| // Copyright 2024 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. |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // GLSL builtin definition file // |
| // // |
| // 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" |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Types // |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| type bool |
| type f16 |
| type f32 |
| type i32 |
| type u32 |
| type atomic<T> |
| type ptr<S: address_space, T, A: access> |
| |
| type vec2<T> |
| type vec3<T> |
| type vec4<T> |
| @display("vec{N}<{T}>") type vec<N: num, T> |
| |
| type array<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 matchers // |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| match scalar: f32 | f16 | i32 | u32 | bool |
| match iu32: i32 | u32 |
| match fiu32: f32 | i32 | u32 |
| match fi32_f16: f32 | i32 | f16 |
| match fiu32_f16: f32 | i32 | u32 | f16 |
| match fiu32_f16_bool: f32 | i32 | u32 | f16 | bool |
| match f32_f16: f32 | f16 |
| |
| match read_write: access.read_write |
| match readable |
| : access.read |
| | access.read_write |
| match writable |
| : access.write |
| | access.read_write |
| |
| match workgroup_or_storage: |
| address_space.storage | |
| address_space.workgroup |
| |
| match function: address_space.function |
| match storage: address_space.storage |
| |
| 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 u32_texel_format |
| : texel_format.rgba8uint |
| | texel_format.rgba16uint |
| | texel_format.r32uint |
| | texel_format.rg32uint |
| | texel_format.rgba32uint |
| |
| match i32_texel_format |
| : texel_format.rgba8sint |
| | texel_format.rgba16sint |
| | texel_format.r32sint |
| | texel_format.rg32sint |
| | texel_format.rgba32sint |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Builtin Functions // |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| @member_function @must_use implicit(T, A: access) fn length(ptr<storage, array<T>, A>) -> i32 |
| |
| @stage("compute") fn barrier() |
| @stage("compute") fn memoryBarrierBuffer() |
| @stage("compute") fn memoryBarrierImage() |
| |
| @stage("fragment", "compute") implicit(T: iu32) fn atomicCompSwap( |
| ptr<workgroup_or_storage, atomic<T>, read_write>, |
| compare_value: T, |
| value: T) -> T |
| @stage("fragment", "compute") implicit(T: iu32, S: workgroup_or_storage) fn atomicSub( |
| ptr<S, atomic<T>, read_write>, |
| T) -> T |
| |
| fn floatBitsToInt(value: f32) -> i32 |
| implicit(N: num) fn floatBitsToInt(value: vec<N, f32>) -> vec<N, i32> |
| fn floatBitsToUint(value: f32) -> u32 |
| implicit(N: num) fn floatBitsToUint(value: vec<N, f32>) -> vec<N, u32> |
| |
| fn intBitsToFloat(value: i32) -> f32 |
| implicit(N: num) fn intBitsToFloat(value: vec<N, i32>) -> vec<N, f32> |
| fn uintBitsToFloat(value: u32) -> f32 |
| implicit(N: num) fn uintBitsToFloat(value: vec<N, u32>) -> vec<N, f32> |
| |
| implicit(T: iu32) fn bitCount(value: T) -> i32 |
| implicit(T: iu32, N: num) fn bitCount(value: vec<N, T>) -> vec<N, i32> |
| |
| implicit(T: iu32) fn bitfieldExtract(value: T, offset: i32, bits: i32) -> T |
| implicit(T: iu32, N: num) fn bitfieldExtract(value: vec<N, T>, offset: i32, bits: i32) -> vec<N, T> |
| |
| implicit(T: iu32) fn bitfieldInsert(base: T, insert: T, offset: i32, bits: i32) -> T |
