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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-06-11 07:05:46 -0700
committerGitHub <noreply@github.com>2024-06-11 07:05:46 -0700
commitdf0a201d85eac4c55c1abf15ed0bf9baea0ae971 (patch)
tree2ee9aa509fd9da80c9be0d5647c181bde41fa0b3 /source/slang/glsl.meta.slang
parent51d358546424646f60f1b214378a366ebb077d03 (diff)
Support integer typed textures for GLSL (#4329)
* Support integer typed textures for GLSL This commit re-enables the ability to sample from an integer typed texture for GLSL functions while keeping it unavailable for HLSL target.
Diffstat (limited to 'source/slang/glsl.meta.slang')
-rw-r--r--source/slang/glsl.meta.slang129
1 files changed, 65 insertions, 64 deletions
diff --git a/source/slang/glsl.meta.slang b/source/slang/glsl.meta.slang
index 1daf0ec07..db5f9c2fa 100644
--- a/source/slang/glsl.meta.slang
+++ b/source/slang/glsl.meta.slang
@@ -1878,7 +1878,7 @@ public ivec3 textureSize(Sampler2DMSArray<vector<T,N>,sampleCount> sampler)
// textureQueryLod
// -------------------
-__generic<T:IFloat, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
+__generic<T, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_querylod)]
public vec2 textureQueryLod(__TextureImpl<
@@ -1910,10 +1910,11 @@ public vec2 textureQueryLod(__TextureImpl<
}
}
-__generic<T:IFloat, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
+__generic<T, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let isShadow:int, let format:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_querylod)]
-public vec2 textureQueryLod(__TextureImpl<T,
+public vec2 textureQueryLod(__TextureImpl<
+ T,
Shape,
isArray,
0, // isMS
@@ -2086,10 +2087,10 @@ public int textureQueryLevels(samplerCubeArrayShadow sampler)
// textureSamples
// -------------------
-__generic<T:__BuiltinArithmeticType, let N:int, let sampleCount:int>
+__generic<T, let sampleCount:int>
[ForceInline]
[require(glsl_hlsl_spirv, image_samples)]
-public int textureSamples(Sampler2DMS<vector<T,N>,sampleCount> sampler)
+public int textureSamples(Sampler2DMS<T,sampleCount> sampler)
{
vector<int,2> dim;
int sampleCount;
@@ -2098,10 +2099,10 @@ public int textureSamples(Sampler2DMS<vector<T,N>,sampleCount> sampler)
return sampleCount;
}
-__generic<T:__BuiltinArithmeticType, let N:int, let sampleCount:int>
+__generic<T, let sampleCount:int>
[ForceInline]
[require(glsl_hlsl_spirv, image_samples)]
-public int textureSamples(Sampler2DMSArray<vector<T,N>,sampleCount> sampler)
+public int textureSamples(Sampler2DMSArray<T,sampleCount> sampler)
{
vector<int,3> dim;
int sampleCount;
@@ -2118,7 +2119,7 @@ public int textureSamples(Sampler2DMSArray<vector<T,N>,sampleCount> sampler)
// texture
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> texture(Sampler1D<vector<T,N>> sampler, float p)
@@ -2126,7 +2127,7 @@ public vector<T,4> texture(Sampler1D<vector<T,N>> sampler, float p)
return __vectorReshape<4>(sampler.Sample(p));
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> texture(Sampler1D<vector<T,N>> sampler, float p, constexpr float bias)
@@ -2134,7 +2135,7 @@ public vector<T,4> texture(Sampler1D<vector<T,N>> sampler, float p, constexpr fl
return __vectorReshape<4>(sampler.SampleBias(p, bias));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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_fragment)]
public vector<T,4> texture(__TextureImpl<
@@ -2152,7 +2153,7 @@ public vector<T,4> texture(__TextureImpl<
return __vectorReshape<4>(sampler.Sample(p));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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_fragment)]
public vector<T,4> texture(__TextureImpl<
@@ -2304,7 +2305,7 @@ public float texture(samplerCubeArrayShadow sampler, vec4 p, float compare)
// textureProj
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec2 p)
@@ -2321,7 +2322,7 @@ public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec2 p)
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec2 p, float bias)
@@ -2338,7 +2339,7 @@ public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec2 p, float bia
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec4 p)
@@ -2355,7 +2356,7 @@ public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec4 p)
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec4 p, float bias)
@@ -2372,7 +2373,7 @@ public vector<T,4> textureProj(Sampler1D<vector<T,N>> sampler, vec4 p, float bia
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec3 p)
