initial checkin of SkSL compiler
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1984363002
CQ_EXTRA_TRYBOTS=client.skia.compile:Build-Ubuntu-GCC-x86_64-Release-CMake-Trybot,Build-Mac-Clang-x86_64-Release-CMake-Trybot
Review-Url: https://codereview.chromium.org/1984363002
diff --git a/src/sksl/sksl.include b/src/sksl/sksl.include
new file mode 100644
index 0000000..bf35f22
--- /dev/null
+++ b/src/sksl/sksl.include
@@ -0,0 +1,543 @@
+STRINGIFY(
+
+// defines built-in functions supported by SkiaSL
+
+$genType radians($genType degrees);
+$genType sin($genType angle);
+$genType cos($genType angle);
+$genType tan($genType angle);
+$genType asin($genType x);
+$genType acos($genType x);
+$genType atan($genType y, $genType x);
+$genType atan($genType y_over_x);
+$genType sinh($genType x);
+$genType cosh($genType x);
+$genType tanh($genType x);
+$genType asinh($genType x);
+$genType acosh($genType x);
+$genType atanh($genType x);
+$genType pow($genType x, $genType y);
+$genType exp($genType x);
+$genType log($genType x);
+$genType exp2($genType x);
+$genType log2($genType x);
+$genType sqrt($genType x);
+$genDType sqrt($genDType x);
+$genType inversesqrt($genType x);
+$genDType inversesqrt($genDType x);
+$genType abs($genType x);
+$genIType abs($genIType x);
+$genDType abs($genDType x);
+$genType sign($genType x);
+$genIType sign($genIType x);
+$genDType sign($genDType x);
+$genType floor($genType x);
+$genDType floor($genDType x);
+$genType trunc($genType x);
+$genDType trunc($genDType x);
+$genType round($genType x);
+$genDType round($genDType x);
+$genType roundEven($genType x);
+$genDType roundEven($genDType x);
+$genType ceil($genType x);
+$genDType ceil($genDType x);
+$genType fract($genType x);
+$genDType fract($genDType x);
+$genType mod($genType x, float y);
+$genType mod($genType x, $genType y);
+$genDType mod($genDType x, double y);
+$genDType mod($genDType x, $genDType y);
+$genType modf($genType x, out $genType i);
+$genDType modf($genDType x, out $genDType i);
+$genType min($genType x, $genType y);
+$genType min($genType x, float y);
+$genDType min($genDType x, $genDType y);
+$genDType min($genDType x, double y);
+$genIType min($genIType x, $genIType y);
+$genIType min($genIType x, int y);
+$genUType min($genUType x, $genUType y);
+$genUType min($genUType x, uint y);
+$genType max($genType x, $genType y);
+$genType max($genType x, float y);
+$genDType max($genDType x, $genDType y);
+$genDType max($genDType x, double y);
+$genIType max($genIType x, $genIType y);
+$genIType max($genIType x, int y);
+$genUType max($genUType x, $genUType y);
+$genUType max($genUType x, uint y);
+$genType clamp($genType x, $genType minVal, $genType maxVal);
+$genType clamp($genType x, float minVal, float maxVal);
+$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
+$genDType clamp($genDType x, double minVal, double maxVal);
+$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
+$genIType clamp($genIType x, int minVal, int maxVal);
+$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
+$genUType clamp($genUType x, uint minVal, uint maxVal);
+$genType mix($genType x, $genType y, $genType a);
+$genType mix($genType x, $genType y, float a);
+$genDType mix($genDType x, $genDType y, $genDType a);
+$genDType mix($genDType x, $genDType y, double a);
+$genType mix($genType x, $genType y, $genBType a);
+$genDType mix($genDType x, $genDType y, $genBType a);
+$genIType mix($genIType x, $genIType y, $genBType a);
+$genUType mix($genUType x, $genUType y, $genBType a);
+$genBType mix($genBType x, $genBType y, $genBType a);
+$genType step($genType edge, $genType x);
+$genType step(float edge, $genType x);
+$genDType step($genDType edge, $genDType x);
+$genDType step(double edge, $genDType x);
+$genType smoothstep($genType edge0, $genType edge1, $genType x);
+$genType smoothstep(float edge0, float edge1, $genType x);
