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authorYong He <yonghe@outlook.com>2024-10-08 13:29:57 -0700
committerGitHub <noreply@github.com>2024-10-08 13:29:57 -0700
commitc42a9faad8d84f7bd05457d5f8e1fe45d6eecfa2 (patch)
treef6b5a249074882755e0232b1c9560118b7ccd6b2 /source/slang/glsl.meta.slang
parent50f44c178de4c614dc45fc48938e6881c0373f6a (diff)
Overhaul docgen tool and setup CI to generate stdlib reference. (#5232)
* Overhaul docgen tool and setup CI to generate stdlib reference. * Fix build error. * Write parsed doc for all decls. * fix. * fix callout. * Fix. * Fix comment. * Fix. * Delete obsolete doc tests. * Fix. * Categorize functions and types. * Fix CI. * Update comments.
Diffstat (limited to 'source/slang/glsl.meta.slang')
-rw-r--r--source/slang/glsl.meta.slang54
1 files changed, 27 insertions, 27 deletions
diff --git a/source/slang/glsl.meta.slang b/source/slang/glsl.meta.slang
index 0078d39cb..ada908306 100644
--- a/source/slang/glsl.meta.slang
+++ b/source/slang/glsl.meta.slang
@@ -1535,7 +1535,7 @@ public typealias isamplerCube = SamplerCube<int4>;
public typealias samplerCube = SamplerCube<float4>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias sampler1DShadow = __TextureImpl<
+public typealias sampler1DShadow = _Texture<
float,
__Shape1D,
0, // isArray
@@ -1548,7 +1548,7 @@ public typealias sampler1DShadow = __TextureImpl<
>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias sampler2DShadow = __TextureImpl<
+public typealias sampler2DShadow = _Texture<
float,
__Shape2D,
0, // isArray
@@ -1561,7 +1561,7 @@ public typealias sampler2DShadow = __TextureImpl<
>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias samplerCubeShadow = __TextureImpl<
+public typealias samplerCubeShadow = _Texture<
float,
__ShapeCube,
0, // isArray
@@ -1586,7 +1586,7 @@ public typealias isamplerCubeArray = SamplerCubeArray<int4>;
public typealias samplerCubeArray = SamplerCubeArray<float4>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias sampler1DArrayShadow = __TextureImpl<
+public typealias sampler1DArrayShadow = _Texture<
float,
__Shape1D,
1, // isArray
@@ -1599,7 +1599,7 @@ public typealias sampler1DArrayShadow = __TextureImpl<
>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias sampler2DArrayShadow = __TextureImpl<
+public typealias sampler2DArrayShadow = _Texture<
float,
__Shape2D,
1, // isArray
@@ -1612,7 +1612,7 @@ public typealias sampler2DArrayShadow = __TextureImpl<
>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias samplerCubeArrayShadow = __TextureImpl<
+public typealias samplerCubeArrayShadow = _Texture<
float,
__ShapeCube,
1, // isArray
@@ -1633,13 +1633,13 @@ public typealias isampler2DMSArray = Sampler2DMSArray<int4>;
public typealias usampler2DMSArray = Sampler2DMSArray<uint4>;
__generic<T=float4, let sampleCount:int=0, let format:int=0>
-public typealias Sampler2DRect = __TextureImpl<T, __Shape2D, 0, 0, sampleCount, 0, 0, 1, format>;
+public typealias Sampler2DRect = _Texture<T, __Shape2D, 0, 0, sampleCount, 0, 0, 1, format>;
public typealias sampler2DRect = Sampler2DRect<float4>;
public typealias isampler2DRect = Sampler2DRect<int4>;
public typealias usampler2DRect = Sampler2DRect<uint4>;
__generic<let sampleCount:int=0, let format:int=0>
-public typealias sampler2DRectShadow = __TextureImpl<
+public typealias sampler2DRectShadow = _Texture<
float,
__Shape2D,
0, // isArray
@@ -1652,7 +1652,7 @@ public typealias sampler2DRectShadow = __TextureImpl<
>;
__generic<T, let format:int=0>
-public typealias SamplerBuffer = __TextureImpl<
+public typealias SamplerBuffer = _Texture<
T,
__ShapeBuffer,
0, // isArray
@@ -1871,7 +1871,7 @@ public ivec3 textureSize(Sampler2DMSArray<vector<T,N>,sampleCount> sampler)
__generic<T, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
[ForceInline]
[require(glsl_hlsl_metal_spirv, texture_querylod)]
-public vec2 textureQueryLod(__TextureImpl<
+public vec2 textureQueryLod(_Texture<
T,
__Shape1D,
isArray,
@@ -1904,7 +1904,7 @@ public vec2 textureQueryLod(__TextureImpl<
__generic<T, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
[ForceInline]
[require(glsl_hlsl_metal_spirv, texture_querylod)]
-public vec2 textureQueryLod(__TextureImpl<
+public vec2 textureQueryLod(_Texture<
T,
Shape,
isArray,
@@ -2130,7 +2130,7 @@ public vector<T,4> texture(Sampler1D<vector<T,N>> sampler, float p, constexpr fl
__generic<T:__BuiltinArithmeticType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_0_fragment)]
-public vector<T,4> texture(__TextureImpl<