@@ -2389,7 +2390,7 @@ public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec3 p)
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec3 p, float bias)
@@ -2406,7 +2407,7 @@ public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec3 p, float bia
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec4 p)
@@ -2423,7 +2424,7 @@ public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec4 p)
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec4 p, float bias)
@@ -2440,7 +2441,7 @@ public vector<T,4> textureProj(Sampler2D<vector<T,N>> sampler, vec4 p, float bia
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler3D<vector<T,N>> sampler, vec4 p)
@@ -2457,7 +2458,7 @@ public vector<T,4> textureProj(Sampler3D<vector<T,N>> sampler, vec4 p)
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProj(Sampler3D<vector<T,N>> sampler, vec4 p, float bias)
@@ -2562,7 +2563,7 @@ public float textureProj(sampler2DShadow sampler, vec4 p, float bias)
// textureLod
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureLod(Sampler1D<vector<T,N>> sampler, float p, float lod)
@@ -2570,7 +2571,7 @@ public vector<T,4> textureLod(Sampler1D<vector<T,N>> sampler, float p, float lod
return __vectorReshape<4>(sampler.SampleLevel(p, lod));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape: __ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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_1_fragment)]
public vector<T,4> textureLod(__TextureImpl<
@@ -2649,7 +2650,7 @@ public float textureLod(sampler1DArrayShadow sampler, vec3 p, float lod)
// textureOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureOffset(Sampler1D<vector<T,N>> sampler, float p, constexpr int offset, float bias = 0.0)
@@ -2657,7 +2658,7 @@ public vector<T,4> textureOffset(Sampler1D<vector<T,N>> sampler, float p, conste
return __vectorReshape<4>(sampler.SampleBias(p, bias, offset));
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureOffset(Sampler2D<vector<T,N>> sampler, vec2 p, constexpr ivec2 offset, float bias = 0.0)
@@ -2665,7 +2666,7 @@ public vector<T,4> textureOffset(Sampler2D<vector<T,N>> sampler, vec2 p, constex
return __vectorReshape<4>(sampler.SampleBias(p, bias, offset));
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureOffset(Sampler3D<vector<T,N>> sampler, vec3 p, constexpr ivec3 offset, float bias = 0.0)
@@ -2739,7 +2740,7 @@ public float textureOffset(sampler1DShadow sampler, vec3 p, constexpr int offset
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureOffset(Sampler1DArray<vector<T,N>> sampler, vec2 p, constexpr int offset, float bias = 0.0)
@@ -2747,7 +2748,7 @@ public vector<T,4> textureOffset(Sampler1DArray<vector<T,N>> sampler, vec2 p, co
return __vectorReshape<4>(sampler.SampleBias(p, bias, offset));
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureOffset(Sampler2DArray<vector<T,N>> sampler, vec3 p, constexpr ivec2 offset, float bias = 0.0)
@@ -2918,7 +2919,7 @@ public vector<T,4> texelFetchOffset(Sampler2DRect<vector<T,N>> sampler, ivec2 p,
// textureProjOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec2 p, constexpr int offset)
@@ -2935,7 +2936,7 @@ public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec2 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec2 p, constexpr int offset, float bias)
@@ -2952,7 +2953,7 @@ public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec2 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec4 p, constexpr int offset)
@@ -2973,7 +2974,7 @@ public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec4 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec4 p, constexpr int offset, float bias)
@@ -2994,7 +2995,7 @@ public vector<T,4> textureProjOffset(Sampler1D<vector<T,N>> sampler, vec4 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec3 p, constexpr ivec2 offset)
@@ -3011,7 +3012,7 @@ public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec3 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec3 p, constexpr ivec2 offset, float bias)
@@ -3028,7 +3029,7 @@ public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec3 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec4 p, constexpr ivec2 offset)
@@ -3049,7 +3050,7 @@ public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec4 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec4 p, constexpr ivec2 offset, float bias)
@@ -3070,7 +3071,7 @@ public vector<T,4> textureProjOffset(Sampler2D<vector<T,N>> sampler, vec4 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler3D<vector<T,N>> sampler, vec4 p, constexpr ivec3 offset)