+$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
+$genDType smoothstep(double edge0, double edge1, $genDType x);
+$genBType isnan($genType x);
+$genBType isnan($genDType x);
+$genBType isinf($genType x);
+$genBType isinf($genDType x);
+$genIType floatBitsToInt($genType value);
+$genUType floatBitsToUint($genType value);
+$genType intBitsToFloat($genIType value);
+$genType uintBitsToFloat($genUType value);
+$genType fma($genType a, $genType b, $genType c);
+$genDType fma($genDType a, $genDType b, $genDType c);
+$genType frexp($genType x, out $genIType exp);
+$genDType frexp($genDType x, out $genIType exp);
+$genType ldexp($genType x, in $genIType exp);
+$genDType ldexp($genDType x, in $genIType exp);
+uint packUnorm2x16(vec2 v);
+uint packSnorm2x16(vec2 v);
+uint packUnorm4x8(vec4 v);
+uint packSnorm4x8(vec4 v);
+vec2 unpackUnorm2x16(uint p);
+vec2 unpackSnorm2x16(uint p);
+vec4 unpackUnorm4x8(uint p);
+vec4 unpackSnorm4x8(uint p);
+double packDouble2x32(uvec2 v);
+uvec2 unpackDouble2x32(double v);
+uint packHalf2x16(vec2 v);
+vec2 unpackHalf2x16(uint v);
+float length($genType x);
+double length($genDType x);
+float distance($genType p0, $genType p1);
+double distance($genDType p0, $genDType p1);
+float dot($genType x, $genType y);
+double dot($genDType x, $genDType y);
+vec3 cross(vec3 x, vec3 y);
+dvec3 cross(dvec3 x, dvec3 y);
+$genType normalize($genType x);
+$genDType normalize($genDType x);
+vec4 ftransform();
+$genType faceforward($genType N, $genType I, $genType Nref);
+$genDType faceforward($genDType N, $genDType I, $genDType Nref);
+$genType reflect($genType I, $genType N);
+$genDType reflect($genDType I, $genDType N);
+$genType refract($genType I, $genType N, float eta);
+$genDType refract($genDType I, $genDType N, float eta);
+$mat matrixCompMult($mat x, $mat y);
+mat2 outerProduct(vec2 c, vec2 r);
+mat3 outerProduct(vec3 c, vec3 r);
+mat4 outerProduct(vec4 c, vec4 r);
+mat2x3 outerProduct(vec3 c, vec2 r);
+mat3x2 outerProduct(vec2 c, vec3 r);
+mat2x4 outerProduct(vec4 c, vec2 r);
+mat4x2 outerProduct(vec2 c, vec4 r);
+mat3x4 outerProduct(vec4 c, vec3 r);
+mat4x3 outerProduct(vec3 c, vec4 r);
+mat2 transpose(mat2 m);
+mat3 transpose(mat3 m);
+mat4 transpose(mat4 m);
+mat2x3 transpose(mat3x2 m);
+mat3x2 transpose(mat2x3 m);
+mat2x4 transpose(mat4x2 m);
+mat4x2 transpose(mat2x4 m);
+mat3x4 transpose(mat4x3 m);
+mat4x3 transpose(mat3x4 m);
+float determinant(mat2 m);
+float determinant(mat3 m);
+float determinant(mat4 m);
+mat2 inverse(mat2 m);
+mat3 inverse(mat3 m);
+mat4 inverse(mat4 m);
+$bvec lessThan($vec x, $vec y);
+$bvec lessThan($ivec x, $ivec y);
+$bvec lessThan($uvec x, $uvec y);
+$bvec lessThanEqual($vec x, $vec y);
+$bvec lessThanEqual($ivec x, $ivec y);
+$bvec lessThanEqual($uvec x, $uvec y);
+$bvec greaterThan($vec x, $vec y);
+$bvec greaterThan($ivec x, $ivec y);
+$bvec greaterThan($uvec x, $uvec y);
+$bvec greaterThanEqual($vec x, $vec y);
+$bvec greaterThanEqual($ivec x, $ivec y);
+$bvec greaterThanEqual($uvec x, $uvec y);
+$bvec equal($vec x, $vec y);
+$bvec equal($ivec x, $ivec y);
+$bvec equal($uvec x, $uvec y);
+$bvec equal($bvec x, $bvec y);
+$bvec notEqual($vec x, $vec y);
+$bvec notEqual($ivec x, $ivec y);
+$bvec notEqual($uvec x, $uvec y);
+$bvec notEqual($bvec x, $bvec y);
+bool any($bvec x);
+bool all($bvec x);
+$bvec not($bvec x);
+$genUType uaddCarry($genUType x, $genUType y, out $genUType carry);
+$genUType usubBorrow($genUType x, $genUType y, out $genUType borrow);
+void umulExtended($genUType x, $genUType y, out $genUType msb, out $genUType lsb);
+void imulExtended($genIType x, $genIType y, out $genIType msb, out $genIType lsb);
+$genIType bitfieldExtract($genIType value, int offset, int bits);
+$genUType bitfieldExtract($genUType value, int offset, int bits);
+$genIType bitfieldInsert($genIType base, $genIType insert, int offset, int bits);
