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// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
////////////////////////////////////////////////////////////////////////////////
// core builtin definition file //
// //
// This file is used to generate parts of the Tint BuiltinTable, various //
// enum definition files. //
// //
// After modifying this file, run: //
// tools/run gen //
// from the Dawn source directory. //
// //
// See docs/tint/intrinsic_definition_files.md for syntax //
////////////////////////////////////////////////////////////////////////////////
import "src/tint/lang/core/address_space.def"
import "src/tint/lang/core/access.def"
import "src/tint/lang/core/texel_format.def"
////////////////////////////////////////////////////////////////////////////////
// Enumerators //
////////////////////////////////////////////////////////////////////////////////
// https://gpuweb.github.io/gpuweb/wgsl/#builtin-values
enum builtin_value {
position
vertex_index
instance_index
front_facing
frag_depth
local_invocation_id
local_invocation_index
global_invocation_id
workgroup_id
num_workgroups
sample_index
sample_mask
subgroup_invocation_id
subgroup_size
__point_size
}
// https://www.w3.org/TR/WGSL/#interpolation
enum interpolation_type {
perspective
linear
flat
}
// https://www.w3.org/TR/WGSL/#interpolation
enum interpolation_sampling {
center
centroid
sample
}
enum builtin_type {
// https://www.w3.org/TR/WGSL/#scalar-types
bool
f16
f32
i32
u32
// https://www.w3.org/TR/WGSL/#matrix-types
mat2x2
mat2x3
mat2x4
mat3x2
mat3x3
mat3x4
mat4x2
mat4x3
mat4x4
mat2x2f
mat2x2h
mat2x3f
mat2x3h
mat2x4f
mat2x4h
mat3x2f
mat3x2h
mat3x3f
mat3x3h
mat3x4f
mat3x4h
mat4x2f
mat4x2h
mat4x3f
mat4x3h
mat4x4f
mat4x4h
// https://www.w3.org/TR/WGSL/#vector-types
vec2
vec3
vec4
vec2f
vec2h
vec2i
vec2u
vec3f
vec3h
vec3i
vec3u
vec4f
vec4h
vec4i
vec4u
// https://www.w3.org/TR/WGSL/#array-types
array
// https://www.w3.org/TR/WGSL/#atomic-types
atomic
// https://www.w3.org/TR/WGSL/#ref-ptr-types
ptr
// https://www.w3.org/TR/WGSL/#sampler-type
sampler
sampler_comparison
// https://www.w3.org/TR/WGSL/#texture-depth
texture_depth_2d
texture_depth_2d_array
texture_depth_cube
texture_depth_cube_array
texture_depth_multisampled_2d
// https://www.w3.org/TR/WGSL/#sampled-texture-type
texture_1d
texture_2d
texture_2d_array
texture_3d
texture_cube
texture_cube_array
// https://www.w3.org/TR/WGSL/#multisampled-texture-type
texture_multisampled_2d
// https://www.w3.org/TR/WGSL/#texture-storage
texture_storage_1d
texture_storage_2d
texture_storage_2d_array
texture_storage_3d
// https://www.w3.org/TR/WGSL/#external-texture-type
texture_external
// Internal types.
__packed_vec3 // note: not core type, but used by legacy MSL writer
__atomic_compare_exchange_result_i32
__atomic_compare_exchange_result_u32
__frexp_result_abstract
__frexp_result_f16
__frexp_result_f32
__frexp_result_vec2_abstract
__frexp_result_vec2_f16
__frexp_result_vec2_f32
__frexp_result_vec3_abstract
__frexp_result_vec3_f16
__frexp_result_vec3_f32
__frexp_result_vec4_abstract
__frexp_result_vec4_f16
__frexp_result_vec4_f32
__modf_result_abstract
__modf_result_f16
__modf_result_f32
__modf_result_vec2_abstract
__modf_result_vec2_f16
__modf_result_vec2_f32
__modf_result_vec3_abstract
__modf_result_vec3_f16
__modf_result_vec3_f32
__modf_result_vec4_abstract
__modf_result_vec4_f16
__modf_result_vec4_f32
}
// https://gpuweb.github.io/gpuweb/wgsl/#attributes
// Notes:
// * `diagnostic` is listed, even though it is a keyword, so it appears in suggested alternatives
// * `const` is not listed here as it can not be written in user programs and should not show up
// in error messages
enum attribute {
align
binding
blend_src
builtin
compute
diagnostic
fragment
group
id
interpolate
invariant
location
must_use
size
vertex
workgroup_size
// framebuffer-fetch input
color
}
////////////////////////////////////////////////////////////////////////////////
// Primitive types //
////////////////////////////////////////////////////////////////////////////////
// https://gpuweb.github.io/gpuweb/wgsl/#plain-types-section
type bool
@precedence(3) type i32
@precedence(2) type u32
@precedence(1) type f32
@precedence(0) type f16
type vec2<T>
type vec3<T>
type vec4<T>
type mat2x2<T>
type mat2x3<T>
type mat2x4<T>
type mat3x2<T>
type mat3x3<T>
type mat3x4<T>
type mat4x2<T>
type mat4x3<T>
type mat4x4<T>
@display("vec{N}<{T}>") type vec<N: num, T>
@display("mat{N}x{M}<{T}>") type mat<N: num, M: num, T>
type ptr<S: address_space, T, A: access>
type atomic<T>
type array<T>
type sampler
type sampler_comparison
type texture_1d<T>
type texture_2d<T>
type texture_2d_array<T>
type texture_3d<T>
type texture_cube<T>
type texture_cube_array<T>
type texture_multisampled_2d<T>
type texture_depth_2d
type texture_depth_2d_array
type texture_depth_cube
type texture_depth_cube_array
type texture_depth_multisampled_2d
type texture_storage_1d<F: texel_format, A: access>
type texture_storage_2d<F: texel_format, A: access>
type texture_storage_2d_array<F: texel_format, A: access>
type texture_storage_3d<F: texel_format, A: access>
type texture_external
@display("__modf_result_{T}") type __modf_result<T>
@display("__modf_result_vec{N}_{T}") type __modf_result_vec<N: num, T>
@display("__frexp_result_{T}") type __frexp_result<T>
@display("__frexp_result_vec{N}_{T}") type __frexp_result_vec<N: num, T>
type __atomic_compare_exchange_result<T>
////////////////////////////////////////////////////////////////////////////////
// Type matchers //
// //
// A type matcher that can match one or more types. //
////////////////////////////////////////////////////////////////////////////////
match scalar: f32 | f16 | i32 | u32 | bool
match scalar_no_f32: i32 | f16 | u32 | bool
match scalar_no_f16: f32 | i32 | u32 | bool
