_max), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_max), _atomic_intrinsic2(INTEL_shader_atomic_float_minmax_supported, &glsl_type_builtin_float, ir_intrinsic_generic_atomic_max), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t, ir_intrinsic_generic_atomic_max), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_max), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_max), NULL); add_function("__intrinsic_atomic_and", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_and), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_and), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t, ir_intrinsic_generic_atomic_and), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_and), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_and), NULL); add_function("__intrinsic_atomic_or", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_or), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_or), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t, ir_intrinsic_generic_atomic_or), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_or), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_or), NULL); add_function("__intrinsic_atomic_xor", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_xor), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_xor), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t, ir_intrinsic_generic_atomic_xor), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_xor), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_xor), NULL); add_function("__intrinsic_atomic_exchange", _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_exchange), _atomic_intrinsic2(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_exchange), _atomic_intrinsic2(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_exchange), _atomic_intrinsic2(NV_shader_atomic_float_supported, &glsl_type_builtin_float, ir_intrinsic_generic_atomic_exchange), _atomic_counter_intrinsic1(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_exchange), NULL); add_function("__intrinsic_atomic_comp_swap", _atomic_intrinsic3(buffer_atomics_supported, &glsl_type_builtin_uint, ir_intrinsic_generic_atomic_comp_swap), _atomic_intrinsic3(buffer_atomics_supported, &glsl_type_builtin_int, ir_intrinsic_generic_atomic_comp_swap), _atomic_intrinsic3(buffer_int64_atomics_supported, &glsl_type_builtin_int64_t, ir_intrinsic_generic_atomic_comp_swap), _atomic_intrinsic3(INTEL_shader_atomic_float_minmax_supported, &glsl_type_builtin_float, ir_intrinsic_generic_atomic_comp_swap), _atomic_counter_intrinsic2(shader_atomic_counter_ops_or_v460_desktop, ir_intrinsic_atomic_counter_comp_swap), NULL); add_image_functions(false); add_function("__intrinsic_memory_barrier", _memory_barrier_intrinsic(shader_image_load_store, ir_intrinsic_memory_barrier), NULL); add_function("__intrinsic_group_memory_barrier", _memory_barrier_intrinsic(compute_shader, ir_intrinsic_group_memory_barrier), NULL); add_function("__intrinsic_memory_barrier_atomic_counter", _memory_barrier_intrinsic(compute_shader_supported, ir_intrinsic_memory_barrier_atomic_counter), NULL); add_function("__intrinsic_memory_barrier_buffer", _memory_barrier_intrinsic(compute_shader_supported, ir_intrinsic_memory_barrier_buffer), NULL); add_function("__intrinsic_memory_barrier_image", _memory_barrier_intrinsic(compute_shader_supported, ir_intrinsic_memory_barrier_image), NULL); add_function("__intrinsic_memory_barrier_shared", _memory_barrier_intrinsic(compute_shader, ir_intrinsic_memory_barrier_shared), NULL); add_function("__intrinsic_begin_invocation_interlock", _invocation_interlock_intrinsic( supports_arb_fragment_shader_interlock, ir_intrinsic_begin_invocation_interlock), NULL); add_function("__intrinsic_end_invocation_interlock", _invocation_interlock_intrinsic( supports_arb_fragment_shader_interlock, ir_intrinsic_end_invocation_interlock), NULL); add_function("__intrinsic_shader_clock", _shader_clock_intrinsic(shader_clock, &glsl_type_builtin_uvec2), NULL); add_function("__intrinsic_vote_all", _vote_intrinsic(&glsl_type_builtin_bool, vote_or_v460_desktop, ir_intrinsic_vote_all), NULL); add_function("__intrinsic_vote_any", _vote_intrinsic(&glsl_type_builtin_bool, vote_or_v460_desktop, ir_intrinsic_vote_any), NULL); add_function("__intrinsic_vote_eq", FIUBD_AVAIL(_vote_intrinsic, vote_or_v460_desktop, ir_intrinsic_vote_eq), NULL); add_function("__intrinsic_ballot", _ballot_intrinsic(&glsl_type_builtin_uint64_t), _ballot_intrinsic(&glsl_type_builtin_uvec4), NULL); add_function("__intrinsic_inverse_ballot", _inverse_ballot_intrinsic(), NULL); add_function("__intrinsic_ballot_bit_extract", _ballot_bit_extract_intrinsic(), NULL); add_function("__intrinsic_ballot_bit_count", _ballot_bit_intrinsic(ir_intrinsic_ballot_bit_count), NULL); add_function("__intrinsic_ballot_inclusive_bit_count", _ballot_bit_intrinsic(ir_intrinsic_ballot_inclusive_bit_count), NULL); add_function("__intrinsic_ballot_exclusive_bit_count", _ballot_bit_intrinsic(ir_intrinsic_ballot_exclusive_bit_count), NULL); add_function("__intrinsic_ballot_find_lsb", _ballot_bit_intrinsic(ir_intrinsic_ballot_find_lsb), NULL); add_function("__intrinsic_ballot_find_msb", _ballot_bit_intrinsic(ir_intrinsic_ballot_find_msb), NULL); add_function("__intrinsic_read_invocation", FIUBD(_read_invocation_intrinsic), NULL); add_function("__intrinsic_read_first_invocation", FIUBD(_read_first_invocation_intrinsic), NULL); add_function("__intrinsic_helper_invocation", _helper_invocation_intrinsic(), NULL); add_function("__intrinsic_is_sparse_texels_resident", _is_sparse_texels_resident_intrinsic(), NULL); add_function("__intrinsic_subgroup_barrier", _subgroup_barrier_intrinsic(ir_intrinsic_subgroup_barrier, subgroup_basic), NULL); add_function("__intrinsic_subgroup_memory_barrier", _subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier, subgroup_basic), NULL); add_function("__intrinsic_subgroup_memory_barrier_buffer", _subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_buffer, subgroup_basic), NULL); add_function("__intrinsic_subgroup_memory_barrier_shared", _subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_shared, compute_shader_and_subgroup_basic), NULL); add_function("__intrinsic_subgroup_memory_barrier_image", _subgroup_barrier_intrinsic(ir_intrinsic_subgroup_memory_barrier_image, subgroup_basic), NULL); add_function("__intrinsic_elect", _elect_intrinsic(), NULL); add_function("__intrinsic_shuffle", FIUBD(_shuffle_intrinsic), NULL); add_function("__intrinsic_shuffle_xor", FIUBD(_shuffle_xor_intrinsic), NULL); add_function("__intrinsic_shuffle_up", FIUBD(_shuffle_up_intrinsic), NULL); add_function("__intrinsic_shuffle_down", FIUBD(_shuffle_down_intrinsic), NULL); #define SUBGROUP_ARITH_INTRINSICS(ext, group) \ add_function("__intrinsic_" #group "_add", \ FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_add), NULL); \ add_function("__intrinsic_" #group "_mul", \ FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_mul), NULL); \ add_function("__intrinsic_" #group "_min", \ FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_min), NULL); \ add_function("__intrinsic_" #group "_max", \ FIUD(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_max), NULL); \ add_function("__intrinsic_" #group "_and", \ IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_and), NULL); \ add_function("__intrinsic_" #group "_or", \ IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_or), NULL); \ add_function("__intrinsic_" #group "_xor", \ IUB(_subgroup_##ext##_intrinsic, ir_intrinsic_##group##_xor), NULL) SUBGROUP_ARITH_INTRINSICS(arithmetic, reduce); SUBGROUP_ARITH_INTRINSICS(arithmetic, inclusive); SUBGROUP_ARITH_INTRINSICS(arithmetic, exclusive); SUBGROUP_ARITH_INTRINSICS(clustered, clustered); add_function("__intrinsic_quad_broadcast", FIUBD(_quad_broadcast_intrinsic), NULL); add_function("__intrinsic_quad_swap_horizontal", FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_horizontal), NULL); add_function("__intrinsic_quad_swap_vertical", FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_vertical), NULL); add_function("__intrinsic_quad_swap_diagonal", FIUBD(_quad_swap_intrinsic, ir_intrinsic_quad_swap_diagonal), 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_builtin_float), \ _##NAME(&glsl_type_builtin_vec2), \ _##NAME(&glsl_type_builtin_vec3), \ _##NAME(&glsl_type_builtin_vec4), \ NULL); #define FHF(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FHF_DERIVATIVES(NAME) \ add_function(#NAME, \ _##NAME(derivatives, &glsl_type_builtin_float), \ _##NAME(derivatives, &glsl_type_builtin_vec2), \ _##NAME(derivatives, &glsl_type_builtin_vec3), \ _##NAME(derivatives, &glsl_type_builtin_vec4), \ _##NAME(half_float_derivatives, &glsl_type_builtin_float16_t), \ _##NAME(half_float_derivatives, &glsl_type_builtin_f16vec2), \ _##NAME(half_float_derivatives, &glsl_type_builtin_f16vec3), \ _##NAME(half_float_derivatives, &glsl_type_builtin_f16vec4), \ NULL); #define FHF_DERIVATIVE_CONTROL(NAME) \ add_function(#NAME, \ _##NAME(derivative_control, &glsl_type_builtin_float), \ _##NAME(derivative_control, &glsl_type_builtin_vec2), \ _##NAME(derivative_control, &glsl_type_builtin_vec3), \ _##NAME(derivative_control, &glsl_type_builtin_vec4), \ _##NAME(half_float_derivative_control, &glsl_type_builtin_float16_t), \ _##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec2), \ _##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec3), \ _##NAME(half_float_derivative_control, &glsl_type_builtin_f16vec4), \ NULL); #define FHF130(NAME) \ add_function(#NAME, \ _##NAME(v130, &glsl_type_builtin_float), \ _##NAME(v130, &glsl_type_builtin_vec2), \ _##NAME(v130, &glsl_type_builtin_vec3), \ _##NAME(v130, &glsl_type_builtin_vec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FDHF(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4), \ _##NAME(fp64, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FDHF130(NAME) \ add_function(#NAME, \ _##NAME(v130, &glsl_type_builtin_float), \ _##NAME(v130, &glsl_type_builtin_vec2), \ _##NAME(v130, &glsl_type_builtin_vec3), \ _##NAME(v130, &glsl_type_builtin_vec4), \ _##NAME(fp64, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FDHF130GS4(NAME) \ add_function(#NAME, \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_float), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec2), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec3), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec4), \ _##NAME(fp64, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FDHFGS5(NAME) \ add_function(#NAME, \ _##NAME(gpu_shader5_es, &glsl_type_builtin_float), \ _##NAME(gpu_shader5_es, &glsl_type_builtin_vec2), \ _##NAME(gpu_shader5_es, &glsl_type_builtin_vec3), \ _##NAME(gpu_shader5_es, &glsl_type_builtin_vec4), \ _##NAME(fp64, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FI64HF(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4), \ _##NAME(always_available, &glsl_type_builtin_int), \ _##NAME(always_available, &glsl_type_builtin_ivec2), \ _##NAME(always_available, &glsl_type_builtin_ivec3), \ _##NAME(always_available, &glsl_type_builtin_ivec4), \ _##NAME(fp64, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(int64_avail, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FIUDHF_VEC(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4), \ \ _##NAME(always_available, &glsl_type_builtin_ivec2), \ _##NAME(always_available, &glsl_type_builtin_ivec3), \ _##NAME(always_available, &glsl_type_builtin_ivec4), \ \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(int64_avail, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec4), \ _##NAME(int64_avail, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define IU(NAME) \ add_function(#NAME, \ _##NAME(&glsl_type_builtin_int), \ _##NAME(&glsl_type_builtin_ivec2), \ _##NAME(&glsl_type_builtin_ivec3), \ _##NAME(&glsl_type_builtin_ivec4), \ \ _##NAME(&glsl_type_builtin_uint), \ _##NAME(&glsl_type_builtin_uvec2), \ _##NAME(&glsl_type_builtin_uvec3), \ _##NAME(&glsl_type_builtin_uvec4), \ NULL); #define FIUBDHF_VEC(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4), \ \ _##NAME(always_available, &glsl_type_builtin_ivec2), \ _##NAME(always_available, &glsl_type_builtin_ivec3), \ _##NAME(always_available, &glsl_type_builtin_ivec4), \ \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4), \ \ _##NAME(always_available, &glsl_type_builtin_bvec2), \ _##NAME(always_available, &glsl_type_builtin_bvec3), \ _##NAME(always_available, &glsl_type_builtin_bvec4), \ \ _##NAME(fp64, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4), \ _##NAME(int64_avail, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec4), \ _##NAME(int64_avail, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec4), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); #define FIUDHF2_MIXED(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), \ _##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), \ \ _##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), \ _##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), \ _##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), \ \ _##NAME(always_available, &glsl_type_builtin_int, &glsl_type_builtin_int), \ _##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), \ _##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_int), \ _##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_int), \ \ _##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), \ _##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), \ _##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_ivec4), \ \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uint, &glsl_type_builtin_uint), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uint), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uint), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uint), \ \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uvec2), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uvec3), \ _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uvec4), \ \ _##NAME(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), \ _##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), \ _##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), \ _##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), \ \ _##NAME(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_int64_t), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_i64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_i64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_i64vec4), \ _##NAME(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_uint64_t), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_u64vec2), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_u64vec3), \ _##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_u64vec4), \ \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t), \ \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), \ _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), \ NULL); FHF(radians) FHF(degrees) FHF(sin) FHF(cos) FHF(tan) FHF(asin) FHF(acos) add_function("atan", _atan(always_available, &glsl_type_builtin_float), _atan(always_available, &glsl_type_builtin_vec2), _atan(always_available, &glsl_type_builtin_vec3), _atan(always_available, &glsl_type_builtin_vec4), _atan2(always_available, &glsl_type_builtin_float), _atan2(always_available, &glsl_type_builtin_vec2), _atan2(always_available, &glsl_type_builtin_vec3), _atan2(always_available, &glsl_type_builtin_vec4), _atan(gpu_shader_half_float, &glsl_type_builtin_float16_t), _atan(gpu_shader_half_float, &glsl_type_builtin_f16vec2), _atan(gpu_shader_half_float, &glsl_type_builtin_f16vec3), _atan(gpu_shader_half_float, &glsl_type_builtin_f16vec4), _atan2(gpu_shader_half_float, &glsl_type_builtin_float16_t), _atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec2), _atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec3), _atan2(gpu_shader_half_float, &glsl_type_builtin_f16vec4), NULL); FHF130(sinh) FHF130(cosh) FHF130(tanh) FHF130(asinh) FHF130(acosh) FHF130(atanh) FHF(pow) FHF(exp) FHF(log) FHF(exp2) FHF(log2) FDHF(sqrt) FDHF(inversesqrt) FI64HF(abs) FI64HF(sign) FDHF(floor) FDHF130(trunc) FDHF130GS4(round) FDHF130(roundEven) FDHF(ceil) FDHF(fract) add_function("truncate", _truncate(gpu_shader4, &glsl_type_builtin_float), _truncate(gpu_shader4, &glsl_type_builtin_vec2), _truncate(gpu_shader4, &glsl_type_builtin_vec3), _truncate(gpu_shader4, &glsl_type_builtin_vec4), NULL); add_function("mod", _mod(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), _mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), _mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), _mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), _mod(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), _mod(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), _mod(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), _mod(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), _mod(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), _mod(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), _mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), _mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), _mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), _mod(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), _mod(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), _mod(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), NULL); FDHF130(modf) FIUDHF2_MIXED(min) FIUDHF2_MIXED(max) FIUDHF2_MIXED(clamp) add_function("mix", _mix_lrp(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), _mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), _mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), _mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), _mix_lrp(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), _mix_lrp(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), _mix_lrp(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_float16_t), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_float16_t), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_float16_t), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), _mix_lrp(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), _mix_lrp(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), _mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), _mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), _mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), _mix_lrp(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), _mix_lrp(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), _mix_lrp(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), _mix_sel(v130, &glsl_type_builtin_float, &glsl_type_builtin_bool), _mix_sel(v130, &glsl_type_builtin_vec2, &glsl_type_builtin_bvec2), _mix_sel(v130, &glsl_type_builtin_vec3, &glsl_type_builtin_bvec3), _mix_sel(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_bvec4), _mix_sel(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_bool), _mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_bvec2), _mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_bvec3), _mix_sel(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_bvec4), _mix_sel(fp64, &glsl_type_builtin_double, &glsl_type_builtin_bool), _mix_sel(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_bvec2), _mix_sel(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_bvec3), _mix_sel(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_bvec4), _mix_sel(shader_integer_mix, &glsl_type_builtin_int, &glsl_type_builtin_bool), _mix_sel(shader_integer_mix, &glsl_type_builtin_ivec2, &glsl_type_builtin_bvec2), _mix_sel(shader_integer_mix, &glsl_type_builtin_ivec3, &glsl_type_builtin_bvec3), _mix_sel(shader_integer_mix, &glsl_type_builtin_ivec4, &glsl_type_builtin_bvec4), _mix_sel(shader_integer_mix, &glsl_type_builtin_uint, &glsl_type_builtin_bool), _mix_sel(shader_integer_mix, &glsl_type_builtin_uvec2, &glsl_type_builtin_bvec2), _mix_sel(shader_integer_mix, &glsl_type_builtin_uvec3, &glsl_type_builtin_bvec3), _mix_sel(shader_integer_mix, &glsl_type_builtin_uvec4, &glsl_type_builtin_bvec4), _mix_sel(shader_integer_mix, &glsl_type_builtin_bool, &glsl_type_builtin_bool), _mix_sel(shader_integer_mix, &glsl_type_builtin_bvec2, &glsl_type_builtin_bvec2), _mix_sel(shader_integer_mix, &glsl_type_builtin_bvec3, &glsl_type_builtin_bvec3), _mix_sel(shader_integer_mix, &glsl_type_builtin_bvec4, &glsl_type_builtin_bvec4), _mix_sel(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_bool), _mix_sel(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_bvec2), _mix_sel(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_bvec3), _mix_sel(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_bvec4), _mix_sel(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_bool), _mix_sel(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_bvec2), _mix_sel(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_bvec3), _mix_sel(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_bvec4), NULL); add_function("step", _step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), _step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2), _step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3), _step(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4), _step(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), _step(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), _step(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), _step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), _step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2), _step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3), _step(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4), _step(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), _step(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), _step(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), _step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), _step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec2), _step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec3), _step(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec4), _step(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), _step(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), _step(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), NULL); add_function("smoothstep", _smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), _smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec2), _smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec3), _smoothstep(always_available, &glsl_type_builtin_float, &glsl_type_builtin_vec4), _smoothstep(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), _smoothstep(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), _smoothstep(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), _smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), _smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec2), _smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec3), _smoothstep(fp64, &glsl_type_builtin_double, &glsl_type_builtin_dvec4), _smoothstep(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), _smoothstep(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), _smoothstep(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_float16_t), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec2), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec3), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_float16_t, &glsl_type_builtin_f16vec4), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec2, &glsl_type_builtin_f16vec2), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec3, &glsl_type_builtin_f16vec3), _smoothstep(gpu_shader_half_float, &glsl_type_builtin_f16vec4, &glsl_type_builtin_f16vec4), NULL); FDHF130(isnan) FDHF130(isinf) F(floatBitsToInt) F(floatBitsToUint) add_function("intBitsToFloat", _intBitsToFloat(&glsl_type_builtin_int), _intBitsToFloat(&glsl_type_builtin_ivec2), _intBitsToFloat(&glsl_type_builtin_ivec3), _intBitsToFloat(&glsl_type_builtin_ivec4), NULL); add_function("uintBitsToFloat", _uintBitsToFloat(&glsl_type_builtin_uint), _uintBitsToFloat(&glsl_type_builtin_uvec2), _uintBitsToFloat(&glsl_type_builtin_uvec3), _uintBitsToFloat(&glsl_type_builtin_uvec4), NULL); add_function("doubleBitsToInt64", _doubleBitsToInt64(int64_fp64, &glsl_type_builtin_double), _doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec2), _doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec3), _doubleBitsToInt64(int64_fp64, &glsl_type_builtin_dvec4), NULL); add_function("doubleBitsToUint64", _doubleBitsToUint64(int64_fp64, &glsl_type_builtin_double), _doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec2), _doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec3), _doubleBitsToUint64(int64_fp64, &glsl_type_builtin_dvec4), NULL); add_function("int64BitsToDouble", _int64BitsToDouble(int64_fp64, &glsl_type_builtin_int64_t), _int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec2), _int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec3), _int64BitsToDouble(int64_fp64, &glsl_type_builtin_i64vec4), NULL); add_function("uint64BitsToDouble", _uint64BitsToDouble(int64_fp64, &glsl_type_builtin_uint64_t), _uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec2), _uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec3), _uint64BitsToDouble(int64_fp64, &glsl_type_builtin_u64vec4), 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_es31_or_gpu_shader5), NULL); add_function("packSnorm4x8", _packSnorm4x8(shader_packing_or_es31_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_es31_or_gpu_shader5), NULL); add_function("unpackSnorm4x8", _unpackSnorm4x8(shader_packing_or_es31_or_gpu_shader5), NULL); add_function("packHalf2x16", _packHalf2x16(shader_packing_or_es3), NULL); add_function("unpackHalf2x16", _unpackHalf2x16(shader_packing_or_es3), NULL); add_function("packFloat2x16", _packFloat2x16(gpu_shader_half_float), NULL); add_function("unpackFloat2x16", _unpackFloat2x16(gpu_shader_half_float), NULL); add_function("packDouble2x32", _packDouble2x32(fp64), NULL); add_function("unpackDouble2x32", _unpackDouble2x32(fp64), NULL); add_function("packInt2x32", _packInt2x32(int64_avail), NULL); add_function("unpackInt2x32", _unpackInt2x32(int64_avail), NULL); add_function("packUint2x32", _packUint2x32(int64_avail), NULL); add_function("unpackUint2x32", _unpackUint2x32(int64_avail), NULL); FDHF(length) FDHF(distance) FDHF(dot) add_function("cross", _cross(always_available, &glsl_type_builtin_vec3), _cross(fp64, &glsl_type_builtin_dvec3), _cross(gpu_shader_half_float, &glsl_type_builtin_f16vec3), NULL); FDHF(normalize) add_function("ftransform", _ftransform(), NULL); FDHF(faceforward) FDHF(reflect) FDHF(refract) // ... add_function("matrixCompMult", _matrixCompMult(always_available, &glsl_type_builtin_mat2), _matrixCompMult(always_available, &glsl_type_builtin_mat3), _matrixCompMult(always_available, &glsl_type_builtin_mat4), _matrixCompMult(always_available, &glsl_type_builtin_mat2x3), _matrixCompMult(always_available, &glsl_type_builtin_mat2x4), _matrixCompMult(always_available, &glsl_type_builtin_mat3x2), _matrixCompMult(always_available, &glsl_type_builtin_mat3x4), _matrixCompMult(always_available, &glsl_type_builtin_mat4x2), _matrixCompMult(always_available, &glsl_type_builtin_mat4x3), _matrixCompMult(fp64, &glsl_type_builtin_dmat2), _matrixCompMult(fp64, &glsl_type_builtin_dmat3), _matrixCompMult(fp64, &glsl_type_builtin_dmat4), _matrixCompMult(fp64, &glsl_type_builtin_dmat2x3), _matrixCompMult(fp64, &glsl_type_builtin_dmat2x4), _matrixCompMult(fp64, &glsl_type_builtin_dmat3x2), _matrixCompMult(fp64, &glsl_type_builtin_dmat3x4), _matrixCompMult(fp64, &glsl_type_builtin_dmat4x2), _matrixCompMult(fp64, &glsl_type_builtin_dmat4x3), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2), _matrixCompMult(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3), NULL); add_function("outerProduct", _outerProduct(v120, &glsl_type_builtin_mat2), _outerProduct(v120, &glsl_type_builtin_mat3), _outerProduct(v120, &glsl_type_builtin_mat4), _outerProduct(v120, &glsl_type_builtin_mat2x3), _outerProduct(v120, &glsl_type_builtin_mat2x4), _outerProduct(v120, &glsl_type_builtin_mat3x2), _outerProduct(v120, &glsl_type_builtin_mat3x4), _outerProduct(v120, &glsl_type_builtin_mat4x2), _outerProduct(v120, &glsl_type_builtin_mat4x3), _outerProduct(fp64, &glsl_type_builtin_dmat2), _outerProduct(fp64, &glsl_type_builtin_dmat3), _outerProduct(fp64, &glsl_type_builtin_dmat4), _outerProduct(fp64, &glsl_type_builtin_dmat2x3), _outerProduct(fp64, &glsl_type_builtin_dmat2x4), _outerProduct(fp64, &glsl_type_builtin_dmat3x2), _outerProduct(fp64, &glsl_type_builtin_dmat3x4), _outerProduct(fp64, &glsl_type_builtin_dmat4x2), _outerProduct(fp64, &glsl_type_builtin_dmat4x3), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2), _outerProduct(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3), NULL); add_function("determinant", _determinant_mat2(v120, &glsl_type_builtin_mat2), _determinant_mat3(v120, &glsl_type_builtin_mat3), _determinant_mat4(v120, &glsl_type_builtin_mat4), _determinant_mat2(fp64, &glsl_type_builtin_dmat2), _determinant_mat3(fp64, &glsl_type_builtin_dmat3), _determinant_mat4(fp64, &glsl_type_builtin_dmat4), _determinant_mat2(gpu_shader_half_float, &glsl_type_builtin_f16mat2), _determinant_mat3(gpu_shader_half_float, &glsl_type_builtin_f16mat3), _determinant_mat4(gpu_shader_half_float, &glsl_type_builtin_f16mat4), NULL); add_function("inverse", _inverse_mat2(v140_or_es3, &glsl_type_builtin_mat2), _inverse_mat3(v140_or_es3, &glsl_type_builtin_mat3), _inverse_mat4(v140_or_es3, &glsl_type_builtin_mat4), _inverse_mat2(fp64, &glsl_type_builtin_dmat2), _inverse_mat3(fp64, &glsl_type_builtin_dmat3), _inverse_mat4(fp64, &glsl_type_builtin_dmat4), _inverse_mat2(gpu_shader_half_float, &glsl_type_builtin_f16mat2), _inverse_mat3(gpu_shader_half_float, &glsl_type_builtin_f16mat3), _inverse_mat4(gpu_shader_half_float, &glsl_type_builtin_f16mat4), NULL); add_function("transpose", _transpose(v120, &glsl_type_builtin_mat2), _transpose(v120, &glsl_type_builtin_mat3), _transpose(v120, &glsl_type_builtin_mat4), _transpose(v120, &glsl_type_builtin_mat2x3), _transpose(v120, &glsl_type_builtin_mat2x4), _transpose(v120, &glsl_type_builtin_mat3x2), _transpose(v120, &glsl_type_builtin_mat3x4), _transpose(v120, &glsl_type_builtin_mat4x2), _transpose(v120, &glsl_type_builtin_mat4x3), _transpose(fp64, &glsl_type_builtin_dmat2), _transpose(fp64, &glsl_type_builtin_dmat3), _transpose(fp64, &glsl_type_builtin_dmat4), _transpose(fp64, &glsl_type_builtin_dmat2x3), _transpose(fp64, &glsl_type_builtin_dmat2x4), _transpose(fp64, &glsl_type_builtin_dmat3x2), _transpose(fp64, &glsl_type_builtin_dmat3x4), _transpose(fp64, &glsl_type_builtin_dmat4x2), _transpose(fp64, &glsl_type_builtin_dmat4x3), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2x3), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat2x4), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3x2), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat3x4), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4x2), _transpose(gpu_shader_half_float, &glsl_type_builtin_f16mat4x3), NULL); FIUDHF_VEC(lessThan) FIUDHF_VEC(lessThanEqual) FIUDHF_VEC(greaterThan) FIUDHF_VEC(greaterThanEqual) FIUBDHF_VEC(notEqual) FIUBDHF_VEC(equal) add_function("any", _any(&glsl_type_builtin_bvec2), _any(&glsl_type_builtin_bvec3), _any(&glsl_type_builtin_bvec4), NULL); add_function("all", _all(&glsl_type_builtin_bvec2), _all(&glsl_type_builtin_bvec3), _all(&glsl_type_builtin_bvec4), NULL); add_function("not", _not(&glsl_type_builtin_bvec2), _not(&glsl_type_builtin_bvec3), _not(&glsl_type_builtin_bvec4), NULL); add_function("textureSize", _textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D), _textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D), _textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube), _textureSize(v130, &glsl_type_builtin_int, &glsl_type_builtin_sampler1DShadow), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DShadow), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCubeShadow), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArrayShadow), _textureSize(v130, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArrayShadow), _textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArray), _textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isamplerCubeArray), _textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usamplerCubeArray), _textureSize(texture_cube_map_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_samplerCubeArrayShadow), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect), _textureSize(v130, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRectShadow), _textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer), _textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer), _textureSize(texture_buffer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer), _textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DMS), _textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DMS), _textureSize(texture_multisample, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DMS), _textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DMSArray), _textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DMSArray), _textureSize(texture_multisample_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DMSArray), _textureSize(texture_external_es3, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerExternalOES), NULL); add_function("textureSize1D", _textureSize(gpu_shader4, &glsl_type_builtin_int, &glsl_type_builtin_sampler1D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_isampler1D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_int, &glsl_type_builtin_usampler1D), NULL); add_function("textureSize2D", _textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2D), NULL); add_function("textureSize3D", _textureSize(gpu_shader4, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler3D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler3D), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler3D), NULL); add_function("textureSizeCube", _textureSize(gpu_shader4, &glsl_type_builtin_ivec2, &glsl_type_builtin_samplerCube), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isamplerCube), _textureSize(gpu_shader4_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usamplerCube), NULL); add_function("textureSize1DArray", _textureSize(gpu_shader4_array, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler1DArray), _textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler1DArray), _textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler1DArray), NULL); add_function("textureSize2DArray", _textureSize(gpu_shader4_array, &glsl_type_builtin_ivec3, &glsl_type_builtin_sampler2DArray), _textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_isampler2DArray), _textureSize(gpu_shader4_array_integer, &glsl_type_builtin_ivec3, &glsl_type_builtin_usampler2DArray), NULL); add_function("textureSize2DRect", _textureSize(gpu_shader4_rect, &glsl_type_builtin_ivec2, &glsl_type_builtin_sampler2DRect), _textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_isampler2DRect), _textureSize(gpu_shader4_rect_integer, &glsl_type_builtin_ivec2, &glsl_type_builtin_usampler2DRect), NULL); add_function("textureSizeBuffer", _textureSize(gpu_shader4_tbo, &glsl_type_builtin_int, &glsl_type_builtin_samplerBuffer), _textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_isamplerBuffer), _textureSize(gpu_shader4_tbo_integer, &glsl_type_builtin_int, &glsl_type_builtin_usamplerBuffer), NULL); add_function("textureSamples", _textureSamples(shader_samples, &glsl_type_builtin_sampler2DMS), _textureSamples(shader_samples, &glsl_type_builtin_isampler2DMS), _textureSamples(shader_samples, &glsl_type_builtin_usampler2DMS), _textureSamples(shader_samples, &glsl_type_builtin_sampler2DMSArray), _textureSamples(shader_samples, &glsl_type_builtin_isampler2DMSArray), _textureSamples(shader_samples, &glsl_type_builtin_usampler2DMSArray), NULL); add_function("texture", _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tex, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), /* samplerCubeArrayShadow is special; it has an extra parameter * for the shadow comparator since there is no vec5 type. */ _textureCubeArrayShadow(ir_tex, texture_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3), _texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txb, derivatives_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), _texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), _textureCubeArrayShadow(ir_tex, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow), _textureCubeArrayShadow(ir_txb, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow), NULL); add_function("textureLod", _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txl, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), _texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), _textureCubeArrayShadow(ir_txl, v130_or_gpu_shader4_and_tex_cube_map_array, &glsl_type_builtin_samplerCubeArrayShadow), NULL); add_function("textureOffset", _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), /* The next one was forgotten in GLSL 1.30 spec. It's from * EXT_gpu_shader4 originally. It was added in 4.30 with the * wrong syntax. This was corrected in 4.40. 4.30 indicates * that it was intended to be included previously, so allow it * in 1.30. */ _texture(ir_tex, v130_desktop, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), _texture(ir_txb, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), NULL); add_function("texture1DOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), NULL); add_function("texture2DOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture3DOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("texture2DRectOffset", _texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("shadow2DRectOffset", _texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow2DOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("texture1DArrayOffset", _texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture2DArrayOffset", _texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DArrayOffset", _texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txb, gpu_shader4_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow2DArrayOffset", _texture(ir_tex, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), NULL); add_function("textureProj", _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texelFetch", _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3), _texelFetch(texture_buffer, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int), _texelFetch(texture_buffer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int), _texelFetch(texture_buffer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int), _texelFetch(texture_multisample, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2), _texelFetch(texture_multisample, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2), _texelFetch(texture_multisample, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2), _texelFetch(texture_multisample_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3), _texelFetch(texture_multisample_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3), _texelFetch(texture_multisample_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3), _texelFetch(texture_external_es3, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch1D", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int), NULL); add_function("texelFetch2D", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch3D", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3), NULL); add_function("texelFetch2DRect", _texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch1DArray", _texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch2DArray", _texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3), NULL); add_function("texelFetchBuffer", _texelFetch(gpu_shader4_tbo, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerBuffer, &glsl_type_builtin_int), _texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerBuffer, &glsl_type_builtin_int), _texelFetch(gpu_shader4_tbo_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerBuffer, &glsl_type_builtin_int), NULL); add_function("texelFetchOffset", _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), _texelFetch(v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), _texelFetch(v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch1DOffset", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_int, &glsl_type_builtin_int), NULL); add_function("texelFetch2DOffset", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch3DOffset", _texelFetch(gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), _texelFetch(gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), NULL); add_function("texelFetch2DRectOffset", _texelFetch(gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), NULL); add_function("texelFetch1DArrayOffset", _texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), NULL); add