+$genUType bitfieldInsert($genUType base, $genUType insert, int offset, int bits);
+$genIType bitfieldReverse($genIType value);
+$genUType bitfieldReverse($genUType value);
+$genIType bitCount($genIType value);
+$genIType bitCount($genUType value);
+$genIType findLSB($genIType value);
+$genIType findLSB($genUType value);
+$genIType findMSB($genIType value);
+$genIType findMSB($genUType value);
+int textureSize($gsampler1D sampler, int lod);
+ivec2 textureSize($gsampler2D sampler, int lod);
+ivec3 textureSize($gsampler3D sampler, int lod);
+ivec2 textureSize($gsamplerCube sampler, int lod);
+int textureSize(sampler1DShadow sampler, int lod);
+ivec2 textureSize(sampler2DShadow sampler, int lod);
+ivec2 textureSize(samplerCubeShadow sampler, int lod);
+ivec3 textureSize($gsamplerCubeArray sampler, int lod);
+ivec3 textureSize(samplerCubeArrayShadow sampler, int lod);
+ivec2 textureSize($gsampler2DRect sampler);
+ivec2 textureSize(sampler2DRectShadow sampler);
+ivec2 textureSize($gsampler1DArray sampler, int lod);
+ivec3 textureSize($gsampler2DArray sampler, int lod);
+ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
+ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
+int textureSize($gsamplerBuffer sampler);
+ivec2 textureSize($gsampler2DMS sampler);
+ivec3 textureSize($gsampler2DMSArray sampler);
+vec2 textureQueryLod($gsampler1D sampler, float P);
+vec2 textureQueryLod($gsampler2D sampler, vec2 P);
+vec2 textureQueryLod($gsampler3D sampler, vec3 P);
+vec2 textureQueryLod($gsamplerCube sampler, vec3 P);
+vec2 textureQueryLod($gsampler1DArray sampler, float P);
+vec2 textureQueryLod($gsampler2DArray sampler, vec2 P);
+vec2 textureQueryLod($gsamplerCubeArray sampler, vec3 P);
+vec2 textureQueryLod(sampler1DShadow sampler, float P);
+vec2 textureQueryLod(sampler2DShadow sampler, vec2 P);
+vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P);
+vec2 textureQueryLod(sampler1DArrayShadow sampler, float P);
+vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P);
+vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P);
+int textureQueryLevels($gsampler1D sampler);
+int textureQueryLevels($gsampler2D sampler);
+int textureQueryLevels($gsampler3D sampler);
+int textureQueryLevels($gsamplerCube sampler);
+int textureQueryLevels($gsampler1DArray sampler);
+int textureQueryLevels($gsampler2DArray sampler);
+int textureQueryLevels($gsamplerCubeArray sampler);
+int textureQueryLevels(sampler1DShadow sampler);
+int textureQueryLevels(sampler2DShadow sampler);
+int textureQueryLevels(samplerCubeShadow sampler);
+int textureQueryLevels(sampler1DArrayShadow sampler);
+int textureQueryLevels(sampler2DArrayShadow sampler);
+int textureQueryLevels(samplerCubeArrayShadow sampler);
+$gvec4 texture($gsampler1D sampler, float P);
+$gvec4 texture($gsampler1D sampler, float P, float bias);
+$gvec4 texture($gsampler2D sampler, vec2 P);
+$gvec4 texture($gsampler2D sampler, vec2 P, float bias);
+$gvec4 texture($gsampler3D sampler, vec3 P);
+$gvec4 texture($gsampler3D sampler, vec3 P, float bias);
+$gvec4 texture($gsamplerCube sampler, vec3 P);
+$gvec4 texture($gsamplerCube sampler, vec3 P, float bias);
+float texture(sampler1DShadow sampler, vec3 P);
+float texture(sampler1DShadow sampler, vec3 P, float bias);
+float texture(sampler2DShadow sampler, vec3 P);
+float texture(sampler2DShadow sampler, vec3 P, float bias);
+float texture(samplerCubeShadow sampler, vec4 P);
+float texture(samplerCubeShadow sampler, vec4 P, float bias);
+$gvec4 texture($gsampler1DArray sampler, vec2 P);
+$gvec4 texture($gsampler1DArray sampler, vec2 P, float bias);
+$gvec4 texture($gsampler2DArray sampler, vec3 P);
+$gvec4 texture($gsampler2DArray sampler, vec3 P, float bias);
+$gvec4 texture($gsamplerCubeArray sampler, vec4 P);
+$gvec4 texture($gsamplerCubeArray sampler, vec4 P, float bias);
+float texture(sampler1DArrayShadow sampler, vec3 P);