match scalar_no_i32: f32 | f16 | u32 | bool
match scalar_no_u32: f32 | f16 | i32 | bool
match scalar_no_bool: f32 | f16 | i32 | u32
match fiu32_f16: f32 | i32 | u32 | f16
match fiu32: f32 | i32 | u32
match fi32_f16: f32 | i32 | f16
match fi32: f32 | i32
match f32_f16: f32 | f16
match iu32: i32 | u32
////////////////////////////////////////////////////////////////////////////////
// Enum matchers //
// //
// A number matcher that can match one or more enumerator values. //
// All enumerator values listed in the match declaration need to be from the //
// same enum. //
////////////////////////////////////////////////////////////////////////////////
// https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
match f32_texel_format
: texel_format.r8unorm
| texel_format.bgra8unorm
| texel_format.rgba8unorm
| texel_format.rgba8snorm
| texel_format.rgba16float
| texel_format.r32float
| texel_format.rg32float
| texel_format.rgba32float
match i32_texel_format
: texel_format.rgba8sint
| texel_format.rgba16sint
| texel_format.r32sint
| texel_format.rg32sint
| texel_format.rgba32sint
match u32_texel_format
: texel_format.rgba8uint
| texel_format.rgba16uint
| texel_format.r32uint
| texel_format.rg32uint
| texel_format.rgba32uint
match write: access.write
match read_write: access.read_write
match readable
: access.read
| access.read_write
match writable
: access.write
| access.read_write
match function_private_workgroup
: address_space.function
| address_space.private
| address_space.workgroup
match workgroup_or_storage
: address_space.workgroup
| address_space.storage
match storage
: address_space.storage
match workgroup
: address_space.workgroup
////////////////////////////////////////////////////////////////////////////////
// Builtin Functions //
////////////////////////////////////////////////////////////////////////////////
// https://gpuweb.github.io/gpuweb/wgsl/#builtin-functions
@must_use @const fn abs[T: fiu32_f16](T) -> T
@must_use @const fn abs[N: num, T: fiu32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn acos[T: f32_f16](@test_value(0.96891242171) T) -> T
@must_use @const fn acos[N: num, T: f32_f16](@test_value(0.96891242171) vec<N, T>) -> vec<N, T>
@must_use @const fn acosh[T: f32_f16](@test_value(1.5430806348) T) -> T
@must_use @const fn acosh[N: num, T: f32_f16](@test_value(1.5430806348) vec<N, T>) -> vec<N, T>
@must_use @const fn all(bool) -> bool
@must_use @const fn all[N: num](vec<N, bool>) -> bool
@must_use @const fn any(bool) -> bool
@must_use @const fn any[N: num](vec<N, bool>) -> bool
@must_use fn arrayLength[T, A: access](ptr<storage, array<T>, A>) -> u32
@must_use @const fn asin[T: f32_f16](@test_value(0.479425538604) T) -> T
@must_use @const fn asin[N: num, T: f32_f16](@test_value(0.479425538604) vec<N, T>) -> vec<N, T>
@must_use @const fn asinh[T: f32_f16](T) -> T
@must_use @const fn asinh[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn atan[T: f32_f16](T) -> T
@must_use @const fn atan[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn atan2[T: f32_f16](T, T) -> T
@must_use @const fn atan2[T: f32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn atanh[T: f32_f16](@test_value(0.5) T) -> T
@must_use @const fn atanh[N: num, T: f32_f16](@test_value(0.5) vec<N, T>) -> vec<N, T>
@must_use @const fn ceil[T: f32_f16](@test_value(1.5) T) -> T
@must_use @const fn ceil[N: num, T: f32_f16](@test_value(1.5) vec<N, T>) -> vec<N, T>
@must_use @const fn clamp[T: fiu32_f16](T, T, T) -> T
@must_use @const fn clamp[T: fiu32_f16, N: num](vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn cos[T: f32_f16](@test_value(0) T) -> T
@must_use @const fn cos[N: num, T: f32_f16](@test_value(0) vec<N, T>) -> vec<N, T>
@must_use @const fn cosh[T: f32_f16](@test_value(0) T) -> T
@must_use @const fn cosh[N: num, T: f32_f16](@test_value(0) vec<N, T>) -> vec<N, T>
@must_use @const fn countLeadingZeros[T: iu32](T) -> T
@must_use @const fn countLeadingZeros[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn countOneBits[T: iu32](T) -> T
@must_use @const fn countOneBits[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn countTrailingZeros[T: iu32](T) -> T
@must_use @const fn countTrailingZeros[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn cross[T: f32_f16](vec3<T>, vec3<T>) -> vec3<T>
@must_use @const fn degrees[T: f32_f16](T) -> T
@must_use @const fn degrees[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn determinant[N: num, T: f32_f16](mat<N, N, T>) -> T
@must_use @const fn distance[T: f32_f16](T, T) -> T
@must_use @const fn distance[N: num, T: f32_f16](vec<N, T>, vec<N, T>) -> T
@must_use @const fn dot[N: num, T: fiu32_f16](vec<N, T>, vec<N, T>) -> T
@must_use @const fn dot4I8Packed(u32, u32) -> i32
@must_use @const fn dot4U8Packed(u32, u32) -> u32
@must_use @stage("fragment") fn dpdx(f32) -> f32
@must_use @stage("fragment") fn dpdx[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn dpdxCoarse(f32) -> f32
@must_use @stage("fragment") fn dpdxCoarse[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn dpdxFine(f32) -> f32
@must_use @stage("fragment") fn dpdxFine[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn dpdy(f32) -> f32
@must_use @stage("fragment") fn dpdy[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn dpdyCoarse(f32) -> f32
@must_use @stage("fragment") fn dpdyCoarse[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn dpdyFine(f32) -> f32
@must_use @stage("fragment") fn dpdyFine[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @const fn exp[T: f32_f16](T) -> T
@must_use @const fn exp[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn exp2[T: f32_f16](T) -> T
@must_use @const fn exp2[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn extractBits[T: iu32](T, u32, u32) -> T
@must_use @const fn extractBits[N: num, T: iu32](vec<N, T>, u32, u32) -> vec<N, T>