| implicit(T: iu32, N: num) fn bitfieldInsert(base: vec<N, T>, |
| insert: vec<N, T>, |
| offset: i32, |
| bits: i32) -> vec<N, T> |
| |
| fn packFloat2x16(value: vec2<f16>) -> u32 |
| fn unpackFloat2x16(value: u32) -> vec2<f16> |
| |
| implicit(T: fi32_f16) fn abs(T) -> T |
| implicit(T: fi32_f16, N: num) fn abs(vec<N, T>) -> vec<N, T> |
| |
| implicit(N: num) fn any(vec<N, bool>) -> bool |
| implicit(N: num) fn all(vec<N, bool>) -> bool |
| implicit(T: f32_f16, N: num) fn dot(vec<N, T>, vec<N, T>) -> T |
| |
| @must_use implicit(T: scalar) fn mix(T, T, bool) -> T |
| @must_use implicit(N: num, T: scalar) fn mix(vec<N, T>, vec<N, T>, vec<N, bool>) -> vec<N, T> |
| |
| @must_use @const implicit(T: f32_f16) fn modf(value: T, result: ptr<function, T, read_write>) -> T |
| @must_use @const implicit(N: num, T: f32_f16) fn modf(value: vec<N, T>, |
| result: ptr<function, vec<N, T>, read_write>) -> vec<N, T> |
| |
| @must_use @const implicit(T: f32_f16) fn frexp(value: T, exp: ptr<function, i32, read_write>) -> T |
| @must_use @const implicit(N: num, T: f32_f16) fn frexp(value: vec<N, T>, |
| exp : ptr<function, vec<N, i32>, read_write>) -> vec<N, T> |
| |
| fn texture(texture: texture_2d<f32>, coords: vec2<f32>) -> vec4<f32> |
| fn texture(texture: texture_2d_array<f32>, coords: vec3<f32>) -> vec4<f32> |
| fn texture(texture: texture_3d<f32>, coords: vec3<f32>) -> vec4<f32> |
| fn texture(texture: texture_cube<f32>, coords: vec3<f32>) -> vec4<f32> |
| fn texture(texture: texture_cube_array<f32>, coords: vec4<f32>) -> vec4<f32> |
| fn texture(texture: texture_depth_2d, coords: vec3<f32>) -> f32 |
| fn texture(texture: texture_depth_2d_array, coords: vec4<f32>) -> f32 |
| fn texture(texture: texture_depth_cube, coords: vec4<f32>) -> f32 |
| fn texture(texture: texture_depth_cube_array, coords: vec4<f32>, compare_value: f32) -> f32 |
| |
| fn texture(texture: texture_2d<f32>, coords: vec2<f32>, bias: f32) -> vec4<f32> |
| fn texture(texture: texture_2d_array<f32>, coords: vec3<f32>, bias: f32) -> vec4<f32> |
| fn texture(texture: texture_3d<f32>, coords: vec3<f32>, bias: f32) -> vec4<f32> |
| fn texture(texture: texture_cube<f32>, coords: vec3<f32>, bias: f32) -> vec4<f32> |
| fn texture(texture: texture_cube_array<f32>, coords: vec4<f32>, bias: f32) -> vec4<f32> |
| |
| fn textureOffset(texture: texture_2d<f32>, coords: vec2<f32>, offset: vec2<i32>) -> vec4<f32> |
| fn textureOffset(texture: texture_2d_array<f32>, coords: vec3<f32>, offset: vec2<i32>) -> vec4<f32> |
| fn textureOffset(texture: texture_3d<f32>, coords: vec3<f32>, offset: vec3<i32>) -> vec4<f32> |
| fn textureOffset(texture: texture_depth_2d, coords: vec3<f32>, offset: vec2<i32>) -> f32 |
| fn textureOffset(texture: texture_depth_2d_array, coords: vec4<f32>, offset: vec2<i32>) -> f32 |
| |
| fn textureOffset(texture: texture_2d<f32>, coords: vec2<f32>, offset: vec2<i32>, bias: f32) -> vec4<f32> |
| fn textureOffset(texture: texture_2d_array<f32>, coords: vec3<f32>, offset: vec2<i32>, bias: f32) -> vec4<f32> |
| fn textureOffset(texture: texture_3d<f32>, coords: vec3<f32>, offset: vec3<i32>, bias: f32) -> vec4<f32> |
| |
| fn textureLod(texture: texture_2d<f32>, coords: vec2<f32>, level: f32) -> vec4<f32> |