+float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
+float texture(sampler2DArrayShadow sampler, vec4 P);
+$gvec4 texture($gsampler2DRect sampler, vec2 P);
+float texture(sampler2DRectShadow sampler, vec3 P);
+float texture($gsamplerCubeArrayShadow sampler, vec4 P, float compare);
+
+)
+
+// split into multiple chunks, as MSVC++ complains if a single string is too long
+
+STRINGIFY(
+
+$gvec4 textureProj($gsampler1D sampler, vec2 P);
+$gvec4 textureProj($gsampler1D sampler, vec2 P, float bias);
+$gvec4 textureProj($gsampler1D sampler, vec4 P);
+$gvec4 textureProj($gsampler1D sampler, vec4 P, float bias);
+$gvec4 textureProj($gsampler2D sampler, vec3 P);
+$gvec4 textureProj($gsampler2D sampler, vec3 P, float bias);
+$gvec4 textureProj($gsampler2D sampler, vec4 P);
+$gvec4 textureProj($gsampler2D sampler, vec4 P, float bias);
+$gvec4 textureProj($gsampler3D sampler, vec4 P);
+$gvec4 textureProj($gsampler3D sampler, vec4 P, float bias);
+float textureProj(sampler1DShadow sampler, vec4 P);
+float textureProj(sampler1DShadow sampler, vec4 P, float bias);
+float textureProj(sampler2DShadow sampler, vec4 P);
+float textureProj(sampler2DShadow sampler, vec4 P, float bias);
+$gvec4 textureProj($gsampler2DRect sampler, vec3 P);
+$gvec4 textureProj($gsampler2DRect sampler, vec4 P);
+float textureProj(sampler2DRectShadow sampler, vec4 P);
+$gvec4 textureLod($gsampler1D sampler, float P, float lod);
+$gvec4 textureLod($gsampler2D sampler, vec2 P, float lod);
+$gvec4 textureLod($gsampler3D sampler, vec3 P, float lod);
+$gvec4 textureLod($gsamplerCube sampler, vec3 P, float lod);
+float textureLod(sampler1DShadow sampler, vec3 P, float lod);
+float textureLod(sampler2DShadow sampler, vec3 P, float lod);
+$gvec4 textureLod($gsampler1DArray sampler, vec2 P, float lod);
+$gvec4 textureLod($gsampler2DArray sampler, vec3 P, float lod);
+float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
+$gvec4 textureLod($gsamplerCubeArray sampler, vec4 P, float lod);
+$gvec4 textureOffset($gsampler1D sampler, float P, int offset);
+$gvec4 textureOffset($gsampler1D sampler, float P, int offset, float bias);
+$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset);
+$gvec4 textureOffset($gsampler2D sampler, vec2 P, ivec2 offset, float bias);
+$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset);
+$gvec4 textureOffset($gsampler3D sampler, vec3 P, ivec3 offset, float bias);
+$gvec4 textureOffset($gsampler2DRect sampler, vec2 P, ivec2 offset);
+float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
+float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
+float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
+float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
+float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
+$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset);
+$gvec4 textureOffset($gsampler1DArray sampler, vec2 P, int offset, float bias);
+$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
+$gvec4 textureOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, float bias);
+float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
+float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias);
+float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset);
+$gvec4 texelFetch($gsampler1D sampler, int P, int lod);
+$gvec4 texelFetch($gsampler2D sampler, ivec2 P, int lod);
+$gvec4 texelFetch($gsampler3D sampler, ivec3 P, int lod);
+$gvec4 texelFetch($gsampler2DRect sampler, ivec2 P);
+$gvec4 texelFetch($gsampler1DArray sampler, ivec2 P, int lod);
+$gvec4 texelFetch($gsampler2DArray sampler, ivec3 P, int lod);
+$gvec4 texelFetch($gsamplerBuffer sampler, int P);
+$gvec4 texelFetch($gsampler2DMS sampler, ivec2 P, int sample);
+$gvec4 texelFetch($gsampler2DMSArray sampler, ivec3 P, int sample);
+$gvec4 texelFetchOffset($gsampler1D sampler, int P, int lod, int offset);