@must_use @const fn faceForward[N: num, T: f32_f16](vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn firstLeadingBit[T: iu32](T) -> T
@must_use @const fn firstLeadingBit[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn firstTrailingBit[T: iu32](T) -> T
@must_use @const fn firstTrailingBit[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn floor[T: f32_f16](@test_value(1.5) T) -> T
@must_use @const fn floor[N: num, T: f32_f16](@test_value(1.5) vec<N, T>) -> vec<N, T>
@must_use @const fn fma[T: f32_f16](T, T, T) -> T
@must_use @const fn fma[N: num, T: f32_f16](vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn fract[T: f32_f16](@test_value(1.25) T) -> T
@must_use @const fn fract[N: num, T: f32_f16](@test_value(1.25) vec<N, T>) -> vec<N, T>
@must_use @const fn frexp[T: f32_f16](T) -> __frexp_result<T>
@must_use @const fn frexp[N: num, T: f32_f16](vec<N, T>) -> __frexp_result_vec<N, T>
@must_use @stage("fragment") fn fwidth(f32) -> f32
@must_use @stage("fragment") fn fwidth[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn fwidthCoarse(f32) -> f32
@must_use @stage("fragment") fn fwidthCoarse[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @stage("fragment") fn fwidthFine(f32) -> f32
@must_use @stage("fragment") fn fwidthFine[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @const fn insertBits[T: iu32](T, T, u32, u32) -> T
@must_use @const fn insertBits[N: num, T: iu32](vec<N, T>, vec<N, T>, u32, u32) -> vec<N, T>
@must_use @const fn inverseSqrt[T: f32_f16](T) -> T
@must_use @const fn inverseSqrt[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn ldexp[T: f32_f16, U: i32](T, U) -> T
@must_use @const fn ldexp[N: num, T: f32_f16, U: i32](vec<N, T>, vec<N, U>) -> vec<N, T>
@must_use @const fn length[T: f32_f16](@test_value(0.0) T) -> T
@must_use @const fn length[N: num, T: f32_f16](@test_value(0.0) vec<N, T>) -> T
@must_use @const fn log[T: f32_f16](T) -> T
@must_use @const fn log[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn log2[T: f32_f16](T) -> T
@must_use @const fn log2[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn max[T: fiu32_f16](T, T) -> T
@must_use @const fn max[N: num, T: fiu32_f16](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn min[T: fiu32_f16](T, T) -> T
@must_use @const fn min[N: num, T: fiu32_f16](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn mix[T: f32_f16](T, T, T) -> T
@must_use @const fn mix[N: num, T: f32_f16](vec<N, T>, vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn mix[N: num, T: f32_f16](vec<N, T>, vec<N, T>, T) -> vec<N, T>
@must_use @const fn modf[T: f32_f16](@test_value(-1.5) T) -> __modf_result<T>
@must_use @const fn modf[N: num, T: f32_f16](@test_value(-1.5) vec<N, T>) -> __modf_result_vec<N, T>
@must_use @const fn normalize[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn pack2x16float(vec2<f32>) -> u32
@must_use @const fn pack2x16snorm(vec2<f32>) -> u32
@must_use @const fn pack2x16unorm(vec2<f32>) -> u32
@must_use @const fn pack4x8snorm(vec4<f32>) -> u32
@must_use @const fn pack4x8unorm(vec4<f32>) -> u32
@must_use @const fn pack4xI8(vec4<i32>) -> u32
@must_use @const fn pack4xU8(vec4<u32>) -> u32
@must_use @const fn pack4xI8Clamp(vec4<i32>) -> u32
@must_use @const fn pack4xU8Clamp(vec4<u32>) -> u32
@must_use @const fn pow[T: f32_f16](T, T) -> T
@must_use @const fn pow[N: num, T: f32_f16](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn quantizeToF16(f32) -> f32
@must_use @const fn quantizeToF16[N: num](vec<N, f32>) -> vec<N, f32>
@must_use @const fn radians[T: f32_f16](T) -> T
@must_use @const fn radians[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn reflect[N: num, T: f32_f16](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const fn refract[N: num, T: f32_f16](vec<N, T>, vec<N, T>, T) -> vec<N, T>
@must_use @const fn reverseBits[T: iu32](T) -> T
@must_use @const fn reverseBits[N: num, T: iu32](vec<N, T>) -> vec<N, T>
@must_use @const fn round[T: f32_f16](@test_value(3.5) T) -> T
@must_use @const fn round[N: num, T: f32_f16](@test_value(3.5) vec<N, T>) -> vec<N, T>
@must_use @const fn saturate[T: f32_f16](@test_value(2) T) -> T
@must_use @const fn saturate[T: f32_f16, N: num](@test_value(2) vec<N, T>) -> vec<N, T>
@must_use @const("select_bool") fn select[T: scalar](T, T, bool) -> T
@must_use @const("select_bool") fn select[T: scalar, N: num](vec<N, T>, vec<N, T>, bool) -> vec<N, T>
@must_use @const("select_boolvec") fn select[N: num, T: scalar](vec<N, T>, vec<N, T>, vec<N, bool>) -> vec<N, T>
@must_use @const fn sign[T: fi32_f16](T) -> T
@must_use @const fn sign[N: num, T: fi32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn sin[T: f32_f16](@test_value(1.57079632679) T) -> T
@must_use @const fn sin[N: num, T: f32_f16](@test_value(1.57079632679) vec<N, T>) -> vec<N, T>
@must_use @const fn sinh[T: f32_f16](T) -> T
@must_use @const fn sinh[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn smoothstep[T: f32_f16](@test_value(2) T, @test_value(4) T, @test_value(3) T) -> T
@must_use @const fn smoothstep[N: num, T: f32_f16](@test_value(2) vec<N, T>, @test_value(4) vec<N, T>, @test_value(3) vec<N, T>) -> vec<N, T>
@must_use @const fn sqrt[T: f32_f16](T) -> T
@must_use @const fn sqrt[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn step[T: f32_f16](T, T) -> T
@must_use @const fn step[N: num, T: f32_f16](vec<N, T>, vec<N, T>) -> vec<N, T>
@stage("compute") fn storageBarrier()
@must_use @const fn tan[T: f32_f16](T) -> T
@must_use @const fn tan[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn tanh[T: f32_f16](T) -> T
@must_use @const fn tanh[N: num, T: f32_f16](vec<N, T>) -> vec<N, T>
@must_use @const fn transpose[M: num, N: num, T: f32_f16](mat<M, N, T>) -> mat<N, M, T>
@must_use @const fn trunc[T: f32_f16](@test_value(1.5) T) -> T