_function("texelFetch2DArrayOffset", _texelFetch(gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), _texelFetch(gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2), NULL); add_function("textureProjOffset", _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, v130_derivatives_only, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture1DProjOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture2DProjOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture3DProjOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow1DProjOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow2DProjOffset", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture2DRectProjOffset", _texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow2DRectProjOffset", _texture(ir_tex, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("textureLodOffset", _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, v130_or_gpu_shader4_and_tex_shadow_lod, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), NULL); add_function("texture1DLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), NULL); add_function("texture2DLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture3DLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow2DLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("texture1DArrayLodOffset", _texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture2DArrayLodOffset", _texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DArrayLodOffset", _texture(ir_txl, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("textureProjLod", _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("textureProjLodOffset", _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture1DProjLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture2DProjLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture3DProjLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow1DProjLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow2DProjLodOffset", _texture(ir_txl, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("textureGrad", _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txd, texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), NULL); add_function("textureGradOffset", _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), NULL); add_function("texture1DGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET), NULL); add_function("texture2DGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture3DGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("texture2DRectGradOffset", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("shadow2DRectGradOffset", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow2DGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("texture1DArrayGradOffset", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET), NULL); add_function("texture2DArrayGradOffset", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow1DArrayGradOffset", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("shadow2DArrayGradOffset", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET), NULL); add_function("textureProjGrad", _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("textureProjGradOffset", _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, v130, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture1DProjGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture2DProjGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture3DProjGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("texture2DRectProjGradOffset", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow2DRectProjGradOffset", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow1DProjGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("shadow2DProjGradOffset", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT | TEX_OFFSET), NULL); add_function("EmitVertex", _EmitVertex(), NULL); add_function("EndPrimitive", _EndPrimitive(), NULL); add_function("EmitStreamVertex", _EmitStreamVertex(gs_streams, &glsl_type_builtin_uint), _EmitStreamVertex(gs_streams, &glsl_type_builtin_int), NULL); add_function("EndStreamPrimitive", _EndStreamPrimitive(gs_streams, &glsl_type_builtin_uint), _EndStreamPrimitive(gs_streams, &glsl_type_builtin_int), NULL); add_function("barrier", _barrier(), NULL); add_function("textureQueryLOD", _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float), _textureQueryLod(texture_query_lod, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2), _textureQueryLod(texture_query_lod, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3), NULL); add_function("textureQueryLod", _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_float), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec2), _textureQueryLod(v400_derivatives_only, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec3), NULL); add_function("textureQueryLevels", _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler3D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCube), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler1DArrayShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_sampler2DArrayShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_samplerCubeArrayShadow), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler3D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCube), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler1DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isampler2DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_isamplerCubeArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler3D), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCube), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler1DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usampler2DArray), _textureQueryLevels(texture_query_levels, &glsl_type_builtin_usamplerCubeArray), NULL); add_function("textureSamplesIdenticalEXT", _textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2), _textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2), _textureSamplesIdentical(texture_samples_identical, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2), _textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3), _textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3), _textureSamplesIdentical(texture_samples_identical_array, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3), NULL); add_function("texture1D", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), NULL); add_function("texture1DArray", _texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, texture_array_derivs_only,&glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), NULL); add_function("texture1DProj", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture1DLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), NULL); add_function("texture1DArrayLod", _texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), NULL); add_function("texture1DProjLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture2D", _texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec2), NULL); add_function("texture2DArray", _texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_array_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), NULL); add_function("texture2DProj", _texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, texture_external, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerExternalOES, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture2DLod", _texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), NULL); add_function("texture2DArrayLod", _texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), NULL); add_function("texture2DProjLod", _texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture3D", _texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), NULL); add_function("texture3DProj", _texture(ir_tex, tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, derivatives_tex3d, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture3DLod", _texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), NULL); add_function("texture3DProjLod", _texture(ir_txl, tex3d_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("textureCube", _texture(ir_tex, deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, deprecated_texture_derivatives_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_tex, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_txb, gpu_shader4_integer_derivs_only, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), NULL); add_function("textureCubeLod", _texture(ir_txl, lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txl, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), NULL); add_function("texture2DRect", _texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2), NULL); add_function("texture2DRectProj", _texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_tex, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow1D", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow1DArray", _texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2D", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DEXT", _texture(ir_tex, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), _texture(ir_txb, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DArray", _texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), _texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), NULL); add_function("shadow1DProj", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DArray", _texture(ir_tex, texture_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), _texture(ir_txb, texture_array_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), NULL); add_function("shadowCube", _texture(ir_tex, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), _texture(ir_txb, gpu_shader4_derivs_only, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), NULL); add_function("shadow2DProj", _texture(ir_tex, v110_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, v110_derivatives_only_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DProjEXT", _texture(ir_tex, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txb, texture_shadow2Dext, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow1DLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow1DArrayLod", _texture(ir_txl, texture_array_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow1DProjLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DProjLod", _texture(ir_txl, v110_lod_deprecated_texture, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DRect", _texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DRectProj", _texture(ir_tex, texture_rectangle, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture1DGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), NULL); add_function("texture1DProjGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture2DGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), NULL); add_function("texture2DProjGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture3DGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), NULL); add_function("texture3DProjGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("textureCubeGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), NULL); add_function("shadow1DGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow1DProjGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DProjGradARB", _texture(ir_txd, shader_texture_lod, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture2DRectGradARB", _texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), NULL); add_function("texture2DRectProjGradARB", _texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DRectGradARB", _texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DRectProjGradARB", _texture(ir_txd, shader_texture_lod_and_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture4", _texture(ir_tg4, texture_texture4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), NULL); add_function("texture1DGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float), NULL); add_function("texture1DProjGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec2, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture1DArrayGrad", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2), NULL); add_function("texture2DGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), NULL); add_function("texture2DProjGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("texture2DArrayGrad", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_array_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), NULL); add_function("texture3DGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3), NULL); add_function("texture3DProjGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("textureCubeGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_txd, gpu_shader4_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), NULL); add_function("shadow1DGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow1DProjGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow1DArrayGrad", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DProjGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DArrayGrad", _texture(ir_txd, gpu_shader4_array, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4), NULL); add_function("texture2DRectGrad", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2), NULL); add_function("texture2DRectProjGrad", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec3, TEX_PROJECT), _texture(ir_txd, gpu_shader4_rect_integer, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadow2DRectGrad", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3), NULL); add_function("shadow2DRectProjGrad", _texture(ir_txd, gpu_shader4_rect, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec4, TEX_PROJECT), NULL); add_function("shadowCubeGrad", _texture(ir_txd, gpu_shader4, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4), NULL); add_function("textureGather", _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3), _texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tg4, texture_gather_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3), _texture(ir_tg4, gpu_shader5_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3), _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2), NULL); add_function("textureGatherOffset", _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tg4, texture_gather_only_or_es31, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET), _texture(ir_tg4, es31_not_gs5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET), NULL); add_function("textureGatherOffsets", _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY | TEX_COMPONENT), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5_es, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY), _texture(ir_tg4, gpu_shader5, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY), NULL); add_function("sparseTextureARB", _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE), _textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txb, derivatives_texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), NULL); add_function("sparseTextureLodARB", _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txl, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), NULL); add_function("sparseTextureOffsetARB", _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_tex, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txb, v130_derivatives_only_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), NULL); add_function("sparseTexelFetchARB", _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMS, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMS, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(texture_multisample_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMS, &glsl_type_builtin_ivec2, NULL, true), _texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true), _texelFetch(texture_multisample_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DMSArray, &glsl_type_builtin_ivec3, NULL, true), NULL); add_function("sparseTexelFetchOffsetARB", _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true), _texelFetch(v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec2, true), NULL); add_function("sparseTextureLodOffsetARB", _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txl, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), NULL); add_function("sparseTextureGradARB", _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txd, texture_cube_map_array_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE), NULL); add_function("sparseTextureGradOffsetARB", _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE), _texture(ir_txd, v130_desktop_and_sparse, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE), NULL); add_function("sparseTextureGatherARB", _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tg4, texture_gather_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec3, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_SPARSE), NULL); add_function("sparseTextureGatherOffsetARB", _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_NONCONST|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_NONCONST|TEX_SPARSE), NULL); add_function("sparseTextureGatherOffsetsARB", _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DRect, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_COMPONENT|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET_ARRAY|TEX_SPARSE), _texture(ir_tg4, gpu_shader5_and_sparse, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DRectShadow, &glsl_type_builtin_vec2, TEX_OFFSET_ARRAY|TEX_SPARSE), NULL); add_function("sparseTexelsResidentARB", _is_sparse_texels_resident(), NULL); add_function("sparseTextureClampARB", _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), NULL); add_function("textureClampARB", _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP), _textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_clamp, &glsl_type_builtin_samplerCubeArrayShadow, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txb, derivatives_texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP), NULL); add_function("sparseTextureOffsetClampARB", _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), NULL); add_function("textureOffsetClampARB", _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_tex, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_derivatives_only_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txb, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), NULL); add_function("sparseTextureGradClampARB", _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_SPARSE|TEX_CLAMP), NULL); add_function("textureGradClampARB", _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCube, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_samplerCubeShadow, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_samplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txd, texture_cube_map_array_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usamplerCubeArray, &glsl_type_builtin_vec4, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_CLAMP), NULL); add_function("sparseTextureGradOffsetClampARB", _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_SPARSE|TEX_CLAMP), NULL); add_function("textureGradOffsetClampARB", _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1D, &glsl_type_builtin_float, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2D, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler3D, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler1DArray, &glsl_type_builtin_vec2, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_vec4, &glsl_type_builtin_sampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_ivec4, &glsl_type_builtin_isampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_uvec4, &glsl_type_builtin_usampler2DArray, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler1DArrayShadow, &glsl_type_builtin_vec3, TEX_OFFSET|TEX_CLAMP), _texture(ir_txd, v130_desktop_and_clamp, &glsl_type_builtin_float, &glsl_type_builtin_sampler2DArrayShadow, &glsl_type_builtin_vec4, TEX_OFFSET|TEX_CLAMP), NULL); FHF_DERIVATIVES(dFdx) FHF_DERIVATIVES(dFdy) FHF_DERIVATIVES(fwidth) FHF_DERIVATIVE_CONTROL(dFdxCoarse) FHF_DERIVATIVE_CONTROL(dFdyCoarse) FHF_DERIVATIVE_CONTROL(fwidthCoarse) FHF_DERIVATIVE_CONTROL(dFdxFine) FHF_DERIVATIVE_CONTROL(dFdyFine) FHF_DERIVATIVE_CONTROL(fwidthFine) F(noise1) F(noise2) F(noise3) F(noise4) IU(bitfieldExtract) IU(bitfieldInsert) IU(bitfieldReverse) IU(bitCount) IU(findLSB) IU(findMSB) FDHFGS5(fma) add_function("ldexp", _ldexp(&glsl_type_builtin_float, &glsl_type_builtin_int), _ldexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2), _ldexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3), _ldexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4), _ldexp(&glsl_type_builtin_double, &glsl_type_builtin_int), _ldexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2), _ldexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3), _ldexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4), _ldexp(&glsl_type_builtin_float16_t, &glsl_type_builtin_int), _ldexp(&glsl_type_builtin_f16vec2, &glsl_type_builtin_ivec2), _ldexp(&glsl_type_builtin_f16vec3, &glsl_type_builtin_ivec3), _ldexp(&glsl_type_builtin_f16vec4, &glsl_type_builtin_ivec4), NULL); add_function("frexp", _frexp(&glsl_type_builtin_float, &glsl_type_builtin_int), _frexp(&glsl_type_builtin_vec2, &glsl_type_builtin_ivec2), _frexp(&glsl_type_builtin_vec3, &glsl_type_builtin_ivec3), _frexp(&glsl_type_builtin_vec4, &glsl_type_builtin_ivec4), _frexp(&glsl_type_builtin_double, &glsl_type_builtin_int), _frexp(&glsl_type_builtin_dvec2, &glsl_type_builtin_ivec2), _frexp(&glsl_type_builtin_dvec3, &glsl_type_builtin_ivec3), _frexp(&glsl_type_builtin_dvec4, &glsl_type_builtin_ivec4), _frexp(&glsl_type_builtin_float16_t, &glsl_type_builtin_int), _frexp(&glsl_type_builtin_f16vec2, &glsl_type_builtin_ivec2), _frexp(&glsl_type_builtin_f16vec3, &glsl_type_builtin_ivec3), _frexp(&glsl_type_builtin_f16vec4, &glsl_type_builtin_ivec4), NULL); add_function("uaddCarry", _uaddCarry(&glsl_type_builtin_uint), _uaddCarry(&glsl_type_builtin_uvec2), _uaddCarry(&glsl_type_builtin_uvec3), _uaddCarry(&glsl_type_builtin_uvec4), NULL); add_function("usubBorrow", _usubBorrow(&glsl_type_builtin_uint), _usubBorrow(&glsl_type_builtin_uvec2), _usubBorrow(&glsl_type_builtin_uvec3), _usubBorrow(&glsl_type_builtin_uvec4), NULL); add_function("imulExtended", _mulExtended(&glsl_type_builtin_int), _mulExtended(&glsl_type_builtin_ivec2), _mulExtended(&glsl_type_builtin_ivec3), _mulExtended(&glsl_type_builtin_ivec4), NULL); add_function("umulExtended", _mulExtended(&glsl_type_builtin_uint), _mulExtended(&glsl_type_builtin_uvec2), _mulExtended(&glsl_type_builtin_uvec3), _mulExtended(&glsl_type_builtin_uvec4), NULL); add_function("interpolateAtCentroid", _interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_float), _interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec2), _interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec3), _interpolateAtCentroid(fs_interpolate_at, &glsl_type_builtin_vec4), _interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t), _interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2), _interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3), _interpolateAtCentroid(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4), NULL); add_function("interpolateAtOffset", _interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_float), _interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec2), _interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec3), _interpolateAtOffset(fs_interpolate_at, &glsl_type_builtin_vec4), _interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t), _interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2), _interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3), _interpolateAtOffset(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4), NULL); add_function("interpolateAtSample", _interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_float), _interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec2), _interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec3), _interpolateAtSample(fs_interpolate_at, &glsl_type_builtin_vec4), _interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_float16_t), _interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec2), _interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec3), _interpolateAtSample(fs_half_float_interpolate_at, &glsl_type_builtin_f16vec4), NULL); add_function("atomicCounter", _atomic_counter_op("__intrinsic_atomic_read", shader_atomic_counters), NULL); add_function("atomicCounterIncrement", _atomic_counter_op("__intrinsic_atomic_increment", shader_atomic_counters), NULL); add_function("atomicCounterDecrement", _atomic_counter_op("__intrinsic_atomic_predecrement", shader_atomic_counters), NULL); add_function("atomicCounterAddARB", _atomic_counter_op1("__intrinsic_atomic_add", shader_atomic_counter_ops), NULL); add_function("atomicCounterSubtractARB", _atomic_counter_op1("__intrinsic_atomic_sub", shader_atomic_counter_ops), NULL); add_function("atomicCounterMinARB", _atomic_counter_op1("__intrinsic_atomic_min", shader_atomic_counter_ops), NULL); add_function("atomicCounterMaxARB", _atomic_counter_op1("__intrinsic_atomic_max", shader_atomic_counter_ops), NULL); add_function("atomicCounterAndARB", _atomic_counter_op1("__intrinsic_atomic_and", shader_atomic_counter_ops), NULL); add_function("atomicCounterOrARB", _atomic_counter_op1("__intrinsic_atomic_or", shader_atomic_counter_ops), NULL); add_function("atomicCounterXorARB", _atomic_counter_op1("__intrinsic_atomic_xor", shader_atomic_counter_ops), NULL); add_function("atomicCounterExchangeARB", _atomic_counter_op1("__intrinsic_atomic_exchange", shader_atomic_counter_ops), NULL); add_function("atomicCounterCompSwapARB", _atomic_counter_op2("__intrinsic_atomic_comp_swap", shader_atomic_counter_ops), NULL); add_function("atomicCounterAdd", _atomic_counter_op1("__intrinsic_atomic_add", v460_desktop), NULL); add_function("atomicCounterSubtract", _atomic_counter_op1("__intrinsic_atomic_sub", v460_desktop), NULL); add_function("atomicCounterMin", _atomic_counter_op1("__intrinsic_atomic_min", v460_desktop), NULL); add_function("atomicCounterMax", _atomic_counter_op1("__intrinsic_atomic_max", v460_desktop), NULL); add_function("atomicCounterAnd", _atomic_counter_op1("__intrinsic_atomic_and", v460_desktop), NULL); add_function("atomicCounterOr", _atomic_counter_op1("__intrinsic_atomic_or", v460_desktop), NULL); add_function("atomicCounterXor", _atomic_counter_op1("__intrinsic_atomic_xor", v460_desktop), NULL); add_function("atomicCounterExchange", _atomic_counter_op1("__intrinsic_atomic_exchange", v460_desktop), NULL); add_function("atomicCounterCompSwap", _atomic_counter_op2("__intrinsic_atomic_comp_swap", v460_desktop), NULL); add_function("atomicAdd", _atomic_op2("__intrinsic_atomic_add", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_add", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_add", shader_atomic_float_add, &glsl_type_builtin_float), _atomic_op2("__intrinsic_atomic_add", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicMin", _atomic_op2("__intrinsic_atomic_min", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_min", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_min", shader_atomic_float_minmax, &glsl_type_builtin_float), _atomic_op2("__intrinsic_atomic_min", buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t), _atomic_op2("__intrinsic_atomic_min", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicMax", _atomic_op2("__intrinsic_atomic_max", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_max", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_max", shader_atomic_float_minmax, &glsl_type_builtin_float), _atomic_op2("__intrinsic_atomic_max", buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t), _atomic_op2("__intrinsic_atomic_max", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicAnd", _atomic_op2("__intrinsic_atomic_and", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_and", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_and", buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t), _atomic_op2("__intrinsic_atomic_and", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicOr", _atomic_op2("__intrinsic_atomic_or", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_or", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_or", buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t), _atomic_op2("__intrinsic_atomic_or", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicXor", _atomic_op2("__intrinsic_atomic_xor", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_xor", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_xor", buffer_int64_atomics_supported, &glsl_type_builtin_uint64_t), _atomic_op2("__intrinsic_atomic_xor", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), NULL); add_function("atomicExchange", _atomic_op2("__intrinsic_atomic_exchange", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op2("__intrinsic_atomic_exchange", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op2("__intrinsic_atomic_exchange", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), _atomic_op2("__intrinsic_atomic_exchange", shader_atomic_float_exchange, &glsl_type_builtin_float), NULL); add_function("atomicCompSwap", _atomic_op3("__intrinsic_atomic_comp_swap", buffer_atomics_supported, &glsl_type_builtin_uint), _atomic_op3("__intrinsic_atomic_comp_swap", buffer_atomics_supported, &glsl_type_builtin_int), _atomic_op3("__intrinsic_atomic_comp_swap", buffer_int64_atomics_supported, &glsl_type_builtin_int64_t), _atomic_op3("__intrinsic_atomic_comp_swap", shader_atomic_float_minmax, &glsl_type_builtin_float), NULL); add_function("min3", _min3(shader_trinary_minmax, &glsl_type_builtin_float), _min3(shader_trinary_minmax, &glsl_type_builtin_vec2), _min3(shader_trinary_minmax, &glsl_type_builtin_vec3), _min3(shader_trinary_minmax, &glsl_type_builtin_vec4), _min3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t), _min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2), _min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3), _min3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4), _min3(shader_trinary_minmax, &glsl_type_builtin_int), _min3(shader_trinary_minmax, &glsl_type_builtin_ivec2), _min3(shader_trinary_minmax, &glsl_type_builtin_ivec3), _min3(shader_trinary_minmax, &glsl_type_builtin_ivec4), _min3(shader_trinary_minmax, &glsl_type_builtin_uint), _min3(shader_trinary_minmax, &glsl_type_builtin_uvec2), _min3(shader_trinary_minmax, &glsl_type_builtin_uvec3), _min3(shader_trinary_minmax, &glsl_type_builtin_uvec4), NULL); add_function("max3", _max3(shader_trinary_minmax, &glsl_type_builtin_float), _max3(shader_trinary_minmax, &glsl_type_builtin_vec2), _max3(shader_trinary_minmax, &glsl_type_builtin_vec3), _max3(shader_trinary_minmax, &glsl_type_builtin_vec4), _max3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t), _max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2), _max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3), _max3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4), _max3(shader_trinary_minmax, &glsl_type_builtin_int), _max3(shader_trinary_minmax, &glsl_type_builtin_ivec2), _max3(shader_trinary_minmax, &glsl_type_builtin_ivec3), _max3(shader_trinary_minmax, &glsl_type_builtin_ivec4), _max3(shader_trinary_minmax, &glsl_type_builtin_uint), _max3(shader_trinary_minmax, &glsl_type_builtin_uvec2), _max3(shader_trinary_minmax, &glsl_type_builtin_uvec3), _max3(shader_trinary_minmax, &glsl_type_builtin_uvec4), NULL); add_function("mid3", _mid3(shader_trinary_minmax, &glsl_type_builtin_float), _mid3(shader_trinary_minmax, &glsl_type_builtin_vec2), _mid3(shader_trinary_minmax, &glsl_type_builtin_vec3), _mid3(shader_trinary_minmax, &glsl_type_builtin_vec4), _mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_float16_t), _mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec2), _mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec3), _mid3(shader_trinary_minmax_half_float, &glsl_type_builtin_f16vec4), _mid3(shader_trinary_minmax, &glsl_type_builtin_int), _mid3(shader_trinary_minmax, &glsl_type_builtin_ivec2), _mid3(shader_trinary_minmax, &glsl_type_builtin_ivec3), _mid3(shader_trinary_minmax, &glsl_type_builtin_ivec4), _mid3(shader_trinary_minmax, &glsl_type_builtin_uint), _mid3(shader_trinary_minmax, &glsl_type_builtin_uvec2), _mid3(shader_trinary_minmax, &glsl_type_builtin_uvec3), _mid3(shader_trinary_minmax, &glsl_type_builtin_uvec4), NULL); add_image_functions(true); add_function("memoryBarrier", _memory_barrier("__intrinsic_memory_barrier", shader_image_load_store), NULL); add_function("groupMemoryBarrier", _memory_barrier("__intrinsic_group_memory_barrier", compute_shader), NULL); add_function("memoryBarrierAtomicCounter", _memory_barrier("__intrinsic_memory_barrier_atomic_counter", compute_shader_supported), NULL); add_function("memoryBarrierBuffer", _memory_barrier("__intrinsic_memory_barrier_buffer", compute_shader_supported), NULL); add_function("memoryBarrierImage", _memory_barrier("__intrinsic_memory_barrier_image", compute_shader_supported), NULL); add_function("memoryBarrierShared", _memory_barrier("__intrinsic_memory_barrier_shared", compute_shader), NULL); add_function("ballotARB", _ballot(&glsl_type_builtin_uint64_t, ballot_arb), NULL); add_function("readInvocationARB", FIU(_read_invocation, ballot_arb), NULL); add_function("readFirstInvocationARB", FIU(_read_first_invocation, ballot_arb), NULL); add_function("clock2x32ARB", _shader_clock(shader_clock, &glsl_type_builtin_uvec2), NULL); add_function("clockARB", _shader_clock(shader_clock_int64, &glsl_type_builtin_uint64_t), NULL); add_function("beginInvocationInterlockARB", _invocation_interlock( "__intrinsic_begin_invocation_interlock", supports_arb_fragment_shader_interlock), NULL); add_function("endInvocationInterlockARB", _invocation_interlock( "__intrinsic_end_invocation_interlock", supports_arb_fragment_shader_interlock), NULL); add_function("beginInvocationInterlockNV", _invocation_interlock( "__intrinsic_begin_invocation_interlock", supports_nv_fragment_shader_interlock), NULL); add_function("endInvocationInterlockNV", _invocation_interlock( "__intrinsic_end_invocation_interlock", supports_nv_fragment_shader_interlock), NULL); add_function("anyInvocationARB", _vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_any"), NULL); add_function("allInvocationsARB", _vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_all"), NULL); add_function("allInvocationsEqualARB", _vote(&glsl_type_builtin_bool, vote, "__intrinsic_vote_eq"), NULL); add_function("anyInvocationEXT", _vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_any"), NULL); add_function("allInvocationsEXT", _vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_all"), NULL); add_function("allInvocationsEqualEXT", _vote(&glsl_type_builtin_bool, vote_ext, "__intrinsic_vote_eq"), NULL); add_function("anyInvocation", _vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_any"), NULL); add_function("allInvocations", _vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_all"), NULL); add_function("allInvocationsEqual", _vote(&glsl_type_builtin_bool, v460_desktop, "__intrinsic_vote_eq"), NULL); add_function("helperInvocationEXT", _helper_invocation(), NULL); add_function("countLeadingZeros", _countLeadingZeros(shader_integer_functions2, &glsl_type_builtin_uint), _countLeadingZeros(shader_integer_functions2, &glsl_type_builtin_uvec2), _countLeadingZeros(shader_integer_functions2, &glsl_type_builtin_uvec3), _countLeadingZeros(shader_integer_functions2, &glsl_type_builtin_uvec4), NULL); add_function("countTrailingZeros", _countTrailingZeros(shader_integer_functions2, &glsl_type_builtin_uint), _countTrailingZeros(shader_integer_functions2, &glsl_type_builtin_uvec2), _countTrailingZeros(shader_integer_functions2, &glsl_type_builtin_uvec3), _countTrailingZeros(shader_integer_functions2, &glsl_type_builtin_uvec4), NULL); add_function("absoluteDifference", _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_int), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_ivec2), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_ivec3), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_ivec4), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_uint), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_uvec2), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_uvec3), _absoluteDifference(shader_integer_functions2, &glsl_type_builtin_uvec4), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_int64_t), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_i64vec2), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_i64vec3), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_i64vec4), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_uint64_t), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_u64vec2), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_u64vec3), _absoluteDifference(shader_integer_functions2_int64, &glsl_type_builtin_u64vec4), NULL); add_function("addSaturate", _addSaturate(shader_integer_functions2, &glsl_type_builtin_int), _addSaturate(shader_integer_functions2, &glsl_type_builtin_ivec2), _addSaturate(shader_integer_functions2, &glsl_type_builtin_ivec3), _addSaturate(shader_integer_functions2, &glsl_type_builtin_ivec4), _addSaturate(shader_integer_functions2, &glsl_type_builtin_uint), _addSaturate(shader_integer_functions2, &glsl_type_builtin_uvec2), _addSaturate(shader_integer_functions2, &glsl_type_builtin_uvec3), _addSaturate(shader_integer_functions2, &glsl_type_builtin_uvec4), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_int64_t), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec2), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec3), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec4), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_uint64_t), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec2), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec3), _addSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec4), NULL); add_function("average", _average(shader_integer_functions2, &glsl_type_builtin_int), _average(shader_integer_functions2, &glsl_type_builtin_ivec2), _average(shader_integer_functions2, &glsl_type_builtin_ivec3), _average(shader_integer_functions2, &glsl_type_builtin_ivec4), _average(shader_integer_functions2, &glsl_type_builtin_uint), _average(shader_integer_functions2, &glsl_type_builtin_uvec2), _average(shader_integer_functions2, &glsl_type_builtin_uvec3), _average(shader_integer_functions2, &glsl_type_builtin_uvec4), _average(shader_integer_functions2_int64, &glsl_type_builtin_int64_t), _average(shader_integer_functions2_int64, &glsl_type_builtin_i64vec2), _average(shader_integer_functions2_int64, &glsl_type_builtin_i64vec3), _average(shader_integer_functions2_int64, &glsl_type_builtin_i64vec4), _average(shader_integer_functions2_int64, &glsl_type_builtin_uint64_t), _average(shader_integer_functions2_int64, &glsl_type_builtin_u64vec2), _average(shader_integer_functions2_int64, &glsl_type_builtin_u64vec3), _average(shader_integer_functions2_int64, &glsl_type_builtin_u64vec4), NULL); add_function("averageRounded", _averageRounded(shader_integer_functions2, &glsl_type_builtin_int), _averageRounded(shader_integer_functions2, &glsl_type_builtin_ivec2), _averageRounded(shader_integer_functions2, &glsl_type_builtin_ivec3), _averageRounded(shader_integer_functions2, &glsl_type_builtin_ivec4), _averageRounded(shader_integer_functions2, &glsl_type_builtin_uint), _averageRounded(shader_integer_functions2, &glsl_type_builtin_uvec2), _averageRounded(shader_integer_functions2, &glsl_type_builtin_uvec3), _averageRounded(shader_integer_functions2, &glsl_type_builtin_uvec4), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_int64_t), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_i64vec2), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_i64vec3), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_i64vec4), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_uint64_t), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_u64vec2), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_u64vec3), _averageRounded(shader_integer_functions2_int64, &glsl_type_builtin_u64vec4), NULL); add_function("subtractSaturate", _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_int), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_ivec2), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_ivec3), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_ivec4), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_uint), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_uvec2), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_uvec3), _subtractSaturate(shader_integer_functions2, &glsl_type_builtin_uvec4), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_int64_t), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec2), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec3), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_i64vec4), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_uint64_t), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec2), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec3), _subtractSaturate(shader_integer_functions2_int64, &glsl_type_builtin_u64vec4), NULL); add_function("multiply32x16", _multiply32x16(shader_integer_functions2, &glsl_type_builtin_int), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_ivec2), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_ivec3), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_ivec4), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_uint), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_uvec2), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_uvec3), _multiply32x16(shader_integer_functions2, &glsl_type_builtin_uvec4), NULL); add_function("subgroupBarrier", _subgroup_barrier("__intrinsic_subgroup_barrier", subgroup_basic), NULL); add_function("subgroupMemoryBarrier", _subgroup_barrier("__intrinsic_subgroup_memory_barrier", subgroup_basic), NULL); add_function("subgroupMemoryBarrierBuffer", _subgroup_barrier("__intrinsic_subgroup_memory_barrier_buffer", subgroup_basic), NULL); add_function("subgroupMemoryBarrierShared", _subgroup_barrier("__intrinsic_subgroup_memory_barrier_shared", compute_shader_and_subgroup_basic), NULL); add_function("subgroupMemoryBarrierImage", _subgroup_barrier("__intrinsic_subgroup_memory_barrier_image", subgroup_basic), NULL); add_function("subgroupElect", _elect(), NULL); add_function("subgroupAll", _vote(&glsl_type_builtin_bool, vote_khr, "__intrinsic_vote_all"), NULL); add_function("subgroupAny", _vote(&glsl_type_builtin_bool, vote_khr, "__intrinsic_vote_any"), NULL); add_function("subgroupAllEqual", FIUBD_AVAIL(_vote, vote_khr, "__intrinsic_vote_eq"), NULL); add_function("subgroupBroadcast", FIUBD_AVAIL(_read_invocation, ballot_khr), NULL); add_function("subgroupBroadcastFirst", FIUBD_AVAIL(_read_first_invocation, ballot_khr), NULL); add_function("subgroupBallot", _ballot(&glsl_type_builtin_uvec4, ballot_khr), NULL); add_function("subgroupInverseBallot", _inverse_ballot(), NULL); add_function("subgroupBallotBitExtract", _ballot_bit_extract(), NULL); add_function("subgroupBallotBitCount", _ballot_bit("__intrinsic_ballot_bit_count"), NULL); add_function("subgroupBallotInclusiveBitCount", _ballot_bit("__intrinsic_ballot_inclusive_bit_count"), NULL); add_function("subgroupBallotExclusiveBitCount", _ballot_bit("__intrinsic_ballot_exclusive_bit_count"), NULL); add_function("subgroupBallotFindLSB", _ballot_bit("__intrinsic_ballot_find_lsb"), NULL); add_function("subgroupBallotFindMSB", _ballot_bit("__intrinsic_ballot_find_msb"), NULL); add_function("subgroupShuffle", FIUBD(_shuffle), NULL); add_function("subgroupShuffleXor", FIUBD(_shuffle_xor), NULL); add_function("subgroupShuffleUp", FIUBD(_shuffle_up), NULL); add_function("subgroupShuffleDown", FIUBD(_shuffle_down), NULL); #define