+$gvec4 texelFetchOffset($gsampler2D sampler, ivec2 P, int lod, ivec2 offset);
+$gvec4 texelFetchOffset($gsampler3D sampler, ivec3 P, int lod, ivec3 offset);
+$gvec4 texelFetchOffset($gsampler2DRect sampler, ivec2 P, ivec2 offset);
+$gvec4 texelFetchOffset($gsampler1DArray sampler, ivec2 P, int lod, int offset);
+$gvec4 texelFetchOffset($gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
+$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset);
+$gvec4 textureProjOffset($gsampler1D sampler, vec2 P, int offset, float bias);
+$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset);
+$gvec4 textureProjOffset($gsampler1D sampler, vec4 P, int offset, float bias);
+$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset);
+$gvec4 textureProjOffset($gsampler2D sampler, vec3 P, ivec2 offset, float bias);
+$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset);
+$gvec4 textureProjOffset($gsampler2D sampler, vec4 P, ivec2 offset, float bias);
+$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset);
+$gvec4 textureProjOffset($gsampler3D sampler, vec4 P, ivec3 offset, float bias);
+$gvec4 textureProjOffset($gsampler2DRect sampler, vec3 P, ivec2 offset);
+$gvec4 textureProjOffset($gsampler2DRect sampler, vec4 P, ivec2 offset);
+float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset);
+float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
+float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset, float bias);
+float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
+float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
+$gvec4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset);
+$gvec4 textureLodOffset($gsampler2D sampler, vec2 P, float lod, ivec2 offset);
+$gvec4 textureLodOffset($gsampler3D sampler, vec3 P, float lod, ivec3 offset);
+float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset);
+float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset);
+$gvec4 textureLodOffset($gsampler1DArray sampler, vec2 P, float lod, int offset);
+$gvec4 textureLodOffset($gsampler2DArray sampler, vec3 P, float lod, ivec2 offset);
+float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset);
+$gvec4 textureProjLod($gsampler1D sampler, vec2 P, float lod);
+$gvec4 textureProjLod($gsampler1D sampler, vec4 P, float lod);
+$gvec4 textureProjLod($gsampler2D sampler, vec3 P, float lod);
+$gvec4 textureProjLod($gsampler2D sampler, vec4 P, float lod);
+$gvec4 textureProjLod($gsampler3D sampler, vec4 P, float lod);
+float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
+float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
+$gvec4 textureProjLodOffset($gsampler1D sampler, vec2 P, float lod, int offset);
+$gvec4 textureProjLodOffset($gsampler1D sampler, vec4 P, float lod, int offset);
+$gvec4 textureProjLodOffset($gsampler2D sampler, vec3 P, float lod, ivec2 offset);
+$gvec4 textureProjLodOffset($gsampler2D sampler, vec4 P, float lod, ivec2 offset);
+$gvec4 textureProjLodOffset($gsampler3D sampler, vec4 P, float lod, ivec3 offset);
+float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset);
+float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset);
+$gvec4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy);
+$gvec4 textureGrad($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureGrad($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+$gvec4 textureGrad($gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+$gvec4 textureGrad($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+$gvec4 textureGrad($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy);
+$gvec4 textureGrad($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureGrad($gsamplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+$gvec4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset);