@must_use @const fn trunc[N: num, T: f32_f16](@test_value(1.5) vec<N, T>) -> vec<N, T>
@must_use @const fn unpack2x16float(u32) -> vec2<f32>
@must_use @const fn unpack2x16snorm(u32) -> vec2<f32>
@must_use @const fn unpack2x16unorm(u32) -> vec2<f32>
@must_use @const fn unpack4x8snorm(u32) -> vec4<f32>
@must_use @const fn unpack4x8unorm(u32) -> vec4<f32>
@must_use @const fn unpack4xI8(u32) -> vec4<i32>
@must_use @const fn unpack4xU8(u32) -> vec4<u32>
@stage("compute") fn workgroupBarrier()
@stage("compute") fn textureBarrier()
@must_use fn textureDimensions[T: fiu32](texture: texture_1d<T>) -> u32
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_1d<T>, level: L) -> u32
@must_use fn textureDimensions[T: fiu32](texture: texture_2d<T>) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_2d<T>, level: L) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32](texture: texture_2d_array<T>) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_2d_array<T>, level: L) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32](texture: texture_3d<T>) -> vec3<u32>
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_3d<T>, level: L) -> vec3<u32>
@must_use fn textureDimensions[T: fiu32](texture: texture_cube<T>) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_cube<T>, level: L) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32](texture: texture_cube_array<T>) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32, L: iu32](texture: texture_cube_array<T>, level: L) -> vec2<u32>
@must_use fn textureDimensions[T: fiu32](texture: texture_multisampled_2d<T>) -> vec2<u32>
@must_use fn textureDimensions(texture: texture_depth_2d) -> vec2<u32>
@must_use fn textureDimensions[L: iu32](texture: texture_depth_2d, level: L) -> vec2<u32>
@must_use fn textureDimensions(texture: texture_depth_2d_array) -> vec2<u32>
@must_use fn textureDimensions[L: iu32](texture: texture_depth_2d_array, level: L) -> vec2<u32>
@must_use fn textureDimensions(texture: texture_depth_cube) -> vec2<u32>
@must_use fn textureDimensions[L: iu32](texture: texture_depth_cube, level: L) -> vec2<u32>
@must_use fn textureDimensions(texture: texture_depth_cube_array) -> vec2<u32>
@must_use fn textureDimensions[L: iu32](texture: texture_depth_cube_array, level: L) -> vec2<u32>
@must_use fn textureDimensions(texture: texture_depth_multisampled_2d) -> vec2<u32>
@must_use fn textureDimensions[F: texel_format, A: access](texture: texture_storage_1d<F, A>) -> u32
@must_use fn textureDimensions[F: texel_format, A: access](texture: texture_storage_2d<F, A>) -> vec2<u32>
@must_use fn textureDimensions[F: texel_format, A: access](texture: texture_storage_2d_array<F, A>) -> vec2<u32>
@must_use fn textureDimensions[F: texel_format, A: access](texture: texture_storage_3d<F, A>) -> vec3<u32>
@must_use fn textureDimensions(texture: texture_external) -> vec2<u32>
@must_use fn textureGather[T: fiu32, C: iu32](@const component: C, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>) -> vec4<T>
@must_use fn textureGather[T: fiu32, C: iu32](@const component: C, texture: texture_2d<T>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<T>
@must_use fn textureGather[T: fiu32, C: iu32, A: iu32](@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<T>
@must_use fn textureGather[T: fiu32, C: iu32, A: iu32](@const component: C, texture: texture_2d_array<T>, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<T>
@must_use fn textureGather[T: fiu32, C: iu32](@const component: C, texture: texture_cube<T>, sampler: sampler, coords: vec3<f32>) -> vec4<T>
@must_use fn textureGather[T: fiu32, C: iu32, A: iu32](@const component: C, texture: texture_cube_array<T>, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<T>
@must_use fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
@must_use fn textureGather(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureGather[A: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<f32>
@must_use fn textureGather[A: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureGather(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@must_use fn textureGather[A: iu32](texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<f32>
@must_use fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> vec4<f32>
@must_use fn textureGatherCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureGatherCompare[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> vec4<f32>
@must_use fn textureGatherCompare[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureGatherCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> vec4<f32>
@must_use fn textureGatherCompare[A: iu32](texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> vec4<f32>
@must_use fn textureNumLayers[T: fiu32](texture: texture_2d_array<T>) -> u32
@must_use fn textureNumLayers[T: fiu32](texture: texture_cube_array<T>) -> u32
@must_use fn textureNumLayers(texture: texture_depth_2d_array) -> u32
@must_use fn textureNumLayers(texture: texture_depth_cube_array) -> u32
@must_use fn textureNumLayers[F: texel_format, A: access](texture: texture_storage_2d_array<F, A>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_1d<T>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_2d<T>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_2d_array<T>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_3d<T>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_cube<T>) -> u32
@must_use fn textureNumLevels[T: fiu32](texture: texture_cube_array<T>) -> u32
@must_use fn textureNumLevels(texture: texture_depth_2d) -> u32
@must_use fn textureNumLevels(texture: texture_depth_2d_array) -> u32
@must_use fn textureNumLevels(texture: texture_depth_cube) -> u32
@must_use fn textureNumLevels(texture: texture_depth_cube_array) -> u32
@must_use fn textureNumSamples[T: fiu32](texture: texture_multisampled_2d<T>) -> u32