| fn textureLod(texture: texture_2d_array<f32>, coords: vec3<f32>, level: f32) -> vec4<f32> |
| fn textureLod(texture: texture_3d<f32>, coords: vec3<f32>, level: f32) -> vec4<f32> |
| fn textureLod(texture: texture_cube<f32>, coords: vec3<f32>, level: f32) -> vec4<f32> |
| fn textureLod(texture: texture_cube_array<f32>, coords: vec4<f32>, level: f32) -> vec4<f32> |
| fn textureLod(texture: texture_depth_2d, coords: vec3<f32>, level: f32) -> f32 |
| |
| fn extTextureLod(texture: texture_depth_2d_array, coords: vec4<f32>, level: f32) -> f32 |
| fn extTextureLod(texture: texture_depth_cube, coords: vec4<f32>, level: f32) -> f32 |
| fn extTextureLod(texture: texture_depth_cube_array, coords: vec4<f32>, compare_value: f32, level: f32) -> f32 |
| |
| fn textureLodOffset(texture: texture_2d<f32>, coords: vec2<f32>, level: f32, offset: vec2<i32>) -> vec4<f32> |
| fn textureLodOffset(texture: texture_2d_array<f32>, coords: vec3<f32>, level: f32, offset: vec2<i32>) -> vec4<f32> |
| fn textureLodOffset(texture: texture_3d<f32>, coords: vec3<f32>, level: f32, offset: vec3<i32>) -> vec4<f32> |
| fn textureLodOffset(texture: texture_depth_2d, coords: vec3<f32>, level: f32, offset: vec2<i32>) -> f32 |
| |
| fn extTextureLodOffset(texture: texture_depth_2d_array, coords: vec4<f32>, level: f32, offset: vec2<i32>) -> f32 |
| |
| fn textureGrad(texture: texture_2d<f32>, coords: vec2<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32> |
| fn textureGrad(texture: texture_2d_array<f32>, coords: vec3<f32>, ddx: vec2<f32>, ddy: vec2<f32>) -> vec4<f32> |
| fn textureGrad(texture: texture_3d<f32>, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32> |
| fn textureGrad(texture: texture_cube<f32>, coords: vec3<f32>, ddx: vec3<f32>, ddy: vec3<f32>) -> vec4<f32> |
| fn textureGrad(texture: texture_cube_array<f32>, |
| coords: vec4<f32>, |
| ddx: vec3<f32>, |
| ddy: vec3<f32>) -> vec4<f32> |
| |
| fn textureGradOffset(texture: texture_2d<f32>, |
| coords: vec2<f32>, |
| ddx: vec2<f32>, |
| ddy: vec2<f32>, |
| offset: vec2<i32>) -> vec4<f32> |
| fn textureGradOffset(texture: texture_2d_array<f32>, |
| coords: vec3<f32>, |
| ddx: vec2<f32>, |
| ddy: vec2<f32>, |
| offset: vec2<i32>) -> vec4<f32> |
| fn textureGradOffset(texture: texture_3d<f32>, |
| coords: vec3<f32>, |
| ddx: vec3<f32>, |
| ddy: vec3<f32>, |
| offset: vec3<i32>) -> vec4<f32> |
| fn textureGradOffset(texture: texture_depth_2d, |
| coords: vec3<f32>, |
| ddx: vec2<f32>, |
| ddy: vec2<f32>, |
| offset: vec2<i32>) -> f32 |
| fn textureGradOffset(texture: texture_depth_2d_array, |
| coords: vec4<f32>, |
| ddx: vec2<f32>, |
| ddy: vec2<f32>, |
| offset: vec2<i32>) -> f32 |
| |
| @must_use implicit(T: fiu32) fn textureGather( |
| texture: texture_2d<T>, |
| coords: vec2<f32>, |
| component: i32) -> vec4<T> |
| @must_use implicit(T: fiu32) fn textureGather( |
| texture: texture_2d_array<T>, |
| coords: vec3<f32>, |
| component: i32) -> vec4<T> |
| @must_use implicit(T: fiu32) fn textureGather( |
| texture: texture_cube<T>, |
| coords: vec3<f32>, |
| component: i32) -> vec4<T> |
| @must_use implicit(T: fiu32) fn textureGather( |
| texture: texture_cube_array<T>, |
| coords: vec4<f32>, |
| component: i32) -> vec4<T> |
| @must_use fn textureGather( |
| texture: texture_depth_2d, |
| coords: vec2<f32>, |