+$gvec4 textureGradOffset($gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureGradOffset($gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);
+$gvec4 textureGradOffset($gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset );
+float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureGradOffset($gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset);
+$gvec4 textureGradOffset($gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset);
+float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureProjGrad($gsampler1D sampler, vec2 P, float dPdx, float dPdy);
+$gvec4 textureProjGrad($gsampler1D sampler, vec4 P, float dPdx, float dPdy);
+$gvec4 textureProjGrad($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureProjGrad($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureProjGrad($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+$gvec4 textureProjGrad($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureProjGrad($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
+float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+$gvec4 textureProjGradOffset($gsampler1D sampler, vec2 P, float dPdx, float dPdy, int offset);
+$gvec4 textureProjGradOffset($gsampler1D sampler, vec4 P, float dPdx, float dPdy, int offset);
+$gvec4 textureProjGradOffset($gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureProjGradOffset($gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureProjGradOffset($gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureProjGradOffset($gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset);
+float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset);
+float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
+$gvec4 textureGather($gsampler2D sampler, vec2 P);
+$gvec4 textureGather($gsampler2D sampler, vec2 P, int comp);
+$gvec4 textureGather($gsampler2DArray sampler, vec3 P);
+$gvec4 textureGather($gsampler2DArray sampler, vec3 P, int comp);
+$gvec4 textureGather($gsamplerCube sampler, vec3 P);
+$gvec4 textureGather($gsamplerCube sampler, vec3 P, int comp);
+$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P);
+$gvec4 textureGather($gsamplerCubeArray sampler, vec4 P, int comp);
+$gvec4 textureGather($gsampler2DRect sampler, vec2 P);
+$gvec4 textureGather($gsampler2DRect sampler, vec2 P, int comp);
+vec4 textureGather(sampler2DShadow sampler, vec2 P, float refZ);
+vec4 textureGather(sampler2DArrayShadow sampler, vec3 P, float refZ);
+vec4 textureGather(samplerCubeShadow sampler, vec3 P, float refZ);
+vec4 textureGather(samplerCubeArrayShadow sampler, vec4 P, float refZ);
+vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ);
+$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset);
+$gvec4 textureGatherOffset($gsampler2D sampler, vec2 P, ivec2 offset, int comp);
+$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset);
+$gvec4 textureGatherOffset($gsampler2DArray sampler, vec3 P, ivec2 offset, int comp);
+$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset);
+$gvec4 textureGatherOffset($gsampler2DRect sampler, vec2 P, ivec2 offset, int comp);
+vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset);
+vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset);
+vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset);
+/*
+$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4]);
+$gvec4 textureGatherOffsets($gsampler2D sampler, vec2 P, ivec2 offsets[4], int comp);
+$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4]);
+$gvec4 textureGatherOffsets($gsampler2DArray sampler, vec3 P, ivec2 offsets[4], int comp);
+$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4]);
+$gvec4 textureGatherOffsets($gsampler2DRect sampler, vec2 P, ivec2 offsets[4], int comp);
+vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
+vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offsets[4]);
+vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4]);
+*/
+vec4 texture1D(sampler1D sampler, float coord);