@must_use fn textureNumSamples(texture: texture_depth_multisampled_2d) -> u32
@must_use @stage("fragment") fn textureSample(texture: texture_1d<f32>, sampler: sampler, coords: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A) -> vec4<f32>
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A) -> vec4<f32>
@must_use @stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>) -> f32
@must_use @stage("fragment") fn textureSample(texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, @const offset: vec2<i32>) -> f32
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A) -> f32
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, @const offset: vec2<i32>) -> f32
@must_use @stage("fragment") fn textureSample(texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>) -> f32
@must_use @stage("fragment") fn textureSample[A: iu32](texture: texture_depth_cube_array, sampler: sampler, coords: vec3<f32>, array_index: A) -> f32
@must_use @stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, bias: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, bias: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, bias: f32, @const offset: vec3<i32>) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, bias: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleBias[A: iu32](texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, bias: f32) -> vec4<f32>
@must_use @stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
@must_use @stage("fragment") fn textureSampleCompare(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
@must_use @stage("fragment") fn textureSampleCompare[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> f32
@must_use @stage("fragment") fn textureSampleCompare[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> f32
@must_use @stage("fragment") fn textureSampleCompare(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
@must_use @stage("fragment") fn textureSampleCompare[A: iu32](texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> f32
@must_use fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32) -> f32
@must_use fn textureSampleCompareLevel(texture: texture_depth_2d, sampler: sampler_comparison, coords: vec2<f32>, depth_ref: f32, @const offset: vec2<i32>) -> f32
@must_use fn textureSampleCompareLevel[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32) -> f32
@must_use fn textureSampleCompareLevel[A: iu32](texture: texture_depth_2d_array, sampler: sampler_comparison, coords: vec2<f32>, array_index: A, depth_ref: f32, @const offset: vec2<i32>) -> f32
@must_use fn textureSampleCompareLevel(texture: texture_depth_cube, sampler: sampler_comparison, coords: vec3<f32>, depth_ref: f32) -> f32
@must_use fn textureSampleCompareLevel[A: iu32](texture: texture_depth_cube_array, sampler: sampler_comparison, coords: vec3<f32>, array_index: A, depth_ref: f32) -> f32
@must_use fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
@must_use fn textureSampleGrad(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureSampleGrad[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32>
@must_use fn textureSampleGrad[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, ddx: vec2<f32>, ddy: vec2<f32>, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
@must_use fn textureSampleGrad(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>, @const offset: vec3<i32>) -> vec4<f32>
@must_use fn textureSampleGrad(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
@must_use fn textureSampleGrad[A: iu32](texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32>
@must_use fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32) -> vec4<f32>
@must_use fn textureSampleLevel(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>, level: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureSampleLevel[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32) -> vec4<f32>
@must_use fn textureSampleLevel[A: iu32](texture: texture_2d_array<f32>, sampler: sampler, coords: vec2<f32>, array_index: A, level: f32, @const offset: vec2<i32>) -> vec4<f32>
@must_use fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
@must_use fn textureSampleLevel(texture: texture_3d<f32>, sampler: sampler, coords: vec3<f32>, level: f32, @const offset: vec3<i32>) -> vec4<f32>
@must_use fn textureSampleLevel(texture: texture_cube<f32>, sampler: sampler, coords: vec3<f32>, level: f32) -> vec4<f32>
@must_use fn textureSampleLevel[A: iu32](texture: texture_cube_array<f32>, sampler: sampler, coords: vec3<f32>, array_index: A, level: f32) -> vec4<f32>
@must_use fn textureSampleLevel[L: iu32](texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L) -> f32
@must_use fn textureSampleLevel[L: iu32](texture: texture_depth_2d, sampler: sampler, coords: vec2<f32>, level: L, @const offset: vec2<i32>) -> f32
@must_use fn textureSampleLevel[A: iu32, L: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L) -> f32
@must_use fn textureSampleLevel[A: iu32, L: iu32](texture: texture_depth_2d_array, sampler: sampler, coords: vec2<f32>, array_index: A, level: L, @const offset: vec2<i32>) -> f32
@must_use fn textureSampleLevel[L: iu32](texture: texture_depth_cube, sampler: sampler, coords: vec3<f32>, level: L) -> f32
@must_use fn textureSampleLevel[A: iu32, L: iu32](texture: texture_depth_cube_array,sampler: sampler, coords: vec3<f32>, array_index: A, level: L) -> f32
@must_use fn textureSampleBaseClampToEdge(texture: texture_2d<f32>, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
@must_use fn textureSampleBaseClampToEdge(texture: texture_external, sampler: sampler, coords: vec2<f32>) -> vec4<f32>
fn textureStore[C: iu32](texture: texture_storage_1d<f32_texel_format, writable>, coords: C, value: vec4<f32>)
fn textureStore[C: iu32](texture: texture_storage_2d<f32_texel_format, writable>, coords: vec2<C>, value: vec4<f32>)