SUBGROUP_ARITH(ext, group1, group2) \ add_function("subgroup" #group1 "Add", \ FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_add"), NULL); \ add_function("subgroup" #group1 "Mul", \ FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_mul"), NULL); \ add_function("subgroup" #group1 "Min", \ FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_min"), NULL); \ add_function("subgroup" #group1 "Max", \ FIUD(_subgroup_##ext, "__intrinsic_" #group2 "_max"), NULL); \ add_function("subgroup" #group1 "And", \ IUB(_subgroup_##ext, "__intrinsic_" #group2 "_and"), NULL); \ add_function("subgroup" #group1 "Or", \ IUB(_subgroup_##ext, "__intrinsic_" #group2 "_or"), NULL); \ add_function("subgroup" #group1 "Xor", \ IUB(_subgroup_##ext, "__intrinsic_" #group2 "_xor"), NULL) SUBGROUP_ARITH(arithmetic, /* empty */, reduce); SUBGROUP_ARITH(arithmetic, Inclusive, inclusive); SUBGROUP_ARITH(arithmetic, Exclusive, exclusive); SUBGROUP_ARITH(clustered, Clustered, clustered); add_function("subgroupQuadBroadcast", FIUBD(_quad_broadcast), NULL); add_function("subgroupQuadSwapHorizontal", FIUBD(_quad_swap, "__intrinsic_quad_swap_horizontal"), NULL); add_function("subgroupQuadSwapVertical", FIUBD(_quad_swap, "__intrinsic_quad_swap_vertical"), NULL); add_function("subgroupQuadSwapDiagonal", FIUBD(_quad_swap, "__intrinsic_quad_swap_diagonal"), NULL); #undef F #undef FI #undef FIUDHF_VEC #undef FIUBDHF_VEC #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, image_prototype_ctr prototype, unsigned num_arguments, unsigned flags, enum ir_intrinsic_id intrinsic_id) { static const glsl_type *const types[] = { &glsl_type_builtin_image1D, &glsl_type_builtin_image2D, &glsl_type_builtin_image3D, &glsl_type_builtin_image2DRect, &glsl_type_builtin_imageCube, &glsl_type_builtin_imageBuffer, &glsl_type_builtin_image1DArray, &glsl_type_builtin_image2DArray, &glsl_type_builtin_imageCubeArray, &glsl_type_builtin_image2DMS, &glsl_type_builtin_image2DMSArray, &glsl_type_builtin_iimage1D, &glsl_type_builtin_iimage2D, &glsl_type_builtin_iimage3D, &glsl_type_builtin_iimage2DRect, &glsl_type_builtin_iimageCube, &glsl_type_builtin_iimageBuffer, &glsl_type_builtin_iimage1DArray, &glsl_type_builtin_iimage2DArray, &glsl_type_builtin_iimageCubeArray, &glsl_type_builtin_iimage2DMS, &glsl_type_builtin_iimage2DMSArray, &glsl_type_builtin_uimage1D, &glsl_type_builtin_uimage2D, &glsl_type_builtin_uimage3D, &glsl_type_builtin_uimage2DRect, &glsl_type_builtin_uimageCube, &glsl_type_builtin_uimageBuffer, &glsl_type_builtin_uimage1DArray, &glsl_type_builtin_uimage2DArray, &glsl_type_builtin_uimageCubeArray, &glsl_type_builtin_uimage2DMS, &glsl_type_builtin_uimage2DMSArray }; ir_function *f = new(mem_ctx) ir_function(name); for (unsigned i = 0; i < ARRAY_SIZE(types); ++i) { if (types[i]->sampled_type == GLSL_TYPE_FLOAT && !(flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE)) continue; if (types[i]->sampled_type == GLSL_TYPE_INT && !(flags & IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE)) continue; if ((types[i]->sampler_dimensionality != GLSL_SAMPLER_DIM_MS) && (flags & IMAGE_FUNCTION_MS_ONLY)) continue; if (flags & IMAGE_FUNCTION_SPARSE) { switch (types[i]->sampler_dimensionality) { case GLSL_SAMPLER_DIM_2D: case GLSL_SAMPLER_DIM_3D: case GLSL_SAMPLER_DIM_CUBE: case GLSL_SAMPLER_DIM_RECT: case GLSL_SAMPLER_DIM_MS: break; default: continue; } } f->add_signature(_image(prototype, types[i], intrinsic_name, num_arguments, flags, intrinsic_id)); } 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", &builtin_builder::_image_prototype, 0, (flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE | IMAGE_FUNCTION_READ_ONLY), ir_intrinsic_image_load); add_image_function(glsl ? "imageStore" : "__intrinsic_image_store", "__intrinsic_image_store", &builtin_builder::_image_prototype, 1, (flags | IMAGE_FUNCTION_RETURNS_VOID | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE | IMAGE_FUNCTION_WRITE_ONLY), ir_intrinsic_image_store); const unsigned atom_flags = flags | IMAGE_FUNCTION_AVAIL_ATOMIC; add_image_function(glsl ? "imageAtomicAdd" : "__intrinsic_image_atomic_add", "__intrinsic_image_atomic_add", &builtin_builder::_image_prototype, 1, (flags | IMAGE_FUNCTION_AVAIL_ATOMIC_ADD | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE), ir_intrinsic_image_atomic_add); add_image_function(glsl ? "imageAtomicMin" : "__intrinsic_image_atomic_min", "__intrinsic_image_atomic_min", &builtin_builder::_image_prototype, 1, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_min); add_image_function(glsl ? "imageAtomicMax" : "__intrinsic_image_atomic_max", "__intrinsic_image_atomic_max", &builtin_builder::_image_prototype, 1, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_max); add_image_function(glsl ? "imageAtomicAnd" : "__intrinsic_image_atomic_and", "__intrinsic_image_atomic_and", &builtin_builder::_image_prototype, 1, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_and); add_image_function(glsl ? "imageAtomicOr" : "__intrinsic_image_atomic_or", "__intrinsic_image_atomic_or", &builtin_builder::_image_prototype, 1, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_or); add_image_function(glsl ? "imageAtomicXor" : "__intrinsic_image_atomic_xor", "__intrinsic_image_atomic_xor", &builtin_builder::_image_prototype, 1, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_xor); add_image_function((glsl ? "imageAtomicExchange" : "__intrinsic_image_atomic_exchange"), "__intrinsic_image_atomic_exchange", &builtin_builder::_image_prototype, 1, (flags | IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE), ir_intrinsic_image_atomic_exchange); add_image_function((glsl ? "imageAtomicCompSwap" : "__intrinsic_image_atomic_comp_swap"), "__intrinsic_image_atomic_comp_swap", &builtin_builder::_image_prototype, 2, atom_flags | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_atomic_comp_swap); add_image_function(glsl ? "imageSize" : "__intrinsic_image_size", "__intrinsic_image_size", &builtin_builder::_image_size_prototype, 1, flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE, ir_intrinsic_image_size); add_image_function(glsl ? "imageSamples" : "__intrinsic_image_samples", "__intrinsic_image_samples", &builtin_builder::_image_samples_prototype, 1, flags | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE | IMAGE_FUNCTION_MS_ONLY, ir_intrinsic_image_samples); /* EXT_shader_image_load_store */ add_image_function(glsl ? "imageAtomicIncWrap" : "__intrinsic_image_atomic_inc_wrap", "__intrinsic_image_atomic_inc_wrap", &builtin_builder::_image_prototype, 1, (atom_flags | IMAGE_FUNCTION_EXT_ONLY), ir_intrinsic_image_atomic_inc_wrap); add_image_function(glsl ? "imageAtomicDecWrap" : "__intrinsic_image_atomic_dec_wrap", "__intrinsic_image_atomic_dec_wrap", &builtin_builder::_image_prototype, 1, (atom_flags | IMAGE_FUNCTION_EXT_ONLY), ir_intrinsic_image_atomic_dec_wrap); /* ARB_sparse_texture2 */ add_image_function(glsl ? "sparseImageLoadARB" : "__intrinsic_image_sparse_load", "__intrinsic_image_sparse_load", &builtin_builder::_image_prototype, 0, (flags | IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE | IMAGE_FUNCTION_SUPPORTS_SIGNED_DATA_TYPE | IMAGE_FUNCTION_READ_ONLY | IMAGE_FUNCTION_SPARSE), ir_intrinsic_image_sparse_load); } ir_variable * builtin_builder::in_var(const glsl_type *type, const char *name) { return new(mem_ctx) ir_variable(type, name, ir_var_function_in); } ir_variable * builtin_builder::in_highp_var(const glsl_type *type, const char *name) { ir_variable *var = in_var(type, name); var->data.precision = GLSL_PRECISION_HIGH; return var; } ir_variable * builtin_builder::in_mediump_var(const glsl_type *type, const char *name) { ir_variable *var = in_var(type, name); var->data.precision = GLSL_PRECISION_MEDIUM; return var; } ir_variable * builtin_builder::out_var(const glsl_type *type, const char *name) { return new(mem_ctx) ir_variable(type, name, ir_var_function_out); } ir_variable * builtin_builder::out_lowp_var(const glsl_type *type, const char *name) { ir_variable *var = out_var(type, name); var->data.precision = GLSL_PRECISION_LOW; return var; } ir_variable * builtin_builder::out_highp_var(const glsl_type *type, const char *name) { ir_variable *var = out_var(type, name); var->data.precision = GLSL_PRECISION_HIGH; return var; } ir_variable * builtin_builder::as_highp(ir_factory &body, ir_variable *var) { ir_variable *t = body.make_temp(var->type, "highp_tmp"); body.emit(assign(t, var)); return t; } ir_constant * builtin_builder::imm(float16_t f16, unsigned vector_elements) { return new(mem_ctx) ir_constant(f16, vector_elements); } ir_constant * builtin_builder::imm(bool b, unsigned vector_elements) { return new(mem_ctx) ir_constant(b, vector_elements); } 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(double d, unsigned vector_elements) { return new(mem_ctx) ir_constant(d, vector_elements); } ir_constant * builtin_builder::imm(const glsl_type *type, const ir_constant_data &data) { return new(mem_ctx) ir_constant(type, &data); } #define IMM_FP(type, val) (glsl_type_is_double(type)) ? imm(val) : \ (glsl_type_is_float_16(type) ? imm((float16_t)val) : imm((float)val)) 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); } ir_dereference_record * builtin_builder::record_ref(ir_variable *var, const char *field) { return new(mem_ctx) ir_dereference_record(var, field); } /** * Implementations of built-in functions: * @{ */ ir_function_signature * builtin_builder::new_sig(const glsl_type *return_type, builtin_available_predicate avail, int num_params, ...) { va_list ap; ir_function_signature *sig = new(mem_ctx) ir_function_signature(return_type, avail); exec_list plist; va_start(ap, num_params); for (int i = 0; i < num_params; i++) { plist.push_tail(va_arg(ap, ir_variable *)); } va_end(ap); sig->replace_parameters(&plist); return sig; } #define MAKE_SIG(return_type, avail, ...) \ ir_function_signature *sig = \ new_sig(return_type, avail, __VA_ARGS__); \ ir_factory body(&sig->body, mem_ctx); \ sig->is_defined = true; #define MAKE_INTRINSIC(return_type, id, avail, ...) \ ir_function_signature *sig = \ new_sig(return_type, avail, __VA_ARGS__); \ sig->intrinsic_id = id; 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); \ } #define UNOPA(NAME, OPCODE) \ ir_function_signature * \ builtin_builder::_##NAME(builtin_available_predicate avail, const glsl_type *type) \ { \ return unop(avail, OPCODE, type, type); \ } ir_function_signature * builtin_builder::binop(builtin_available_predicate avail, ir_expression_operation opcode, const glsl_type *return_type, const glsl_type *param0_type, const glsl_type *param1_type, bool swap_operands) { ir_variable *x = in_var(param0_type, "x"); ir_variable *y = in_var(param1_type, "y"); MAKE_SIG(return_type, avail, 2, x, y); if (swap_operands) body.emit(ret(expr(opcode, y, x))); else 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *degrees = in_var(type, "degrees"); MAKE_SIG(type, avail, 1, degrees); body.emit(ret(mul(degrees, IMM_FP(type, 0.0174532925f)))); return sig; } ir_function_signature * builtin_builder::_degrees(builtin_available_predicate avail, const glsl_type *type) { ir_variable *radians = in_var(type, "radians"); MAKE_SIG(type, avail, 1, radians); body.emit(ret(mul(radians, IMM_FP(type, 57.29578f)))); return sig; } UNOPA(sin, ir_unop_sin) UNOPA(cos, ir_unop_cos) ir_function_signature * builtin_builder::_tan(builtin_available_predicate avail, const glsl_type *type) { ir_variable *theta = in_var(type, "theta"); MAKE_SIG(type, avail, 1, theta); body.emit(ret(div(sin(theta), cos(theta)))); return sig; } ir_expression * builtin_builder::asin_expr(ir_variable *x, float p0, float p1) { return mul(sign(x), sub(IMM_FP(x->type, M_PI_2f), mul(sqrt(sub(IMM_FP(x->type, 1.0f), abs(x))), add(IMM_FP(x->type, M_PI_2f), mul(abs(x), add(IMM_FP(x->type, (M_PI_4f - 1.0f)), mul(abs(x), add(IMM_FP(x->type, p0), mul(abs(x), IMM_FP(x->type, p1)))))))))); } /** * Generate a ir_call to a function with a set of parameters * * The input \c params can either be a list of \c ir_variable or a list of * \c ir_dereference_variable. In the latter case, all nodes will be removed * from \c params and used directly as the parameters to the generated * \c ir_call. */ ir_call * builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params) { exec_list actual_params; foreach_in_list_safe(ir_instruction, ir, ¶ms) { ir_dereference_variable *d = ir->as_dereference_variable(); if (d != NULL) { d->remove(); actual_params.push_tail(d); } else { ir_variable *var = ir->as_variable(); assert(var != NULL); 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 = (glsl_type_is_void(sig->return_type) ? NULL : var_ref(ret)); return new(mem_ctx) ir_call(sig, deref, &actual_params); } ir_function_signature * builtin_builder::_asin(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); body.emit(ret(asin_expr(x, 0.086566724f, -0.03102955f))); return sig; } ir_function_signature * builtin_builder::_acos(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); body.emit(ret(sub(IMM_FP(type, M_PI_2f), asin_expr(x, 0.08132463f, -0.02363318f)))); return sig; } ir_function_signature * builtin_builder::_sinh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); /* 0.5 * (e^x - e^(-x)) */ body.emit(ret(mul(IMM_FP(type, 0.5f), sub(exp(x), exp(neg(x)))))); return sig; } ir_function_signature * builtin_builder::_cosh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); /* 0.5 * (e^x + e^(-x)) */ body.emit(ret(mul(IMM_FP(type, 0.5f), add(exp(x), exp(neg(x)))))); return sig; } ir_function_signature * builtin_builder::_tanh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); /* Clamp x to [-10, +10] to avoid precision problems. * When x > 10, e^(-x) is so small relative to e^x that it gets flushed to * zero in the computation e^x + e^(-x). The same happens in the other * direction when x < -10. */ ir_variable *t = body.make_temp(type, "tmp"); body.emit(assign(t, min2(max2(x, IMM_FP(type, -10.0f)), IMM_FP(type, 10.0f)))); /* (e^x - e^(-x)) / (e^x + e^(-x)) */ body.emit(ret(div(sub(exp(t), exp(neg(t))), add(exp(t), exp(neg(t)))))); return sig; } ir_function_signature * builtin_builder::_asinh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); body.emit(ret(mul(sign(x), log(add(abs(x), sqrt(add(mul(x, x), IMM_FP(type, 1.0f)))))))); return sig; } ir_function_signature * builtin_builder::_acosh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); body.emit(ret(log(add(x, sqrt(sub(mul(x, x), IMM_FP(type, 1.0f))))))); return sig; } ir_function_signature * builtin_builder::_atanh(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); body.emit(ret(mul(IMM_FP(type, 0.5f), log(div(add(IMM_FP(type, 1.0f), x), sub(IMM_FP(type, 1.0f), x)))))); return sig; } /** @} */ /** * Exponential Functions @{ */ ir_function_signature * builtin_builder::_pow(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_pow, type, type, type); } UNOPA(exp, ir_unop_exp) UNOPA(log, ir_unop_log) UNOPA(exp2, ir_unop_exp2) UNOPA(log2, ir_unop_log2) UNOPA(atan, ir_unop_atan) UNOPA(sqrt, ir_unop_sqrt) UNOPA(inversesqrt, ir_unop_rsq) /** @} */ UNOPA(abs, ir_unop_abs) UNOPA(sign, ir_unop_sign) UNOPA(floor, ir_unop_floor) UNOPA(truncate, ir_unop_trunc) UNOPA(trunc, ir_unop_trunc) UNOPA(round, ir_unop_round_even) UNOPA(roundEven, ir_unop_round_even) UNOPA(ceil, ir_unop_ceil) UNOPA(fract, ir_unop_fract) ir_function_signature * builtin_builder::_mod(builtin_available_predicate avail, const glsl_type *x_type, const glsl_type *y_type) { return binop(avail, ir_binop_mod, x_type, x_type, y_type); } ir_function_signature * builtin_builder::_modf(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); ir_variable *i = out_var(type, "i"); MAKE_SIG(type, avail, 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(avail, ir_binop_min, 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(avail, ir_binop_max, 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(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); 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(builtin_available_predicate avail, 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, avail, 2, edge, x); ir_variable *t = body.make_temp(x_type, "t"); if (x_type->vector_elements == 1) { /* Both are floats */ if (glsl_type_is_double(edge_type)) body.emit(assign(t, f2d(b2f(gequal(x, edge))))); else if (glsl_type_is_float_16(edge_type)) body.emit(assign(t, f2f16(b2f(gequal(x, edge))))); else body.emit(assign(t, b2f(gequal(x, edge)))); } else if (edge_type->vector_elements == 1) { /* x is a vector but edge is a float */ for (int i = 0; i < x_type->vector_elements; i++) { if (glsl_type_is_double(edge_type)) body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i)); else if (glsl_type_is_float_16(edge_type)) body.emit(assign(t, f2f16(b2f(gequal(swizzle(x, i, 1), edge))), 1 << i)); else body.emit(assign(t, b2f(gequal(swizzle(x, i, 1), edge)), 1 << i)); } } else { /* Both are vectors */ for (int i = 0; i < x_type->vector_elements; i++) { if (glsl_type_is_double(edge_type)) body.emit(assign(t, f2d(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))), 1 << i)); else if (glsl_type_is_float_16(edge_type)) body.emit(assign(t, f2f16(b2f(gequal(swizzle(x, i, 1), swizzle(edge, i, 1)))), 1 << i)); else 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(builtin_available_predicate avail, 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, avail, 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_FP(x_type, 0.0), IMM_FP(x_type, 1.0)))); body.emit(ret(mul(t, mul(t, sub(IMM_FP(x_type, 3.0), mul(IMM_FP(x_type, 2.0), t)))))); return sig; } ir_function_signature * builtin_builder::_isnan(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x); body.emit(ret(nequal(x, x))); return