| refz: f32) -> vec4<f32> |
| @must_use fn textureGather( |
| texture: texture_depth_2d_array, |
| coords: vec3<f32>, |
| refz: f32) -> vec4<f32> |
| @must_use fn textureGather( |
| texture: texture_depth_cube, |
| coords: vec3<f32>, |
| refz: f32) -> vec4<f32> |
| @must_use fn textureGather( |
| texture: texture_depth_cube_array, |
| coords: vec4<f32>, |
| refz: f32) -> vec4<f32> |
| |
| @must_use implicit(T: fiu32) fn textureGatherOffset( |
| texture: texture_2d<T>, |
| coords: vec2<f32>, |
| offset: vec2<i32>, |
| component: i32) -> vec4<T> |
| @must_use implicit(T: fiu32) fn textureGatherOffset( |
| texture: texture_2d_array<T>, |
| coords: vec3<f32>, |
| offset: vec2<i32>, |
| component: i32) -> vec4<T> |
| @must_use fn textureGatherOffset( |
| texture: texture_depth_2d, |
| coords: vec2<f32>, |
| refz: f32, |
| offset: vec2<i32>) -> vec4<f32> |
| @must_use fn textureGatherOffset( |
| texture: texture_depth_2d_array, |
| coords: vec3<f32>, |
| refz: f32, |
| offset: vec2<i32>) -> vec4<f32> |
| |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_2d<T>, |
| level: i32) -> vec2<i32> |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_2d_array<T>, |
| level: i32) -> vec3<i32> |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_3d<T>, |
| level: i32) -> vec3<i32> |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_cube<T>, |
| level: i32) -> vec2<i32> |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_cube_array<T>, |
| level: i32) -> vec3<i32> |
| @must_use fn textureSize(texture: texture_depth_2d, |
| level: i32) -> vec2<i32> |
| @must_use fn textureSize(texture: texture_depth_2d_array, |
| level: i32) -> vec3<i32> |
| @must_use fn textureSize(texture: texture_depth_cube, |
| level: i32) -> vec2<i32> |
| @must_use fn textureSize(texture: texture_depth_cube_array, |
| level: i32) -> vec3<i32> |
| |
| @must_use implicit(T: fiu32) fn textureSize(texture: texture_multisampled_2d<T>) -> vec2<i32> |
| @must_use fn textureSize(texture: texture_depth_multisampled_2d) -> vec2<i32> |
| |
| @must_use implicit(F: texel_format, A: access) fn imageSize( |
| texture: texture_storage_1d<F, A>) -> i32 |
| @must_use implicit(F: texel_format, A: access) fn imageSize( |
| texture: texture_storage_2d<F, A>) -> vec2<i32> |
| @must_use implicit(F: texel_format, A: access) fn imageSize( |
| texture: texture_storage_2d_array<F, A>) -> vec3<i32> |
| @must_use implicit(F: texel_format, A: access) fn imageSize( |
| texture: texture_storage_3d<F, A>) -> vec3<i32> |
| |
| implicit(T: fiu32) fn texelFetch(texture: texture_2d<T>, location: vec2<i32>, level: i32) -> vec4<T> |
| implicit(T: fiu32) fn texelFetch(texture: texture_2d_array<T>, location: vec3<i32>, level: i32) -> vec4<T> |
| implicit(T: fiu32) fn texelFetch(texture: texture_multisampled_2d<T>, |
| location: vec2<i32>, |
| sample_index: i32) -> vec4<T> |
| implicit(T: fiu32) fn texelFetch(texture: texture_3d<T>, location: vec3<i32>, level: i32) -> vec4<T> |
| // This ends up emitting as a 2DMS |
| fn texelFetch(texture: texture_depth_multisampled_2d, location: vec2<i32>, sample_index: i32) -> vec4<f32> |
| |
| implicit(F: f32_texel_format, A: readable) fn imageLoad(texture: texture_storage_1d<F, A>, |
| coords: i32) -> vec4<f32> |