fn textureStore[C: iu32, A: iu32](texture: texture_storage_2d_array<f32_texel_format, writable>, coords: vec2<C>, array_index: A, value: vec4<f32>)
fn textureStore[C: iu32](texture: texture_storage_3d<f32_texel_format, writable>, coords: vec3<C>, value: vec4<f32>)
fn textureStore[C: iu32](texture: texture_storage_1d<i32_texel_format, writable>, coords: C, value: vec4<i32>)
fn textureStore[C: iu32](texture: texture_storage_2d<i32_texel_format, writable>, coords: vec2<C>, value: vec4<i32>)
fn textureStore[C: iu32, A: iu32](texture: texture_storage_2d_array<i32_texel_format, writable>, coords: vec2<C>, array_index: A, value: vec4<i32>)
fn textureStore[C: iu32](texture: texture_storage_3d<i32_texel_format, writable>, coords: vec3<C>, value: vec4<i32>)
fn textureStore[C: iu32](texture: texture_storage_1d<u32_texel_format, writable>, coords: C, value: vec4<u32>)
fn textureStore[C: iu32](texture: texture_storage_2d<u32_texel_format, writable>, coords: vec2<C>, value: vec4<u32>)
fn textureStore[C: iu32, A: iu32](texture: texture_storage_2d_array<u32_texel_format, writable>, coords: vec2<C>, array_index: A, value: vec4<u32>)
fn textureStore[C: iu32](texture: texture_storage_3d<u32_texel_format, writable>, coords: vec3<C>, value: vec4<u32>)
@must_use fn textureLoad[T: fiu32, C: iu32, L: iu32](texture: texture_1d<T>, coords: C, level: L) -> vec4<T>
@must_use fn textureLoad[T: fiu32, C: iu32, L: iu32](texture: texture_2d<T>, coords: vec2<C>, level: L) -> vec4<T>
@must_use fn textureLoad[T: fiu32, C: iu32, A: iu32, L: iu32](texture: texture_2d_array<T>, coords: vec2<C>, array_index: A, level: L) -> vec4<T>
@must_use fn textureLoad[T: fiu32, C: iu32, L: iu32](texture: texture_3d<T>, coords: vec3<C>, level: L) -> vec4<T>
@must_use fn textureLoad[T: fiu32, C: iu32, S: iu32](texture: texture_multisampled_2d<T>, coords: vec2<C>, sample_index: S) -> vec4<T>
@must_use fn textureLoad[C: iu32, L: iu32](texture: texture_depth_2d, coords: vec2<C>, level: L) -> f32
@must_use fn textureLoad[C: iu32, A: iu32, L: iu32](texture: texture_depth_2d_array, coords: vec2<C>, array_index: A, level: L) -> f32
@must_use fn textureLoad[C: iu32, S: iu32](texture: texture_depth_multisampled_2d, coords: vec2<C>, sample_index: S) -> f32
@must_use fn textureLoad[C: iu32](texture: texture_external, coords: vec2<C>) -> vec4<f32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_1d<f32_texel_format, readable>, coords: C) -> vec4<f32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_1d<i32_texel_format, readable>, coords: C) -> vec4<i32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_1d<u32_texel_format, readable>, coords: C) -> vec4<u32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_2d<f32_texel_format, readable>, coords: vec2<C>) -> vec4<f32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_2d<i32_texel_format, readable>, coords: vec2<C>) -> vec4<i32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_2d<u32_texel_format, readable>, coords: vec2<C>) -> vec4<u32>
@must_use fn textureLoad[C: iu32, A: iu32](texture: texture_storage_2d_array<f32_texel_format, readable>, coords: vec2<C>, array_index: A) -> vec4<f32>
@must_use fn textureLoad[C: iu32, A: iu32](texture: texture_storage_2d_array<i32_texel_format, readable>, coords: vec2<C>, array_index: A) -> vec4<i32>
@must_use fn textureLoad[C: iu32, A: iu32](texture: texture_storage_2d_array<u32_texel_format, readable>, coords: vec2<C>, array_index: A) -> vec4<u32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_3d<f32_texel_format, readable>, coords: vec3<C>) -> vec4<f32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_3d<i32_texel_format, readable>, coords: vec3<C>) -> vec4<i32>
@must_use fn textureLoad[C: iu32](texture: texture_storage_3d<u32_texel_format, readable>, coords: vec3<C>) -> vec4<u32>
@stage("fragment", "compute") fn atomicLoad[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>) -> T
@stage("fragment", "compute") fn atomicStore[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T)
@stage("fragment", "compute") fn atomicAdd[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicSub[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicMax[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicMin[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicAnd[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicOr[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicXor[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicExchange[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T) -> T
@stage("fragment", "compute") fn atomicCompareExchangeWeak[T: iu32, S: workgroup_or_storage](ptr<S, atomic<T>, read_write>, T, T) -> __atomic_compare_exchange_result<T>
@must_use @stage("compute") fn subgroupBallot() -> vec4<u32>
@must_use @stage("compute") fn subgroupBroadcast[T: fiu32_f16](value: T, @const sourceLaneIndex: u32) -> T
@must_use @stage("compute") fn subgroupBroadcast[N: num, T: fiu32_f16](value: vec<N, T>, @const sourceLaneIndex: u32) -> vec<N, T>
////////////////////////////////////////////////////////////////////////////////
// Value constructors //
////////////////////////////////////////////////////////////////////////////////
// Zero value constructors
@must_use @const("Zero") ctor i32() -> i32
@must_use @const("Zero") ctor u32() -> u32
@must_use @const("Zero") ctor f32() -> f32
@must_use @const("Zero") ctor f16() -> f16
@must_use @const("Zero") ctor bool() -> bool
@must_use @const("Zero") ctor vec2<T: scalar>() -> vec2<T>
@must_use @const("Zero") ctor vec3<T: scalar>() -> vec3<T>
@must_use @const("Zero") ctor vec4<T: scalar>() -> vec4<T>
@must_use @const("Zero") ctor mat2x2<T: f32_f16>() -> mat2x2<T>
@must_use @const("Zero") ctor mat2x3<T: f32_f16>() -> mat2x3<T>