sig; } ir_function_signature * builtin_builder::_isinf(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_bvec_type(type->vector_elements), avail, 1, x); ir_constant_data infinities; for (int i = 0; i < type->vector_elements; i++) { switch (type->base_type) { case GLSL_TYPE_FLOAT16: infinities.f16[i] = _mesa_float_to_half(INFINITY); break; case GLSL_TYPE_FLOAT: infinities.f[i] = INFINITY; break; case GLSL_TYPE_DOUBLE: infinities.d[i] = INFINITY; break; default: unreachable("unknown type"); } } body.emit(ret(equal(abs(x), imm(type, infinities)))); return sig; } ir_function_signature * builtin_builder::_atan2(builtin_available_predicate avail, const glsl_type *x_type) { return binop(avail, ir_binop_atan2, x_type, x_type, x_type); } ir_function_signature * builtin_builder::_floatBitsToInt(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_ivec_type(type->vector_elements), shader_bit_encoding, 1, x); body.emit(ret(bitcast_f2i(as_highp(body, x)))); return sig; } ir_function_signature * builtin_builder::_floatBitsToUint(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_uvec_type(type->vector_elements), shader_bit_encoding, 1, x); body.emit(ret(bitcast_f2u(as_highp(body, x)))); return sig; } ir_function_signature * builtin_builder::_intBitsToFloat(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x); body.emit(ret(bitcast_i2f(as_highp(body, x)))); return sig; } ir_function_signature * builtin_builder::_uintBitsToFloat(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_vec_type(type->vector_elements), shader_bit_encoding, 1, x); body.emit(ret(bitcast_u2f(as_highp(body, x)))); return sig; } ir_function_signature * builtin_builder::_doubleBitsToInt64(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_i64vec_type(type->vector_elements), avail, 1, x); body.emit(ret(bitcast_d2i64(x))); return sig; } ir_function_signature * builtin_builder::_doubleBitsToUint64(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_u64vec_type(type->vector_elements), avail, 1, x); body.emit(ret(bitcast_d2u64(x))); return sig; } ir_function_signature * builtin_builder::_int64BitsToDouble(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x); body.emit(ret(bitcast_i642d(x))); return sig; } ir_function_signature * builtin_builder::_uint64BitsToDouble(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_dvec_type(type->vector_elements), avail, 1, x); body.emit(ret(bitcast_u642d(x))); return sig; } ir_function_signature * builtin_builder::_packUnorm2x16(builtin_available_predicate avail) { ir_variable *v = in_highp_var(&glsl_type_builtin_vec2, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); sig->return_precision = GLSL_PRECISION_HIGH; 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_builtin_vec2, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); sig->return_precision = GLSL_PRECISION_HIGH; 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_mediump_var(&glsl_type_builtin_vec4, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); sig->return_precision = GLSL_PRECISION_HIGH; 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_mediump_var(&glsl_type_builtin_vec4, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); sig->return_precision = GLSL_PRECISION_HIGH; 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_highp_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p); sig->return_precision = GLSL_PRECISION_HIGH; 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_highp_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p); sig->return_precision = GLSL_PRECISION_HIGH; 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_highp_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p); sig->return_precision = GLSL_PRECISION_MEDIUM; 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_highp_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_vec4, avail, 1, p); sig->return_precision = GLSL_PRECISION_MEDIUM; 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_mediump_var(&glsl_type_builtin_vec2, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); sig->return_precision = GLSL_PRECISION_HIGH; 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_highp_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_vec2, avail, 1, p); sig->return_precision = GLSL_PRECISION_MEDIUM; body.emit(ret(expr(ir_unop_unpack_half_2x16, p))); return sig; } ir_function_signature * builtin_builder::_packFloat2x16(builtin_available_predicate avail) { ir_variable *v = in_var(&glsl_type_builtin_f16vec2, "v"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, v); ir_rvalue *value = new(mem_ctx)ir_dereference_variable(v); body.emit(ret(expr(ir_unop_pack_half_2x16, new(mem_ctx) ir_expression(ir_unop_f162f, &glsl_type_builtin_vec2, value, NULL)))); return sig; } ir_function_signature * builtin_builder::_unpackFloat2x16(builtin_available_predicate avail) { ir_variable *p = in_var(&glsl_type_builtin_uint, "p"); MAKE_SIG(&glsl_type_builtin_f16vec2, avail, 1, p); body.emit(ret(f2f16(expr(ir_unop_unpack_half_2x16, p)))); return sig; } ir_function_signature * builtin_builder::_packDouble2x32(builtin_available_predicate avail) { ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v"); MAKE_SIG(&glsl_type_builtin_double, avail, 1, v); body.emit(ret(expr(ir_unop_pack_double_2x32, v))); return sig; } ir_function_signature * builtin_builder::_unpackDouble2x32(builtin_available_predicate avail) { ir_variable *p = in_var(&glsl_type_builtin_double, "p"); MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p); body.emit(ret(expr(ir_unop_unpack_double_2x32, p))); return sig; } ir_function_signature * builtin_builder::_packInt2x32(builtin_available_predicate avail) { ir_variable *v = in_var(&glsl_type_builtin_ivec2, "v"); MAKE_SIG(&glsl_type_builtin_int64_t, avail, 1, v); body.emit(ret(expr(ir_unop_pack_int_2x32, v))); return sig; } ir_function_signature * builtin_builder::_unpackInt2x32(builtin_available_predicate avail) { ir_variable *p = in_var(&glsl_type_builtin_int64_t, "p"); MAKE_SIG(&glsl_type_builtin_ivec2, avail, 1, p); body.emit(ret(expr(ir_unop_unpack_int_2x32, p))); return sig; } ir_function_signature * builtin_builder::_packUint2x32(builtin_available_predicate avail) { ir_variable *v = in_var(&glsl_type_builtin_uvec2, "v"); MAKE_SIG(&glsl_type_builtin_uint64_t, avail, 1, v); body.emit(ret(expr(ir_unop_pack_uint_2x32, v))); return sig; } ir_function_signature * builtin_builder::_unpackUint2x32(builtin_available_predicate avail) { ir_variable *p = in_var(&glsl_type_builtin_uint64_t, "p"); MAKE_SIG(&glsl_type_builtin_uvec2, avail, 1, p); body.emit(ret(expr(ir_unop_unpack_uint_2x32, p))); return sig; } ir_function_signature * builtin_builder::_length(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_get_base_glsl_type(type), avail, 1, x); body.emit(ret(sqrt(dot(x, x)))); return sig; } ir_function_signature * builtin_builder::_distance(builtin_available_predicate avail, const glsl_type *type) { ir_variable *p0 = in_var(type, "p0"); ir_variable *p1 = in_var(type, "p1"); MAKE_SIG(glsl_get_base_glsl_type(type), avail, 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(builtin_available_predicate avail, const glsl_type *type) { if (type->vector_elements == 1) return binop(avail, ir_binop_mul, type, type, type); return binop(avail, ir_binop_dot, glsl_get_base_glsl_type(type), type, type); } ir_function_signature * builtin_builder::_cross(builtin_available_predicate avail, const glsl_type *type) { ir_variable *a = in_var(type, "a"); ir_variable *b = in_var(type, "b"); MAKE_SIG(type, avail, 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(type, avail, 1, x); if (type->vector_elements == 1) { body.emit(ret(sign(x))); } else { body.emit(ret(mul(x, rsq(dot(x, x))))); } return sig; } ir_function_signature * builtin_builder::_ftransform() { MAKE_SIG(&glsl_type_builtin_vec4, compatibility_vs_only, 0); /* ftransform() refers to global variables, and is always emitted * directly by ast_function.cpp. Just emit a prototype here so we * can recognize calls to it. */ return sig; } ir_function_signature * builtin_builder::_faceforward(builtin_available_predicate avail, 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, avail, 3, N, I, Nref); body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)), ret(N), ret(neg(N)))); return sig; } ir_function_signature * builtin_builder::_reflect(builtin_available_predicate avail, const glsl_type *type) { ir_variable *I = in_var(type, "I"); ir_variable *N = in_var(type, "N"); MAKE_SIG(type, avail, 2, I, N); /* I - 2 * dot(N, I) * N */ body.emit(ret(sub(I, mul(IMM_FP(type, 2.0), mul(dot(N, I), N))))); return sig; } ir_function_signature * builtin_builder::_refract(builtin_available_predicate avail, const glsl_type *type) { ir_variable *I = in_var(type, "I"); ir_variable *N = in_var(type, "N"); ir_variable *eta = in_var(glsl_get_base_glsl_type(type), "eta"); MAKE_SIG(type, avail, 3, I, N, eta); ir_variable *n_dot_i = body.make_temp(glsl_get_base_glsl_type(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_get_base_glsl_type(type), "k"); body.emit(assign(k, sub(IMM_FP(type, 1.0), mul(eta, mul(eta, sub(IMM_FP(type, 1.0), mul(n_dot_i, n_dot_i))))))); body.emit(if_tree(less(k, IMM_FP(type, 0.0)), 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *x = in_var(type, "x"); ir_variable *y = in_var(type, "y"); MAKE_SIG(type, avail, 2, x, y); ir_variable *z = body.make_temp(type, "z"); for (int i = 0; i < type->matrix_columns; i++) { body.emit(assign(array_ref(z, i), mul(array_ref(x, i), array_ref(y, i)))); } body.emit(ret(z)); return sig; } ir_function_signature * builtin_builder::_outerProduct(builtin_available_predicate avail, const glsl_type *type) { ir_variable *c; ir_variable *r; if (glsl_type_is_double(type)) { r = in_var(glsl_dvec_type(type->matrix_columns), "r"); c = in_var(glsl_dvec_type(type->vector_elements), "c"); } else if (glsl_type_is_float_16(type)) { r = in_var(glsl_f16vec_type(type->matrix_columns), "r"); c = in_var(glsl_f16vec_type(type->vector_elements), "c"); } else { r = in_var(glsl_vec_type(type->matrix_columns), "r"); c = in_var(glsl_vec_type(type->vector_elements), "c"); } MAKE_SIG(type, avail, 2, c, r); ir_variable *m = body.make_temp(type, "m"); for (int i = 0; i < type->matrix_columns; i++) { body.emit(assign(array_ref(m, i), mul(c, swizzle(r, i, 1)))); } body.emit(ret(m)); return sig; } ir_function_signature * builtin_builder::_transpose(builtin_available_predicate avail, const glsl_type *orig_type) { const glsl_type *transpose_type = glsl_simple_type(orig_type->base_type, orig_type->matrix_columns, orig_type->vector_elements); ir_variable *m = in_var(orig_type, "m"); MAKE_SIG(transpose_type, avail, 1, m); ir_variable *t = body.make_temp(transpose_type, "t"); for (int i = 0; i < orig_type->matrix_columns; i++) { for (int j = 0; j < orig_type->vector_elements; j++) { body.emit(assign(array_ref(t, j), matrix_elt(m, i, j), 1 << i)); } } body.emit(ret(t)); return sig; } ir_function_signature * builtin_builder::_determinant_mat2(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); MAKE_SIG(glsl_get_base_glsl_type(type), avail, 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); MAKE_SIG(glsl_get_base_glsl_type(type), avail, 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); const glsl_type *btype = glsl_get_base_glsl_type(type); MAKE_SIG(btype, avail, 1, m); ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00"); ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01"); ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02"); ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03"); ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04"); ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05"); ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06"); ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07"); ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08"); ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09"); ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10"); ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11"); ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12"); ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13"); ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14"); ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15"); ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16"); ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17"); ir_variable *SubFactor18 = body.make_temp(btype, "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(btype == &glsl_type_builtin_float ? &glsl_type_builtin_vec4 : btype == &glsl_type_builtin_float16_t ? &glsl_type_builtin_f16vec4 : &glsl_type_builtin_dvec4, "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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); MAKE_SIG(type, avail, 1, m); ir_variable *adj = body.make_temp(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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); const glsl_type *btype = glsl_get_base_glsl_type(type); MAKE_SIG(type, avail, 1, m); ir_variable *f11_22_21_12 = body.make_temp(btype, "f11_22_21_12"); ir_variable *f10_22_20_12 = body.make_temp(btype, "f10_22_20_12"); ir_variable *f10_21_20_11 = body.make_temp(btype, "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(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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *m = in_var(type, "m"); const glsl_type *btype = glsl_get_base_glsl_type(type); MAKE_SIG(type, avail, 1, m); ir_variable *SubFactor00 = body.make_temp(btype, "SubFactor00"); ir_variable *SubFactor01 = body.make_temp(btype, "SubFactor01"); ir_variable *SubFactor02 = body.make_temp(btype, "SubFactor02"); ir_variable *SubFactor03 = body.make_temp(btype, "SubFactor03"); ir_variable *SubFactor04 = body.make_temp(btype, "SubFactor04"); ir_variable *SubFactor05 = body.make_temp(btype, "SubFactor05"); ir_variable *SubFactor06 = body.make_temp(btype, "SubFactor06"); ir_variable *SubFactor07 = body.make_temp(btype, "SubFactor07"); ir_variable *SubFactor08 = body.make_temp(btype, "SubFactor08"); ir_variable *SubFactor09 = body.make_temp(btype, "SubFactor09"); ir_variable *SubFactor10 = body.make_temp(btype, "SubFactor10"); ir_variable *SubFactor11 = body.make_temp(btype, "SubFactor11"); ir_variable *SubFactor12 = body.make_temp(btype, "SubFactor12"); ir_variable *SubFactor13 = body.make_temp(btype, "SubFactor13"); ir_variable *SubFactor14 = body.make_temp(btype, "SubFactor14"); ir_variable *SubFactor15 = body.make_temp(btype, "SubFactor15"); ir_variable *SubFactor16 = body.make_temp(btype, "SubFactor16"); ir_variable *SubFactor17 = body.make_temp(btype, "SubFactor17"); ir_variable *SubFactor18 = body.make_temp(btype, "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(btype == &glsl_type_builtin_float ? &glsl_type_builtin_mat4 : (btype == &glsl_type_builtin_double ? &glsl_type_builtin_dmat4 : &glsl_type_builtin_f16mat4), "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(avail, ir_binop_less, glsl_bvec_type(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_lessThanEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_gequal, glsl_bvec_type(type->vector_elements), type, type, true); } ir_function_signature * builtin_builder::_greaterThan(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_less, glsl_bvec_type(type->vector_elements), type, type, true); } ir_function_signature * builtin_builder::_greaterThanEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_gequal, glsl_bvec_type(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_equal(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_equal, glsl_bvec_type(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_notEqual(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_nequal, glsl_bvec_type(type->vector_elements), type, type); } ir_function_signature * builtin_builder::_any(const glsl_type *type) { ir_variable *v = in_var(type, "v"); MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v); const unsigned vec_elem = v->type->vector_elements; body.emit(ret(expr(ir_binop_any_nequal, v, imm(false, vec_elem)))); return sig; } ir_function_signature * builtin_builder::_all(const glsl_type *type) { ir_variable *v = in_var(type, "v"); MAKE_SIG(&glsl_type_builtin_bool, always_available, 1, v); const unsigned vec_elem = v->type->vector_elements; body.emit(ret(expr(ir_binop_all_equal, v, imm(true, vec_elem)))); return sig; } UNOP(not, ir_unop_logic_not, always_available) static bool has_lod(const glsl_type *sampler_type) { assert(glsl_type_is_sampler(sampler_type)); switch (sampler_type->sampler_dimensionality) { case GLSL_SAMPLER_DIM_RECT: case GLSL_SAMPLER_DIM_BUF: case GLSL_SAMPLER_DIM_MS: return false; default: return true; } } ir_function_signature * builtin_builder::_textureSize(builtin_available_predicate avail, const glsl_type *return_type, const glsl_type *sampler_type) { ir_variable *s = in_var(sampler_type, "sampler"); /* The sampler always exists; add optional lod later. */ MAKE_SIG(return_type, avail, 1, s); sig->return_precision = GLSL_PRECISION_HIGH; ir_texture *tex = new(mem_ctx) ir_texture(ir_txs); tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), return_type); if (has_lod(sampler_type)) { ir_variable *lod = in_var(&glsl_type_builtin_int, "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::_textureSamples(builtin_available_predicate avail, const glsl_type *sampler_type) { ir_variable *s = in_var(sampler_type, "sampler"); MAKE_SIG(&glsl_type_builtin_int, avail, 1, s); ir_texture *tex = new(mem_ctx) ir_texture(ir_texture_samples); tex->set_sampler(new(mem_ctx) ir_dereference_variable(s), &glsl_type_builtin_int); body.emit(ret(tex)); return sig; } ir_function_signature * builtin_builder::_is_sparse_texels_resident(void) { ir_variable *code = in_var(&glsl_type_builtin_int, "code"); MAKE_SIG(&glsl_type_builtin_bool, sparse_enabled, 1, code); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); ir_function *f = shader->symbols->get_function("__intrinsic_is_sparse_texels_resident"); body.emit(call(f, retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_is_sparse_texels_resident_intrinsic(void) { ir_variable *code = in_var(&glsl_type_builtin_int, "code"); MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_is_sparse_texels_resident, sparse_enabled, 1, code); 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"); /* Sparse texture return residency info. */ const glsl_type *type = flags & TEX_SPARSE ? &glsl_type_builtin_int : return_type; /* The sampler and coordinate always exist; add optional parameters later. */ MAKE_SIG(type, avail, 2, s, P); ir_texture *tex = new(mem_ctx) ir_texture(opcode, flags & TEX_SPARSE); tex->set_sampler(var_ref(s), return_type); const int coord_size = glsl_get_sampler_coordinate_components(sampler_type); if (coord_size == coord_type->vector_elements) { tex->coordinate = var_ref(P); } else { /* The incoming coordinate also has the projector or shadow comparator, * so we need to swizzle those away. */ tex->coordinate = swizzle_for_size(P, coord_size); } /* The projector is always in the last component. */ if (flags & TEX_PROJECT) tex->projector = swizzle(P, coord_type->vector_elements - 1, 1); if (sampler_type->sampler_shadow) { if (opcode == ir_tg4) { /* gather has refz as a separate parameter, immediately after the * coordinate */ ir_variable *refz = in_var(&glsl_type_builtin_float, "refz"); sig->parameters.push_tail(refz); tex->shadow_comparator = var_ref(refz); } else { /* The shadow comparator is normally in the Z component, but a few types * have sufficiently large coordinates that it's in W. */ tex->shadow_comparator = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1); } } if (opcode == ir_txl) { ir_variable *lod = in_var(&glsl_type_builtin_float, "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_vec_type(grad_size), "dPdx"); ir_variable *dPdy = in_var(glsl_vec_type(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_ivec_type(offset_size), "offset", (flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in); sig->parameters.push_tail(offset); tex->offset = var_ref(offset); } if (flags & TEX_OFFSET_ARRAY) { ir_variable *offsets = new(mem_ctx) ir_variable(glsl_array_type(&glsl_type_builtin_ivec2, 4, 0), "offsets", ir_var_const_in); sig->parameters.push_tail(offsets); tex->offset = var_ref(offsets); } if (flags & TEX_CLAMP) { ir_variable *clamp = in_var(&glsl_type_builtin_float, "lodClamp"); sig->parameters.push_tail(clamp); tex->clamp = var_ref(clamp); } ir_variable *texel = NULL; if (flags & TEX_SPARSE) { texel = out_var(return_type, "texel"); sig->parameters.push_tail(texel); } if (opcode == ir_tg4) { if (flags & TEX_COMPONENT) { ir_variable *component = new(mem_ctx) ir_variable(&glsl_type_builtin_int, "comp", ir_var_const_in); sig->parameters.push_tail(component); tex->lod_info.component = var_ref(component); } else { tex->lod_info.component = imm(0); } } /* The "bias" parameter comes /after/ the "offset" parameter, which is * inconsistent with both textureLodOffset and textureGradOffset. */ if (opcode == ir_txb) { ir_variable *bias = in_var(&glsl_type_builtin_float, "bias"); sig->parameters.push_tail(bias); tex->lod_info.bias = var_ref(bias); } if (flags & TEX_SPARSE) { ir_variable *r = body.make_temp(tex->type, "result"); body.emit(assign(r, tex)); body.emit(assign(texel, record_ref(r, "texel"))); body.emit(ret(record_ref(r, "code"))); } else body.emit(ret(tex)); return sig; } ir_function_signature * builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode, builtin_available_predicate avail, const glsl_type *sampler_type, int flags) { ir_variable *s = in_var(sampler_type, "sampler"); ir_variable *P = in_var(&glsl_type_builtin_vec4, "P"); ir_variable *compare = in_var(&glsl_type_builtin_float, "compare"); const glsl_type *return_type = &glsl_type_builtin_float; bool sparse = flags & TEX_SPARSE; bool clamp = flags & TEX_CLAMP; /* Sparse texture return residency info. */ const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type; MAKE_SIG(type, avail, 3, s, P, compare); ir_texture *tex = new(mem_ctx) ir_texture(opcode, sparse); tex->set_sampler(var_ref(s), return_type); tex->coordinate = var_ref(P); tex->shadow_comparator = var_ref(compare); if (opcode == ir_txl) { ir_variable *lod = in_var(&glsl_type_builtin_float, "lod"); sig->parameters.push_tail(lod); tex->lod_info.lod = var_ref(lod); } if (clamp) { ir_variable *lod_clamp = in_var(&glsl_type_builtin_float, "lodClamp"); sig->parameters.push_tail(lod_clamp); tex->clamp = var_ref(lod_clamp); } ir_variable *texel = NULL; if (sparse) { texel = out_var(return_type, "texel"); sig->parameters.push_tail(texel); } if (opcode == ir_txb) { ir_variable *bias = in_var(&glsl_type_builtin_float, "bias"); sig->parameters.push_tail(bias); tex->lod_info.bias = var_ref(bias); } if (sparse) { ir_variable *r = body.make_temp(tex->type, "result"); body.emit(assign(r, tex)); body.emit(assign(texel, record_ref(r, "texel"))); body.emit(ret(record_ref(r, "code"))); } else 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, bool sparse) { ir_variable *s = in_var(sampler_type, "sampler"); ir_variable *P = in_var(coord_type, "P"); /* Sparse texture return residency info. */ const glsl_type *type = sparse ? &glsl_type_builtin_int : return_type; /* The sampler and coordinate always exist; add optional parameters later. */ MAKE_SIG(type, avail, 2, s, P); ir_texture *tex = new(mem_ctx) ir_texture(ir_txf, sparse); 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_builtin_int, "sample"); sig->parameters.push_tail(sample); tex->lod_info.sample_index = var_ref(sample); tex->op = ir_txf_ms; } else if (has_lod(sampler_type)) { ir_variable *lod = in_var(&glsl_type_builtin_int, "lod"); sig->parameters.push_tail(lod); tex->lod_info.lod = var_ref(lod); } else { tex->lod_info.lod = imm(0u); } if (offset_type != NULL) { ir_variable *offset = new(mem_ctx) ir_variable(offset_type, "offset", ir_var_const_in); sig->parameters.push_tail(offset); tex->offset = var_ref(offset); } if (sparse) { ir_variable *texel = out_var(return_type, "texel"); sig->parameters.push_tail(texel); ir_variable *r = body.make_temp(tex->type, "result"); body.emit(assign(r, tex)); body.emit(assign(texel, record_ref(r, "texel"))); body.emit(ret(record_ref(r, "code"))); } else body.emit(ret(tex)); return sig; } ir_function_signature * builtin_builder::_EmitVertex() { MAKE_SIG(&glsl_type_builtin_void, 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); MAKE_SIG(&glsl_type_builtin_void, 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_builtin_void, 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); MAKE_SIG(&glsl_type_builtin_void, avail, 1, stream); body.emit(new(mem_ctx) ir_end_primitive(var_ref(stream))); return sig; } ir_function_signature * builtin_builder::_barrier() { MAKE_SIG(&glsl_type_builtin_void, barrier_supported, 0); body.emit(new(mem_ctx) ir_barrier()); return sig; } ir_function_signature * builtin_builder::_textureQueryLod(builtin_available_predicate avail, 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_builtin_vec2, avail, 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_builtin_vec2); body.emit(ret(tex)); return sig; } ir_function_signature * builtin_builder::_textureQueryLevels(builtin_available_predicate avail, const glsl_type *sampler_type) { ir_variable *s = in_var(sampler_type, "sampler"); const glsl_type *return_type = &glsl_type_builtin_int; MAKE_SIG(return_type, avail, 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; } ir_function_signature * builtin_builder::_textureSamplesIdentical(builtin_available_predicate avail, const glsl_type *sampler_type, const glsl_type *coord_type) { ir_variable *s = in_var(sampler_type, "sampler"); ir_variable *P = in_var(coord_type, "P"); const glsl_type *return_type = &glsl_type_builtin_bool; MAKE_SIG(return_type, avail, 2, s, P); ir_texture *tex = new(mem_ctx) ir_texture(ir_samples_identical); tex->coordinate = var_ref(P); tex->set_sampler(var_ref(s), return_type); body.emit(ret(tex)); return sig; } UNOPA(dFdx, ir_unop_dFdx) UNOPA(dFdxCoarse, ir_unop_dFdx_coarse) UNOPA(dFdxFine, ir_unop_dFdx_fine) UNOPA(dFdy, ir_unop_dFdy) UNOPA(dFdyCoarse, ir_unop_dFdy_coarse) UNOPA(dFdyFine, ir_unop_dFdy_fine) ir_function_signature * builtin_builder::_fwidth(builtin_available_predicate avail, const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(type, avail, 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(type, avail, 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(builtin_available_predicate avail, const glsl_type *type) { ir_variable *p = in_var(type, "p"); MAKE_SIG(type, avail, 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) { /* From the GLSL 4.60 specification: * * "The noise functions noise1, noise2, noise3, and noise4 have been * deprecated starting with version 4.4 of GLSL. When not generating * SPIR-V they are defined to return the value 0.0 or a vector whose * components are all 0.0. When generating SPIR-V the noise functions * are not declared and may not be used." * * In earlier versions of the GLSL specification attempt to define some * sort of statistical noise function. However, the function's * characteristics have always been such that always returning 0 is * valid and Mesa has always returned 0 for noise on most drivers. */ ir_variable *p = in_var(type, "p"); MAKE_SIG(&glsl_type_builtin_float, v110, 1, p); body.emit(ret(imm(&glsl_type_builtin_float, ir_constant_data()))); return sig; } ir_function_signature * builtin_builder::_noise2(const glsl_type *type) { /* See builtin_builder::_noise1 */ ir_variable *p = in_var(type, "p"); MAKE_SIG(&glsl_type_builtin_vec2, v110, 1, p); body.emit(ret(imm(&glsl_type_builtin_vec2, ir_constant_data()))); return sig; } ir_function_signature * builtin_builder::_noise3(const glsl_type *type) { /* See builtin_builder::_noise1 */ ir_variable *p = in_var(type, "p"); MAKE_SIG(&glsl_type_builtin_vec3, v110, 1, p); body.emit(ret(imm(&glsl_type_builtin_vec3, ir_constant_data()))); return sig; } ir_function_signature * builtin_builder::_noise4(const glsl_type *type) { /* See builtin_builder::_noise1 */ ir_variable *p = in_var(type, "p"); MAKE_SIG(&glsl_type_builtin_vec4, v110, 1, p); body.emit(ret(imm(&glsl_type_builtin_vec4, ir_constant_data()))); return sig; } ir_function_signature * builtin_builder::_bitfieldExtract(const glsl_type *type) { bool is_uint = type->base_type == GLSL_TYPE_UINT; ir_variable *value = in_var(type, "value"); ir_variable *offset = in_var(&glsl_type_builtin_int, "offset"); ir_variable *bits = in_var(&glsl_type_builtin_int, "bits"); MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, value, offset, bits); operand cast_offset = is_uint ? i2u(offset) : operand(offset); operand cast_bits = is_uint ? i2u(bits) : operand(bits); body.emit(ret(expr(ir_triop_bitfield_extract, value, swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements), swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements)))); return sig; } ir_function_signature * builtin_builder::_bitfieldInsert(const glsl_type *type) { bool is_uint = type->base_type == GLSL_TYPE_UINT; ir_variable *base = in_var(type, "base"); ir_variable *insert = in_var(type, "insert"); ir_variable *offset = in_var(&glsl_type_builtin_int, "offset"); ir_variable *bits = in_var(&glsl_type_builtin_int, "bits"); MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 4, base, insert, offset, bits); operand cast_offset = is_uint ? i2u(offset) : operand(offset); operand cast_bits = is_uint ? i2u(bits) : operand(bits); body.emit(ret(bitfield_insert(base, insert, swizzle(cast_offset, SWIZZLE_XXXX, type->vector_elements), swizzle(cast_bits, SWIZZLE_XXXX, type->vector_elements)))); return sig; } ir_function_signature * builtin_builder::_bitfieldReverse(const glsl_type *type) { ir_variable *x = in_highp_var(type, "x"); MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 1, x); sig->return_precision = GLSL_PRECISION_HIGH; body.emit(ret(expr(ir_unop_bitfield_reverse, x))); return sig; } ir_function_signature * builtin_builder::_bitCount(const glsl_type *type) { ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x); sig->return_precision = GLSL_PRECISION_LOW; body.emit(ret(expr(ir_unop_bit_count, x))); return sig; } ir_function_signature * builtin_builder::_findLSB(const glsl_type *type) { ir_variable *x = in_highp_var(type, "x"); MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x); sig->return_precision = GLSL_PRECISION_LOW; body.emit(ret(expr(ir_unop_find_lsb, x))); return sig; } ir_function_signature * builtin_builder::_findMSB(const glsl_type *type) { ir_variable *x = in_highp_var(type, "x"); MAKE_SIG(glsl_ivec_type(type->vector_elements), gpu_shader5_or_es31_or_integer_functions, 1, x); sig->return_precision = GLSL_PRECISION_LOW; body.emit(ret(expr(ir_unop_find_msb, x))); return sig; } ir_function_signature * builtin_builder::_countLeadingZeros(builtin_available_predicate avail, const glsl_type *type) { return unop(avail, ir_unop_clz, glsl_uvec_type(type->vector_elements), type); } ir_function_signature * builtin_builder::_countTrailingZeros(builtin_available_predicate avail, const glsl_type *type) { ir_variable *a = in_var(type, "a"); MAKE_SIG(glsl_uvec_type(type->vector_elements), avail, 1, a); body.emit(ret(ir_builder::min2( ir_builder::i2u(ir_builder::expr(ir_unop_find_lsb, a)), imm(32u)))); return sig; } ir_function_signature * builtin_builder::_fma(builtin_available_predicate avail, 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, avail, 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) { ir_variable *x = in_highp_var(x_type, "x"); ir_variable *y = in_highp_var(exp_type, "y"); builtin_available_predicate avail = glsl_type_is_double(x_type) ? fp64 : (glsl_type_is_float_16(x_type) ? gpu_shader_half_float : gpu_shader5_or_es31_or_integer_functions); MAKE_SIG(x_type, avail, 2, x, y); sig->return_precision = GLSL_PRECISION_HIGH; body.emit(ret(expr(ir_binop_ldexp, x, y))); return sig; } ir_function_signature * builtin_builder::_frexp(const glsl_type *x_type, const glsl_type *exp_type) { ir_variable *x = in_highp_var(x_type, "x"); ir_variable *exponent = out_var(exp_type, "exp"); builtin_available_predicate avail = glsl_type_is_double(x_type) ? fp64 : (glsl_type_is_float_16(x_type) ? gpu_shader_half_float : gpu_shader5_or_es31_or_integer_functions); MAKE_SIG(x_type, avail, 2, x, exponent); sig->return_precision = GLSL_PRECISION_HIGH; body.emit(assign(exponent, expr(ir_unop_frexp_exp, x))); body.emit(ret(expr(ir_unop_frexp_sig, x))); return sig; } ir_function_signature * builtin_builder::_uaddCarry(const glsl_type *type) { ir_variable *x = in_highp_var(type, "x"); ir_variable *y = in_highp_var(type, "y"); ir_variable *carry = out_lowp_var(type, "carry"); MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, carry); sig->return_precision = GLSL_PRECISION_HIGH; body.emit(assign(carry, ir_builder::carry(x, y))); body.emit(ret(add(x, y))); return sig; } ir_function_signature * builtin_builder::_addSaturate(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_add_sat, type, type, type); } ir_function_signature * builtin_builder::_usubBorrow(const glsl_type *type) { ir_variable *x = in_highp_var(type, "x"); ir_variable *y = in_highp_var(type, "y"); ir_variable *borrow = out_lowp_var(type, "borrow"); MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, borrow); sig->return_precision = GLSL_PRECISION_HIGH; body.emit(assign(borrow, ir_builder::borrow(x, y))); body.emit(ret(sub(x, y))); return sig; } ir_function_signature * builtin_builder::_subtractSaturate(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_sub_sat, type, type, type); } ir_function_signature * builtin_builder::_absoluteDifference(builtin_available_predicate avail, const glsl_type *type) { /* absoluteDifference returns an unsigned type that has the same number of * bits and number of vector elements as the type of the operands. */ return binop(avail, ir_binop_abs_sub, glsl_simple_type(glsl_unsigned_base_type_of(type->base_type), type->vector_elements, 1), type, type); } ir_function_signature * builtin_builder::_average(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_avg, type, type, type); } ir_function_signature * builtin_builder::_averageRounded(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_avg_round, type, type, type); } /** * For both imulExtended() and umulExtended() built-ins. */ ir_function_signature * builtin_builder::_mulExtended(const glsl_type *type) { const glsl_type *mul_type, *unpack_type; ir_expression_operation unpack_op; if (type->base_type == GLSL_TYPE_INT) { unpack_op = ir_unop_unpack_int_2x32; mul_type = glsl_simple_type(GLSL_TYPE_INT64, type->vector_elements, 1); unpack_type = &glsl_type_builtin_ivec2; } else { unpack_op = ir_unop_unpack_uint_2x32; mul_type = glsl_simple_type(GLSL_TYPE_UINT64, type->vector_elements, 1); unpack_type = &glsl_type_builtin_uvec2; } ir_variable *x = in_highp_var(type, "x"); ir_variable *y = in_highp_var(type, "y"); ir_variable *msb = out_highp_var(type, "msb"); ir_variable *lsb = out_highp_var(type, "lsb"); MAKE_SIG(&glsl_type_builtin_void, gpu_shader5_or_es31_or_integer_functions, 4, x, y, msb, lsb); ir_variable *unpack_val = body.make_temp(unpack_type, "_unpack_val"); ir_expression *mul_res = new(mem_ctx) ir_expression(ir_binop_mul, mul_type, new(mem_ctx)ir_dereference_variable(x), new(mem_ctx)ir_dereference_variable(y)); if (type->vector_elements == 1) { body.emit(assign(unpack_val, expr(unpack_op, mul_res))); body.emit(assign(msb, swizzle_y(unpack_val))); body.emit(assign(lsb, swizzle_x(unpack_val))); } else { for (int i = 0; i < type->vector_elements; i++) { body.emit(assign(unpack_val, expr(unpack_op, swizzle(mul_res, i, 1)))); body.emit(assign(array_ref(msb, i), swizzle_y(unpack_val))); body.emit(assign(array_ref(lsb, i), swizzle_x(unpack_val))); } } return sig; } ir_function_signature * builtin_builder::_multiply32x16(builtin_available_predicate avail, const glsl_type *type) { return binop(avail, ir_binop_mul_32x16, type, type, type); } ir_function_signature * builtin_builder::_interpolateAtCentroid(builtin_available_predicate avail, const glsl_type *type) { ir_variable *interpolant = in_var(type, "interpolant"); interpolant->data.must_be_shader_input = 1; MAKE_SIG(type, fs_interpolate_at, 1, interpolant); body.emit(ret(interpolate_at_centroid(interpolant))); return sig; } ir_function_signature * builtin_builder::_interpolateAtOffset(builtin_available_predicate avail, 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_is_float_16(type) ? &glsl_type_builtin_f16vec2 : &glsl_type_builtin_vec2, "offset"); MAKE_SIG(type, fs_interpolate_at, 2, interpolant, offset); body.emit(ret(interpolate_at_offset(interpolant, offset))); return sig; } ir_function_signature * builtin_builder::_interpolateAtSample(builtin_available_predicate avail, 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_builtin_int, "sample_num"); MAKE_SIG(type, fs_interpolate_at, 2, interpolant, sample_num); body.emit(ret(interpolate_at_sample(interpolant, sample_num))); return sig; } /* The highp isn't specified in the built-in function descriptions, but in the * atomic counter description: "The default precision of all atomic types is * highp. It is an error to declare an atomic type with a different precision or * to specify the default precision for an atomic type to be lowp or mediump." */ ir_function_signature * builtin_builder::_atomic_counter_intrinsic(builtin_available_predicate avail, enum ir_intrinsic_id id) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter"); MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 1, counter); return sig; } ir_function_signature * builtin_builder::_atomic_counter_intrinsic1(builtin_available_predicate avail, enum ir_intrinsic_id id) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter"); ir_variable *data = in_var(&glsl_type_builtin_uint, "data"); MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 2, counter, data); return sig; } ir_function_signature * builtin_builder::_atomic_counter_intrinsic2(builtin_available_predicate avail, enum ir_intrinsic_id id) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "counter"); ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare"); ir_variable *data = in_var(&glsl_type_builtin_uint, "data"); MAKE_INTRINSIC(&glsl_type_builtin_uint, id, avail, 3, counter, compare, data); return sig; } ir_function_signature * builtin_builder::_atomic_intrinsic2(builtin_available_predicate avail, const glsl_type *type, enum ir_intrinsic_id id) { ir_variable *atomic = in_var(type, "atomic"); ir_variable *data = in_var(type, "data"); MAKE_INTRINSIC(type, id, avail, 2, atomic, data); return sig; } ir_function_signature * builtin_builder::_atomic_intrinsic3(builtin_available_predicate avail, const glsl_type *type, enum ir_intrinsic_id id) { ir_variable *atomic = in_var(type, "atomic"); ir_variable *data1 = in_var(type, "data1"); ir_variable *data2 = in_var(type, "data2"); MAKE_INTRINSIC(type, id, avail, 3, atomic, data1, data2); return sig; } ir_function_signature * builtin_builder::_atomic_counter_op(const char *intrinsic, builtin_available_predicate avail) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter"); MAKE_SIG(&glsl_type_builtin_uint, avail, 1, counter); ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval"); body.emit(call(shader->symbols->get_function(intrinsic), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_atomic_counter_op1(const char *intrinsic, builtin_available_predicate avail) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter"); ir_variable *data = in_var(&glsl_type_builtin_uint, "data"); MAKE_SIG(&glsl_type_builtin_uint, avail, 2, counter, data); ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval"); /* Instead of generating an __intrinsic_atomic_sub, generate an * __intrinsic_atomic_add with the data parameter negated. */ if (strcmp("__intrinsic_atomic_sub", intrinsic) == 0) { ir_variable *const neg_data = body.make_temp(&glsl_type_builtin_uint, "neg_data"); body.emit(assign(neg_data, neg(data))); exec_list parameters; parameters.push_tail(new(mem_ctx) ir_dereference_variable(counter)); parameters.push_tail(new(mem_ctx) ir_dereference_variable(neg_data)); ir_function *const func = shader->symbols->get_function("__intrinsic_atomic_add"); ir_instruction *const c = call(func, retval, parameters); assert(c != NULL); assert(parameters.is_empty()); body.emit(c); } else { body.emit(call(shader->symbols->get_function(intrinsic), retval, sig->parameters)); } body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_atomic_counter_op2(const char *intrinsic, builtin_available_predicate avail) { ir_variable *counter = in_highp_var(&glsl_type_builtin_atomic_uint, "atomic_counter"); ir_variable *compare = in_var(&glsl_type_builtin_uint, "compare"); ir_variable *data = in_var(&glsl_type_builtin_uint, "data"); MAKE_SIG(&glsl_type_builtin_uint, avail, 3, counter, compare, data); ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "atomic_retval"); body.emit(call(shader->symbols->get_function(intrinsic), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_atomic_op2(const char *intrinsic, builtin_available_predicate avail, const glsl_type *type) { ir_variable *atomic = in_var(type, "atomic_var"); ir_variable *data = in_var(type, "atomic_data"); MAKE_SIG(type, avail, 2, atomic, data); atomic->data.implicit_conversion_prohibited = true; ir_variable *retval = body.make_temp(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::_atomic_op3(const char *intrinsic, builtin_available_predicate avail, const glsl_type *type) { ir_variable *atomic = in_var(type, "atomic_var"); ir_variable *data1 = in_var(type, "atomic_data1"); ir_variable *data2 = in_var(type, "atomic_data2"); MAKE_SIG(type, avail, 3, atomic, data1, data2); atomic->data.implicit_conversion_prohibited = true; ir_variable *retval = body.make_temp(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(builtin_available_predicate avail, 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, avail, 3, x, y, z); ir_expression *min3 = min2(x, min2(y,z)); body.emit(ret(min3)); return sig; } ir_function_signature * builtin_builder::_max3(builtin_available_predicate avail, 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, avail, 3, x, y, z); ir_expression *max3 = max2(x, max2(y,z)); body.emit(ret(max3)); return sig; } ir_function_signature * builtin_builder::_mid3(builtin_available_predicate avail, 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, avail, 3, x, y, z); ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z))); body.emit(ret(mid3)); return sig; } static builtin_available_predicate get_image_available_predicate(const glsl_type *type, unsigned flags) { if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE) && type->sampled_type == GLSL_TYPE_FLOAT) return shader_image_atomic_exchange_float; if ((flags & IMAGE_FUNCTION_AVAIL_ATOMIC_ADD) && type->sampled_type == GLSL_TYPE_FLOAT) return shader_image_atomic_add_float; else if (flags & (IMAGE_FUNCTION_AVAIL_ATOMIC_EXCHANGE | IMAGE_FUNCTION_AVAIL_ATOMIC_ADD | IMAGE_FUNCTION_AVAIL_ATOMIC)) return shader_image_atomic; else if (flags & IMAGE_FUNCTION_EXT_ONLY) return shader_image_load_store_ext; else if (flags & IMAGE_FUNCTION_SPARSE) return shader_image_load_store_and_sparse; else return shader_image_load_store; } ir_function_signature * builtin_builder::_image_prototype(const glsl_type *image_type, unsigned num_arguments, unsigned flags) { const glsl_type *data_type = glsl_simple_type( image_type->sampled_type, (flags & IMAGE_FUNCTION_HAS_VECTOR_DATA_TYPE ? 