| implicit(F: f32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d<F, A>, |
| coords: vec2<i32>) -> vec4<f32> |
| implicit(F: f32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d_array<F, A>, |
| coords: vec3<i32>) -> vec4<f32> |
| implicit(F: f32_texel_format, A: readable) fn imageLoad(texture: texture_storage_3d<F, A>, |
| coords: vec3<i32>) -> vec4<f32> |
| |
| implicit(F: i32_texel_format, A: readable) fn imageLoad(texture: texture_storage_1d<F, A>, |
| coords: i32) -> vec4<i32> |
| implicit(F: i32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d<F, A>, |
| coords: vec2<i32>) -> vec4<i32> |
| implicit(F: i32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d_array<F, A>, |
| coords: vec3<i32>) -> vec4<i32> |
| implicit(F: i32_texel_format, A: readable) fn imageLoad(texture: texture_storage_3d<F, A>, |
| coords: vec3<i32>) -> vec4<i32> |
| |
| implicit(F: u32_texel_format, A: readable) fn imageLoad(texture: texture_storage_1d<F, A>, |
| coords: i32) -> vec4<u32> |
| implicit(F: u32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d<F, A>, |
| coords: vec2<i32>) -> vec4<u32> |
| implicit(F: u32_texel_format, A: readable) fn imageLoad(texture: texture_storage_2d_array<F, A>, |
| coords: vec3<i32>) -> vec4<u32> |
| implicit(F: u32_texel_format, A: readable) fn imageLoad(texture: texture_storage_3d<F, A>, |
| coords: vec3<i32>) -> vec4<u32> |
| |
| fn imageStore(texture: texture_storage_1d<f32_texel_format, writable>, |
| coords: i32, |
| value: vec4<f32>) |
| fn imageStore(texture: texture_storage_1d<i32_texel_format, writable>, |
| coords: i32, |
| value: vec4<i32>) |
| fn imageStore(texture: texture_storage_1d<u32_texel_format, writable>, |
| coords: i32, |
| value: vec4<u32>) |
| fn imageStore(texture: texture_storage_2d<f32_texel_format, writable>, |
| coords: vec2<i32>, |
| value: vec4<f32>) |
| fn imageStore(texture: texture_storage_2d<i32_texel_format, writable>, |
| coords: vec2<i32>, |
| value: vec4<i32>) |
| fn imageStore(texture: texture_storage_2d<u32_texel_format, writable>, |
| coords: vec2<i32>, |
| value: vec4<u32>) |
| fn imageStore(texture: texture_storage_3d<f32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<f32>) |
| fn imageStore(texture: texture_storage_3d<i32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<i32>) |
| fn imageStore(texture: texture_storage_3d<u32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<u32>) |
| fn imageStore(texture: texture_storage_2d_array<f32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<f32>) |
| fn imageStore(texture: texture_storage_2d_array<i32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<i32>) |
| fn imageStore(texture: texture_storage_2d_array<u32_texel_format, writable>, |
| coords: vec3<i32>, |
| value: vec4<u32>) |
| |
| implicit(T: fiu32_f16 N: num) fn lessThan(vec<N, T>, vec<N, T>) -> vec<N, bool> |
| implicit(T: fiu32_f16 N: num) fn lessThanEqual(vec<N, T>, vec<N, T>) -> vec<N, bool> |
| implicit(T: fiu32_f16 N: num) fn greaterThan(vec<N, T>, vec<N, T>) -> vec<N, bool> |
| implicit(T: fiu32_f16 N: num) fn greaterThanEqual(vec<N, T>, vec<N, T>) -> vec<N, bool> |
| implicit(T: fiu32_f16_bool N: num) fn equal(vec<N, T>, vec<N, T>) -> vec<N, bool> |
| implicit(T: fiu32_f16_bool N: num) fn notEqual(vec<N, T>, vec<N, T>) -> vec<N, bool> |