@must_use @const("Zero") ctor mat2x4<T: f32_f16>() -> mat2x4<T>
@must_use @const("Zero") ctor mat3x2<T: f32_f16>() -> mat3x2<T>
@must_use @const("Zero") ctor mat3x3<T: f32_f16>() -> mat3x3<T>
@must_use @const("Zero") ctor mat3x4<T: f32_f16>() -> mat3x4<T>
@must_use @const("Zero") ctor mat4x2<T: f32_f16>() -> mat4x2<T>
@must_use @const("Zero") ctor mat4x3<T: f32_f16>() -> mat4x3<T>
@must_use @const("Zero") ctor mat4x4<T: f32_f16>() -> mat4x4<T>
// Identity constructors
@must_use @const("Identity") ctor i32(i32) -> i32
@must_use @const("Identity") ctor u32(u32) -> u32
@must_use @const("Identity") ctor f32(f32) -> f32
@must_use @const("Identity") ctor f16(f16) -> f16
@must_use @const("Identity") ctor bool(bool) -> bool
@must_use @const("Identity") ctor vec2<T: scalar>(vec2<T>) -> vec2<T>
@must_use @const("Identity") ctor vec3<T: scalar>(vec3<T>) -> vec3<T>
@must_use @const("Identity") ctor vec4<T: scalar>(vec4<T>) -> vec4<T>
@must_use @const("Identity") ctor mat2x2<T: f32_f16>(mat2x2<T>) -> mat2x2<T>
@must_use @const("Identity") ctor mat2x3<T: f32_f16>(mat2x3<T>) -> mat2x3<T>
@must_use @const("Identity") ctor mat2x4<T: f32_f16>(mat2x4<T>) -> mat2x4<T>
@must_use @const("Identity") ctor mat3x2<T: f32_f16>(mat3x2<T>) -> mat3x2<T>
@must_use @const("Identity") ctor mat3x3<T: f32_f16>(mat3x3<T>) -> mat3x3<T>
@must_use @const("Identity") ctor mat3x4<T: f32_f16>(mat3x4<T>) -> mat3x4<T>
@must_use @const("Identity") ctor mat4x2<T: f32_f16>(mat4x2<T>) -> mat4x2<T>
@must_use @const("Identity") ctor mat4x3<T: f32_f16>(mat4x3<T>) -> mat4x3<T>
@must_use @const("Identity") ctor mat4x4<T: f32_f16>(mat4x4<T>) -> mat4x4<T>
// Vector constructors (splat)
@must_use @const("VecSplat") ctor vec2<T: scalar>(T) -> vec2<T>
@must_use @const("VecSplat") ctor vec3<T: scalar>(T) -> vec3<T>
@must_use @const("VecSplat") ctor vec4<T: scalar>(T) -> vec4<T>
// Vector constructors (scalar)
@must_use @const("VecInitS") ctor vec2<T: scalar>(x: T, y: T) -> vec2<T>
@must_use @const("VecInitS") ctor vec3<T: scalar>(x: T, y: T, z: T) -> vec3<T>
@must_use @const("VecInitS") ctor vec4<T: scalar>(x: T, y: T, z: T, w: T) -> vec4<T>
// Vector constructors (mixed)
@must_use @const("VecInitM") ctor vec3<T: scalar>(xy: vec2<T>, z: T) -> vec3<T>
@must_use @const("VecInitM") ctor vec3<T: scalar>(x: T, yz: vec2<T>) -> vec3<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(xy: vec2<T>, z: T, w: T) -> vec4<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(x: T, yz: vec2<T>, w: T) -> vec4<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(x: T, y: T, zw: vec2<T>) -> vec4<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(xy: vec2<T>, zw: vec2<T>) -> vec4<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(xyz: vec3<T>, w: T) -> vec4<T>
@must_use @const("VecInitM") ctor vec4<T: scalar>(x: T, zyw: vec3<T>) -> vec4<T>
// Matrix constructors (scalar)
@must_use @const("MatInitS")
ctor mat2x2<T: f32_f16>(T, T,
T, T) -> mat2x2<T>
@must_use @const("MatInitS")
ctor mat2x3<T: f32_f16>(T, T, T,
T, T, T) -> mat2x3<T>
@must_use @const("MatInitS")
ctor mat2x4<T: f32_f16>(T, T, T, T,
T, T, T, T) -> mat2x4<T>
@must_use @const("MatInitS")
ctor mat3x2<T: f32_f16>(T, T,
T, T,
T, T) -> mat3x2<T>
@must_use @const("MatInitS")
ctor mat3x3<T: f32_f16>(T, T, T,
T, T, T,
T, T, T) -> mat3x3<T>
@must_use @const("MatInitS")
ctor mat3x4<T: f32_f16>(T, T, T, T,
T, T, T, T,
T, T, T, T) -> mat3x4<T>
@must_use @const("MatInitS")
ctor mat4x2<T: f32_f16>(T, T,
T, T,
T, T,
T, T) -> mat4x2<T>
@must_use @const("MatInitS")
ctor mat4x3<T: f32_f16>(T, T, T,
T, T, T,
T, T, T,
T, T, T) -> mat4x3<T>
@must_use @const("MatInitS")
ctor mat4x4<T: f32_f16>(T, T, T, T,
T, T, T, T,
T, T, T, T,
T, T, T, T) -> mat4x4<T>
// Matrix constructors (column vectors)
@must_use @const("MatInitV") ctor mat2x2<T: f32_f16>(vec2<T>, vec2<T>) -> mat2x2<T>
@must_use @const("MatInitV") ctor mat2x3<T: f32_f16>(vec3<T>, vec3<T>) -> mat2x3<T>
@must_use @const("MatInitV") ctor mat2x4<T: f32_f16>(vec4<T>, vec4<T>) -> mat2x4<T>
@must_use @const("MatInitV") ctor mat3x2<T: f32_f16>(vec2<T>, vec2<T>, vec2<T>) -> mat3x2<T>
@must_use @const("MatInitV") ctor mat3x3<T: f32_f16>(vec3<T>, vec3<T>, vec3<T>) -> mat3x3<T>
@must_use @const("MatInitV") ctor mat3x4<T: f32_f16>(vec4<T>, vec4<T>, vec4<T>) -> mat3x4<T>
@must_use @const("MatInitV") ctor mat4x2<T: f32_f16>(vec2<T>, vec2<T>, vec2<T>, vec2<T>) -> mat4x2<T>
@must_use @const("MatInitV") ctor mat4x3<T: f32_f16>(vec3<T>, vec3<T>, vec3<T>, vec3<T>) -> mat4x3<T>
@must_use @const("MatInitV") ctor mat4x4<T: f32_f16>(vec4<T>, vec4<T>, vec4<T>, vec4<T>) -> mat4x4<T>
////////////////////////////////////////////////////////////////////////////////
// Value conversions //
////////////////////////////////////////////////////////////////////////////////
@must_use @const conv f32[T: scalar_no_f32](T) -> f32
@must_use @const conv f16[T: scalar_no_f16](T) -> f16
@must_use @const conv i32[T: scalar_no_i32](T) -> i32
@must_use @const conv u32[T: scalar_no_u32](T) -> u32
@must_use @const conv bool[T: scalar_no_bool](T) -> bool
@must_use @const conv vec2<T: f32>[U: scalar_no_f32](vec2<U>) -> vec2<T>
@must_use @const conv vec2<T: f16>[U: scalar_no_f16](vec2<U>) -> vec2<T>
@must_use @const conv vec2<T: i32>[U: scalar_no_i32](vec2<U>) -> vec2<T>
@must_use @const conv vec2<T: u32>[U: scalar_no_u32](vec2<U>) -> vec2<T>
@must_use @const conv vec2<T: bool>[U: scalar_no_bool](vec2<U>) -> vec2<T>
@must_use @const conv vec3<T: f32>[U: scalar_no_f32](vec3<U>) -> vec3<T>
@must_use @const conv vec3<T: f16>[U: scalar_no_f16](vec3<U>) -> vec3<T>
@must_use @const conv vec3<T: i32>[U: scalar_no_i32](vec3<U>) -> vec3<T>
@must_use @const conv vec3<T: u32>[U: scalar_no_u32](vec3<U>) -> vec3<T>
@must_use @const conv vec3<T: bool>[U: scalar_no_bool](vec3<U>) -> vec3<T>
@must_use @const conv vec4<T: f32>[U: scalar_no_f32](vec4<U>) -> vec4<T>