+vec4 texture1D(sampler1D sampler, float coord, float bias);
+vec4 texture1DProj(sampler1D sampler, vec2 coord);
+vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
+vec4 texture1DProj(sampler1D sampler, vec4 coord);
+vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
+vec4 texture1DLod(sampler1D sampler, float coord, float lod);
+vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
+vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
+vec4 texture2D(sampler2D sampler, vec2 coord);
+vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
+vec4 texture2DProj(sampler2D sampler, vec3 coord);
+vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
+vec4 texture2DProj(sampler2D sampler, vec4 coord);
+vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
+vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
+vec4 texture3D(sampler3D sampler, vec3 coord);
+vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
+vec4 texture3DProj(sampler3D sampler, vec4 coord);
+vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
+vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
+vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
+vec4 textureCube(samplerCube sampler, vec3 coord);
+vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
+vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
+vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
+vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
+vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
+vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
+vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
+vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
+vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
+vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
+vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
+vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
+vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
+vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
+/*
+uint atomicCounterIncrement(atomic_uint c);
+uint atomicCounter(atomic_uint c);
+uint atomicAdd(inout uint mem, uint data);
+int atomicAdd(inout int mem, int data);
+uint atomicMin(inout uint mem, uint data);
+int atomicMin(inout int mem, int data);
+uint atomicMax(inout uint mem, uint data);
+int atomicMax(inout int mem, int data);
+uint atomicAnd(inout uint mem, uint data);
+int atomicAnd(inout int mem, int data);
+uint atomicOr(inout uint mem, uint data);
+int atomicOr(inout int mem, int data);
+uint atomicXor(inout uint mem, uint data);
+int atomicXor(inout int mem, int data);
+uint atomicExchange(inout uint mem, uint data);
+int atomicExchange(inout int mem, int data);
+uint atomicCompSwap(inout uint mem, uint compare, uint data);
+int atomicCompSwap(inout int mem, int compare, int data);
+*/
+// section 8.12 Image Functions will go here if and when we add support for them
+
+$genType dFdx($genType p);
+$genType dFdy($genType p);
+$genType fwidth($genType p);
+$genType fwidthCoarse($genType p);
+$genType fwidthFine($genType p);
+float interpolateAtSample(float interpolant, int sample);
+vec2 interpolateAtSample(vec2 interpolant, int sample);
+vec3 interpolateAtSample(vec3 interpolant, int sample);
+vec4 interpolateAtSample(vec4 interpolant, int sample);
+float interpolateAtOffset(float interpolant, vec2 offset);
+vec2 interpolateAtOffset(vec2 interpolant, vec2 offset);
+vec3 interpolateAtOffset(vec3 interpolant, vec2 offset);
+vec4 interpolateAtOffset(vec4 interpolant, vec2 offset);
+void EmitStreamVertex(int stream);
+void EndStreamPrimitive(int stream);
+void EmitVertex();
+void EndPrimitive();
+void barrier();
+void memoryBarrier();
+void memoryBarrierAtomicCounter();
+void memoryBarrierBuffer();
+void memoryBarrierShared();
+void memoryBarrierImage();
+void groupMemoryBarrier();
+
+)
\ No newline at end of file