+public vector<T,4> texture(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -2148,7 +2148,7 @@ public vector<T,4> texture(__TextureImpl<
__generic<T:__BuiltinArithmeticType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_0_fragment)]
-public vector<T,4> texture(__TextureImpl<
+public vector<T,4> texture(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -2566,7 +2566,7 @@ public vector<T,4> textureLod(Sampler1D<vector<T,N>> sampler, float p, float lod
__generic<T:__BuiltinArithmeticType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_0_fragment)]
-public vector<T,4> textureLod(__TextureImpl<
+public vector<T,4> textureLod(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -2814,7 +2814,7 @@ public vector<T,4> texelFetch(Sampler1D<vector<T,N>> sampler, int p, int lod)
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_samplerless)]
-public vector<T,4> texelFetch(__TextureImpl<
+public vector<T,4> texelFetch(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -2848,7 +2848,7 @@ public vector<T,4> texelFetch(SamplerBuffer<vector<T,N>,format> sampler, int p)
__generic<T:__BuiltinArithmeticType, let N:int, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_samplerless)]
-public vector<T,4> texelFetch(__TextureImpl<
+public vector<T,4> texelFetch(_Texture<
vector<T,N>,
__Shape2D,
isArray,
@@ -2884,7 +2884,7 @@ public vector<T,4> texelFetchOffset(Sampler1D<vector<T,N>> sampler, int p, int l
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_samplerless)]
-public vector<T,4> texelFetchOffset(__TextureImpl<
+public vector<T,4> texelFetchOffset(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -3196,7 +3196,7 @@ public vector<T,4> textureLodOffset(Sampler1D<vector<T,N>> sampler, float p, flo
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_0)]
-public vector<T,4> textureLodOffset(__TextureImpl<
+public vector<T,4> textureLodOffset(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -3551,7 +3551,7 @@ public vector<T,4> textureGrad(Sampler1D<vector<T,N>> sampler, float p, float dP
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
-public vector<T,4> textureGrad(__TextureImpl<
+public vector<T,4> textureGrad(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -3666,7 +3666,7 @@ public vector<T,4> textureGradOffset(Sampler1D<vector<T,N>> sampler, float p, fl
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
[ForceInline]
-public vector<T,4> textureGradOffset(__TextureImpl<
+public vector<T,4> textureGradOffset(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -4024,7 +4024,7 @@ public float textureProjGradOffset(sampler2DShadow sampler, vec4 p, vec2 dPdx, v
__generic<T:__BuiltinArithmeticType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vector<T,4> textureGather(__TextureImpl<
+public vector<T,4> textureGather(_Texture<
vector<T,N>,
Shape,
isArray,
@@ -4048,7 +4048,7 @@ public vector<T,4> textureGather(__TextureImpl<
__generic<Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vec4 textureGather(__TextureImpl<
+public vec4 textureGather(_Texture<
float,
Shape,
isArray,
@@ -4070,7 +4070,7 @@ public vec4 textureGather(__TextureImpl<
__generic<T:__BuiltinArithmeticType, let N:int, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vector<T,4> textureGatherOffset(__TextureImpl<
+public vector<T,4> textureGatherOffset(_Texture<
vector<T,N>,
__Shape2D,
isArray,
@@ -4094,7 +4094,7 @@ public vector<T,4> textureGatherOffset(__TextureImpl<
__generic<let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vec4 textureGatherOffset(__TextureImpl<
+public vec4 textureGatherOffset(_Texture<
float,
__Shape2D,
isArray,
@@ -4116,7 +4116,7 @@ public vec4 textureGatherOffset(__TextureImpl<
__generic<T:__BuiltinArithmeticType, let N:int, let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vector<T,4> textureGatherOffsets(__TextureImpl<
+public vector<T,4> textureGatherOffsets(_Texture<
vector<T,N>,
__Shape2D,
isArray,
@@ -4140,7 +4140,7 @@ public vector<T,4> textureGatherOffsets(__TextureImpl<
__generic<let isArray:int, let sampleCount:int, let format:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_gather)]
-public vec4 textureGatherOffsets(__TextureImpl<
+public vec4 textureGatherOffsets(_Texture<
float,
__Shape2D,
isArray,
@@ -4574,7 +4574,7 @@ ${{{{
}}}}
__generic<let format:int=0>
- public typealias $(fullTypeName) = __TextureImpl<
+ public typealias $(fullTypeName) = _Texture<
$(targetType.type),
$(targetShape.shape),
$(targetShape.isArray), // isArray