@must_use @const conv vec4<T: f16>[U: scalar_no_f16](vec4<U>) -> vec4<T>
@must_use @const conv vec4<T: i32>[U: scalar_no_i32](vec4<U>) -> vec4<T>
@must_use @const conv vec4<T: u32>[U: scalar_no_u32](vec4<U>) -> vec4<T>
@must_use @const conv vec4<T: bool>[U: scalar_no_bool](vec4<U>) -> vec4<T>
@must_use @const conv mat2x2<T: f16>(mat2x2<f32>) -> mat2x2<T>
@must_use @const conv mat2x2<T: f32>(mat2x2<f16>) -> mat2x2<T>
@must_use @const conv mat2x3<T: f16>(mat2x3<f32>) -> mat2x3<T>
@must_use @const conv mat2x3<T: f32>(mat2x3<f16>) -> mat2x3<T>
@must_use @const conv mat2x4<T: f16>(mat2x4<f32>) -> mat2x4<T>
@must_use @const conv mat2x4<T: f32>(mat2x4<f16>) -> mat2x4<T>
@must_use @const conv mat3x2<T: f16>(mat3x2<f32>) -> mat3x2<T>
@must_use @const conv mat3x2<T: f32>(mat3x2<f16>) -> mat3x2<T>
@must_use @const conv mat3x3<T: f16>(mat3x3<f32>) -> mat3x3<T>
@must_use @const conv mat3x3<T: f32>(mat3x3<f16>) -> mat3x3<T>
@must_use @const conv mat3x4<T: f16>(mat3x4<f32>) -> mat3x4<T>
@must_use @const conv mat3x4<T: f32>(mat3x4<f16>) -> mat3x4<T>
@must_use @const conv mat4x2<T: f16>(mat4x2<f32>) -> mat4x2<T>
@must_use @const conv mat4x2<T: f32>(mat4x2<f16>) -> mat4x2<T>
@must_use @const conv mat4x3<T: f16>(mat4x3<f32>) -> mat4x3<T>
@must_use @const conv mat4x3<T: f32>(mat4x3<f16>) -> mat4x3<T>
@must_use @const conv mat4x4<T: f16>(mat4x4<f32>) -> mat4x4<T>
@must_use @const conv mat4x4<T: f32>(mat4x4<f16>) -> mat4x4<T>
////////////////////////////////////////////////////////////////////////////////
// Unary Operators //
////////////////////////////////////////////////////////////////////////////////
@must_use @const op ! (bool) -> bool
@must_use @const op ! [N: num](vec<N, bool>) -> vec<N, bool>
@must_use @const op ~ [T: iu32](T) -> T
@must_use @const op ~ [T: iu32, N: num](vec<N, T>) -> vec<N, T>
@must_use @const("UnaryMinus") op - [T: fi32_f16](T) -> T
@must_use @const("UnaryMinus") op - [T: fi32_f16, N: num](vec<N, T>) -> vec<N, T>
////////////////////////////////////////////////////////////////////////////////
// Binary Operators //
////////////////////////////////////////////////////////////////////////////////
@must_use @const op + [T: fiu32_f16](T, T) -> T
@must_use @const op + [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op + [T: fiu32_f16, N: num](vec<N, T>, T) -> vec<N, T>
@must_use @const op + [T: fiu32_f16, N: num](T, vec<N, T>) -> vec<N, T>
@must_use @const op + [T: f32_f16, N: num, M: num](mat<N, M, T>, mat<N, M, T>) -> mat<N, M, T>
@must_use @const op - [T: fiu32_f16](T, T) -> T
@must_use @const op - [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op - [T: fiu32_f16, N: num](vec<N, T>, T) -> vec<N, T>
@must_use @const op - [T: fiu32_f16, N: num](T, vec<N, T>) -> vec<N, T>
@must_use @const op - [T: f32_f16, N: num, M: num](mat<N, M, T>, mat<N, M, T>) -> mat<N, M, T>
@must_use @const("Multiply") op * [T: fiu32_f16](T, T) -> T
@must_use @const("Multiply") op * [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const("Multiply") op * [T: fiu32_f16, N: num](vec<N, T>, T) -> vec<N, T>
@must_use @const("Multiply") op * [T: fiu32_f16, N: num](T, vec<N, T>) -> vec<N, T>
@must_use @const("Multiply") op * [T: f32_f16, N: num, M: num](T, mat<N, M, T>) -> mat<N, M, T>
@must_use @const("Multiply") op * [T: f32_f16, N: num, M: num](mat<N, M, T>, T) -> mat<N, M, T>
@must_use @const("MultiplyMatVec") op * [T: f32_f16, C: num, R: num](mat<C, R, T>, vec<C, T>) -> vec<R, T>
@must_use @const("MultiplyVecMat") op * [T: f32_f16, C: num, R: num](vec<R, T>, mat<C, R, T>) -> vec<C, T>
@must_use @const("MultiplyMatMat") op * [T: f32_f16, K: num, C: num, R: num](mat<K, R, T>, mat<C, K, T>) -> mat<C, R, T>
@must_use @const op / [T: fiu32_f16](T, T) -> T
@must_use @const op / [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op / [T: fiu32_f16, N: num](vec<N, T>, T) -> vec<N, T>
@must_use @const op / [T: fiu32_f16, N: num](T, vec<N, T>) -> vec<N, T>
@must_use @const op % [T: fiu32_f16](T, T) -> T
@must_use @const op % [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op % [T: fiu32_f16, N: num](vec<N, T>, T) -> vec<N, T>
@must_use @const op % [T: fiu32_f16, N: num](T, vec<N, T>) -> vec<N, T>
@must_use @const op ^ [T: iu32](T, T) -> T
@must_use @const op ^ [T: iu32, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op & (bool, bool) -> bool
@must_use @const op & [N: num](vec<N, bool>, vec<N, bool>) -> vec<N, bool>
@must_use @const op & [T: iu32](T, T) -> T
@must_use @const op & [T: iu32, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op | (bool, bool) -> bool
@must_use @const op | [N: num](vec<N, bool>, vec<N, bool>) -> vec<N, bool>
@must_use @const op | [T: iu32](T, T) -> T
@must_use @const op | [T: iu32, N: num](vec<N, T>, vec<N, T>) -> vec<N, T>
@must_use @const op && (bool, bool) -> bool
@must_use @const op || (bool, bool) -> bool
@must_use @const op == [T: scalar](T, T) -> bool
@must_use @const op == [T: scalar, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op != [T: scalar](T, T) -> bool
@must_use @const op != [T: scalar, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op < [T: fiu32_f16](T, T) -> bool
@must_use @const op < [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op > [T: fiu32_f16](T, T) -> bool
@must_use @const op > [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op <= [T: fiu32_f16](T, T) -> bool
@must_use @const op <= [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op >= [T: fiu32_f16](T, T) -> bool
@must_use @const op >= [T: fiu32_f16, N: num](vec<N, T>, vec<N, T>) -> vec<N, bool>
@must_use @const op << [T: iu32](T, u32) -> T
@must_use @const op << [T: iu32, N: num](vec<N, T>, vec<N, u32>) -> vec<N, T>
@must_use @const op >> [T: iu32](T, u32) -> T
@must_use @const op >> [T: iu32, N: num](vec<N, T>, vec<N, u32>) -> vec<N, T>