4 : 1), 1); const glsl_type *ret_type; if (flags & IMAGE_FUNCTION_RETURNS_VOID) ret_type = &glsl_type_builtin_void; else if (flags & IMAGE_FUNCTION_SPARSE) { if (flags & IMAGE_FUNCTION_EMIT_STUB) ret_type = &glsl_type_builtin_int; else { /* code holds residency info */ glsl_struct_field fields[2] = { glsl_struct_field(&glsl_type_builtin_int, "code"), glsl_struct_field(data_type, "texel"), }; ret_type = glsl_struct_type(fields, 2, "struct", false /* packed */); } } else ret_type = data_type; /* Addressing arguments that are always present. */ ir_variable *image = in_var(image_type, "image"); ir_variable *coord = in_var( glsl_ivec_type(glsl_get_sampler_coordinate_components(image_type)), "coord"); ir_function_signature *sig = new_sig( ret_type, get_image_available_predicate(image_type, flags), 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_builtin_int, "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.memory_read_only = (flags & IMAGE_FUNCTION_READ_ONLY) != 0; image->data.memory_write_only = (flags & IMAGE_FUNCTION_WRITE_ONLY) != 0; image->data.memory_coherent = true; image->data.memory_volatile = true; image->data.memory_restrict = true; return sig; } ir_function_signature * builtin_builder::_image_size_prototype(const glsl_type *image_type, unsigned /* num_arguments */, unsigned /* flags */) { const glsl_type *ret_type; unsigned num_components = glsl_get_sampler_coordinate_components(image_type); /* From the ARB_shader_image_size extension: * "Cube images return the dimensions of one face." */ if (image_type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE && !image_type->sampler_array) { num_components = 2; } /* FIXME: Add the highp precision qualifier for GLES 3.10 when it is * supported by mesa. */ ret_type = glsl_simple_type(GLSL_TYPE_INT, num_components, 1); ir_variable *image = in_var(image_type, "image"); ir_function_signature *sig = new_sig(ret_type, shader_image_size, 1, image); /* 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.memory_read_only = true; image->data.memory_write_only = true; image->data.memory_coherent = true; image->data.memory_volatile = true; image->data.memory_restrict = true; return sig; } ir_function_signature * builtin_builder::_image_samples_prototype(const glsl_type *image_type, unsigned /* num_arguments */, unsigned /* flags */) { ir_variable *image = in_var(image_type, "image"); ir_function_signature *sig = new_sig(&glsl_type_builtin_int, shader_samples, 1, image); /* 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.memory_read_only = true; image->data.memory_write_only = true; image->data.memory_coherent = true; image->data.memory_volatile = true; image->data.memory_restrict = true; return sig; } ir_function_signature * builtin_builder::_image(image_prototype_ctr prototype, const glsl_type *image_type, const char *intrinsic_name, unsigned num_arguments, unsigned flags, enum ir_intrinsic_id id) { ir_function_signature *sig = (this->*prototype)(image_type, 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 if (flags & IMAGE_FUNCTION_SPARSE) { ir_function_signature *intr_sig = f->exact_matching_signature(NULL, &sig->parameters); assert(intr_sig); ir_variable *ret_val = body.make_temp(intr_sig->return_type, "_ret_val"); ir_dereference_record *texel_field = record_ref(ret_val, "texel"); ir_variable *texel = out_var(texel_field->type, "texel"); /* Add texel param to builtin function after call intrinsic function * because they have different prototype: * struct {int code; gvec4 texel;} __intrinsic_image_sparse_load(in) * int sparseImageLoad(in, out texel) */ body.emit(call(f, ret_val, sig->parameters)); sig->parameters.push_tail(texel); body.emit(assign(texel, texel_field)); body.emit(ret(record_ref(ret_val, "code"))); } else { ir_variable *ret_val = body.make_temp(sig->return_type, "_ret_val"); /* all non-void image functions return highp, so make our temporary and return * value in the signature highp. */ ret_val->data.precision = GLSL_PRECISION_HIGH; body.emit(call(f, ret_val, sig->parameters)); body.emit(ret(ret_val)); } sig->is_defined = true; } else { sig->intrinsic_id = id; } sig->return_precision = GLSL_PRECISION_HIGH; return sig; } ir_function_signature * builtin_builder::_memory_barrier_intrinsic(builtin_available_predicate avail, enum ir_intrinsic_id id) { MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0); return sig; } ir_function_signature * builtin_builder::_memory_barrier(const char *intrinsic_name, builtin_available_predicate avail) { MAKE_SIG(&glsl_type_builtin_void, avail, 0); body.emit(call(shader->symbols->get_function(intrinsic_name), NULL, sig->parameters)); return sig; } ir_function_signature * builtin_builder::_ballot_intrinsic(const glsl_type *type) { ir_variable *value = in_var(&glsl_type_builtin_bool, "value"); MAKE_INTRINSIC(type, ir_intrinsic_ballot, shader_ballot, 1, value); return sig; } ir_function_signature * builtin_builder::_ballot(const glsl_type *type, builtin_available_predicate avail) { ir_variable *value = in_var(&glsl_type_builtin_bool, "value"); MAKE_SIG(type, avail, 1, value); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_ballot"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_inverse_ballot_intrinsic() { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_inverse_ballot, ballot_khr, 1, value); return sig; } ir_function_signature * builtin_builder::_inverse_ballot() { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); MAKE_SIG(&glsl_type_builtin_bool, ballot_khr, 1, value); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_inverse_ballot"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_ballot_bit_extract_intrinsic() { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); ir_variable *index = in_var(&glsl_type_builtin_uint, "index"); MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_ballot_bit_extract, ballot_khr, 2, value, index); return sig; } ir_function_signature * builtin_builder::_ballot_bit_extract() { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); ir_variable *index = in_var(&glsl_type_builtin_uint, "index"); MAKE_SIG(&glsl_type_builtin_bool, ballot_khr, 2, value, index); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_ballot_bit_extract"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_ballot_bit_intrinsic(enum ir_intrinsic_id id) { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); MAKE_INTRINSIC(&glsl_type_builtin_uint, id, ballot_khr, 1, value); return sig; } ir_function_signature * builtin_builder::_ballot_bit(const char *intrinsic_name) { ir_variable *value = in_var(&glsl_type_builtin_uvec4, "value"); MAKE_SIG(&glsl_type_builtin_uint, ballot_khr, 1, value); ir_variable *retval = body.make_temp(&glsl_type_builtin_uint, "retval"); body.emit(call(shader->symbols->get_function(intrinsic_name), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_read_first_invocation_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); MAKE_INTRINSIC(type, ir_intrinsic_read_first_invocation, glsl_type_is_double(type) ? shader_ballot_and_fp64 : shader_ballot, 1, value); return sig; } ir_function_signature * builtin_builder::_read_first_invocation(const glsl_type *type, builtin_available_predicate avail) { ir_variable *value = in_var(type, "value"); MAKE_SIG(type, avail, 1, value); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_read_first_invocation"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_read_invocation_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation"); MAKE_INTRINSIC(type, ir_intrinsic_read_invocation, glsl_type_is_double(type) ? shader_ballot_and_fp64 : shader_ballot, 2, value, invocation); return sig; } ir_function_signature * builtin_builder::_read_invocation(const glsl_type *type, builtin_available_predicate avail) { ir_variable *value = in_var(type, "value"); ir_variable *invocation = in_var(&glsl_type_builtin_uint, "invocation"); MAKE_SIG(type, avail, 2, value, invocation); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_read_invocation"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_invocation_interlock_intrinsic(builtin_available_predicate avail, enum ir_intrinsic_id id) { MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0); return sig; } ir_function_signature * builtin_builder::_invocation_interlock(const char *intrinsic_name, builtin_available_predicate avail) { MAKE_SIG(&glsl_type_builtin_void, avail, 0); body.emit(call(shader->symbols->get_function(intrinsic_name), NULL, sig->parameters)); return sig; } ir_function_signature * builtin_builder::_shader_clock_intrinsic(builtin_available_predicate avail, const glsl_type *type) { MAKE_INTRINSIC(type, ir_intrinsic_shader_clock, avail, 0); return sig; } ir_function_signature * builtin_builder::_shader_clock(builtin_available_predicate avail, const glsl_type *type) { MAKE_SIG(type, avail, 0); ir_variable *retval = body.make_temp(&glsl_type_builtin_uvec2, "clock_retval"); body.emit(call(shader->symbols->get_function("__intrinsic_shader_clock"), retval, sig->parameters)); if (type == &glsl_type_builtin_uint64_t) { body.emit(ret(expr(ir_unop_pack_uint_2x32, retval))); } else { body.emit(ret(retval)); } return sig; } ir_function_signature * builtin_builder::_vote_intrinsic(const glsl_type *type, builtin_available_predicate avail, enum ir_intrinsic_id id) { ir_variable *value = in_var(type, "value"); MAKE_INTRINSIC(&glsl_type_builtin_bool, id, avail, 1, value); return sig; } ir_function_signature * builtin_builder::_vote(const glsl_type *type, builtin_available_predicate avail, const char *intrinsic_name) { ir_variable *value = in_var(type, "value"); MAKE_SIG(&glsl_type_builtin_bool, avail, 1, value); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); body.emit(call(shader->symbols->get_function(intrinsic_name), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_helper_invocation_intrinsic() { MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_helper_invocation, demote_to_helper_invocation, 0); return sig; } ir_function_signature * builtin_builder::_helper_invocation() { MAKE_SIG(&glsl_type_builtin_bool, demote_to_helper_invocation, 0); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_helper_invocation"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_subgroup_barrier_intrinsic(enum ir_intrinsic_id id, builtin_available_predicate avail) { MAKE_INTRINSIC(&glsl_type_builtin_void, id, avail, 0); return sig; } ir_function_signature * builtin_builder::_subgroup_barrier(const char *intrinsic_name, builtin_available_predicate avail) { MAKE_SIG(&glsl_type_builtin_void, avail, 0); body.emit(call(shader->symbols->get_function(intrinsic_name), NULL, sig->parameters)); return sig; } ir_function_signature * builtin_builder::_elect_intrinsic() { MAKE_INTRINSIC(&glsl_type_builtin_bool, ir_intrinsic_elect, subgroup_basic, 0); return sig; } ir_function_signature * builtin_builder::_elect() { MAKE_SIG(&glsl_type_builtin_bool, subgroup_basic, 0); ir_variable *retval = body.make_temp(&glsl_type_builtin_bool, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_elect"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_shuffle_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *id = in_var(&glsl_type_builtin_uint, "id"); MAKE_INTRINSIC(type, ir_intrinsic_shuffle, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle, 2, value, id); return sig; } ir_function_signature * builtin_builder::_shuffle(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *id = in_var(&glsl_type_builtin_uint, "id"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle, 2, value, id); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_shuffle"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_shuffle_xor_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *mask = in_var(&glsl_type_builtin_uint, "mask"); MAKE_INTRINSIC(type, ir_intrinsic_shuffle_xor, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle, 2, value, mask); return sig; } ir_function_signature * builtin_builder::_shuffle_xor(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *mask = in_var(&glsl_type_builtin_uint, "mask"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_and_fp64 : subgroup_shuffle, 2, value, mask); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_shuffle_xor"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_shuffle_up_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta"); MAKE_INTRINSIC(type, ir_intrinsic_shuffle_up, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative, 2, value, delta); return sig; } ir_function_signature * builtin_builder::_shuffle_up(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative, 2, value, delta); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_shuffle_up"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_shuffle_down_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta"); MAKE_INTRINSIC(type, ir_intrinsic_shuffle_down, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative, 2, value, delta); return sig; } ir_function_signature * builtin_builder::_shuffle_down(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *delta = in_var(&glsl_type_builtin_uint, "delta"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_shuffle_relative_and_fp64 : subgroup_shuffle_relative, 2, value, delta); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_shuffle_down"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_subgroup_arithmetic_intrinsic(const glsl_type *type, enum ir_intrinsic_id id) { ir_variable *value = in_var(type, "value"); MAKE_INTRINSIC(type, id, glsl_type_is_double(type) ? subgroup_arithmetic_and_fp64 : subgroup_arithmetic, 1, value); return sig; } ir_function_signature * builtin_builder::_subgroup_arithmetic(const glsl_type *type, const char *intrinsic_name) { ir_variable *value = in_var(type, "value"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_arithmetic_and_fp64 : subgroup_arithmetic, 1, value); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function(intrinsic_name), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_subgroup_clustered_intrinsic(const glsl_type *type, enum ir_intrinsic_id id) { ir_variable *value = in_var(type, "value"); ir_variable *size = new(mem_ctx) ir_variable(&glsl_type_builtin_uint, "clusterSize", ir_var_const_in); MAKE_INTRINSIC(type, id, glsl_type_is_double(type) ? subgroup_clustered_and_fp64 : subgroup_clustered, 2, value, size); return sig; } ir_function_signature * builtin_builder::_subgroup_clustered(const glsl_type *type, const char *intrinsic_name) { ir_variable *value = in_var(type, "value"); ir_variable *size = new(mem_ctx) ir_variable(&glsl_type_builtin_uint, "clusterSize", ir_var_const_in); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_clustered_and_fp64 : subgroup_clustered, 2, value, size); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function(intrinsic_name), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_quad_broadcast_intrinsic(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *id = in_var(&glsl_type_builtin_uint, "id"); MAKE_INTRINSIC(type, ir_intrinsic_quad_broadcast, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad, 2, value, id); return sig; } ir_function_signature * builtin_builder::_quad_broadcast(const glsl_type *type) { ir_variable *value = in_var(type, "value"); ir_variable *id = in_var(&glsl_type_builtin_uint, "id"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad, 2, value, id); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function("__intrinsic_quad_broadcast"), retval, sig->parameters)); body.emit(ret(retval)); return sig; } ir_function_signature * builtin_builder::_quad_swap_intrinsic(const glsl_type *type, enum ir_intrinsic_id id) { ir_variable *value = in_var(type, "value"); MAKE_INTRINSIC(type, id, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad, 1, value); return sig; } ir_function_signature * builtin_builder::_quad_swap(const glsl_type *type, const char *intrinsic_name) { ir_variable *value = in_var(type, "value"); MAKE_SIG(type, glsl_type_is_double(type) ? subgroup_quad_and_fp64 : subgroup_quad, 1, value); ir_variable *retval = body.make_temp(type, "retval"); body.emit(call(shader->symbols->get_function(intrinsic_name), retval, sig->parameters)); body.emit(ret(retval)); return sig; } /** @} */ /******************************************************************************/ /* The singleton instance of builtin_builder. */ static builtin_builder builtins; static uint32_t builtin_users = 0; /** * External API (exposing the built-in module to the rest of the compiler): * @{ */ extern "C" void _mesa_glsl_builtin_functions_init_or_ref() { simple_mtx_lock(&builtins_lock); if (builtin_users++ == 0) builtins.initialize(); simple_mtx_unlock(&builtins_lock); } extern "C" void _mesa_glsl_builtin_functions_decref() { simple_mtx_lock(&builtins_lock); assert(builtin_users != 0); if (--builtin_users == 0) builtins.release(); simple_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; simple_mtx_lock(&builtins_lock); s = builtins.find(state, name, actual_parameters); simple_mtx_unlock(&builtins_lock); return s; } bool _mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char *name) { ir_function *f; bool ret = false; simple_mtx_lock(&builtins_lock); f = builtins.shader->symbols->get_function(name); if (f != NULL) { foreach_in_list(ir_function_signature, sig, &f->signatures) { if (sig->is_builtin_available(state)) { ret = true; break; } } } simple_mtx_unlock(&builtins_lock); return ret; } gl_shader * _mesa_glsl_get_builtin_function_shader() { return builtins.shader; } /** * Get the function signature for main from a shader */ ir_function_signature * _mesa_get_main_function_signature(glsl_symbol_table *symbols) { ir_function *const f = symbols->get_function("main"); if (f != NULL) { exec_list void_parameters; /* Look for the 'void main()' signature and ensure that it's defined. * This keeps the linker from accidentally pick a shader that just * contains a prototype for main. * * We don't have to check for multiple definitions of main (in multiple * shaders) because that would have already been caught above. */ ir_function_signature *sig = f->matching_signature(NULL, &void_parameters, false, false, false); if ((sig != NULL) && sig->is_defined) { return sig; } } return NULL; } /** @} */