@@ -3087,7 +3088,7 @@ public vector<T,4> textureProjOffset(Sampler3D<vector<T,N>> sampler, vec4 p, con
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjOffset(Sampler3D<vector<T,N>> sampler, vec4 p, constexpr ivec3 offset, float bias)
@@ -3192,7 +3193,7 @@ public float textureProjOffset(sampler2DShadow sampler, vec4 p, constexpr ivec2
// textureLodOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureLodOffset(Sampler1D<vector<T,N>> sampler, float p, float lod, constexpr int offset)
@@ -3200,7 +3201,7 @@ public vector<T,4> textureLodOffset(Sampler1D<vector<T,N>> sampler, float p, flo
return __vectorReshape<4>(sampler.SampleLevel(p, lod, offset));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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> textureLodOffset(__TextureImpl<
@@ -3282,7 +3283,7 @@ public float textureLodOffset(sampler1DArrayShadow sampler, vec3 p, float lod, c
// textureProjLod
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLod(Sampler1D<vector<T,N>> sampler, vec2 p, float lod)
@@ -3298,7 +3299,7 @@ public vector<T,4> textureProjLod(Sampler1D<vector<T,N>> sampler, vec2 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLod(Sampler1D<vector<T,N>> sampler, vec4 p, float lod)
@@ -3318,7 +3319,7 @@ public vector<T,4> textureProjLod(Sampler1D<vector<T,N>> sampler, vec4 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLod(Sampler2D<vector<T,N>> sampler, vec3 p, float lod)
@@ -3334,7 +3335,7 @@ public vector<T,4> textureProjLod(Sampler2D<vector<T,N>> sampler, vec3 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLod(Sampler2D<vector<T,N>> sampler, vec4 p, float lod)
@@ -3354,7 +3355,7 @@ public vector<T,4> textureProjLod(Sampler2D<vector<T,N>> sampler, vec4 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_cuda_glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLod(Sampler3D<vector<T,N>> sampler, vec4 p, float lod)
@@ -3414,7 +3415,7 @@ public float textureProjLod(sampler2DShadow sampler, vec4 p, float lod)
// textureProjLodOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLodOffset(Sampler1D<vector<T,N>> sampler, vec2 p, float lod, constexpr int offset)
@@ -3430,7 +3431,7 @@ public vector<T,4> textureProjLodOffset(Sampler1D<vector<T,N>> sampler, vec2 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLodOffset(Sampler1D<vector<T,N>> sampler, vec4 p, float lod, constexpr int offset)
@@ -3450,7 +3451,7 @@ public vector<T,4> textureProjLodOffset(Sampler1D<vector<T,N>> sampler, vec4 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLodOffset(Sampler2D<vector<T,N>> sampler, vec3 p, float lod, constexpr ivec2 offset)
@@ -3466,7 +3467,7 @@ public vector<T,4> textureProjLodOffset(Sampler2D<vector<T,N>> sampler, vec3 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLodOffset(Sampler2D<vector<T,N>> sampler, vec4 p, float lod, constexpr ivec2 offset)
@@ -3486,7 +3487,7 @@ public vector<T,4> textureProjLodOffset(Sampler2D<vector<T,N>> sampler, vec4 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(glsl_hlsl_spirv, texture_sm_4_1_fragment)]
public vector<T,4> textureProjLodOffset(Sampler3D<vector<T,N>> sampler, vec4 p, float lod, constexpr ivec3 offset)
@@ -3547,7 +3548,7 @@ public float textureProjLodOffset(sampler2DShadow sampler, vec4 p, float lod, co
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureGrad(Sampler1D<vector<T,N>> sampler, float p, float dPdx, float dPdy)
@@ -3555,7 +3556,7 @@ public vector<T,4> textureGrad(Sampler1D<vector<T,N>> sampler, float p, float dP
return __vectorReshape<4>(sampler.SampleGrad(p, dPdx, dPdy));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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<
@@ -3662,7 +3663,7 @@ public float textureGrad(sampler2DArrayShadow sampler, vec4 p, vec2 dPdx, vec2 d
// textureGradOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureGradOffset(Sampler1D<vector<T,N>> sampler, float p, float dPdx, float dPdy, constexpr int offset)
@@ -3670,7 +3671,7 @@ public vector<T,4> textureGradOffset(Sampler1D<vector<T,N>> sampler, float p, fl
return __vectorReshape<4>(sampler.SampleGrad(p, dPdx, dPdy, offset));
}
-__generic<T:__BuiltinFloatingPointType, let N:int, Shape:__ITextureShape, let isArray:int, let sampleCount:int, let format:int>
+__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<
@@ -3760,7 +3761,7 @@ public float textureGradOffset(sampler2DArrayShadow sampler, vec4 p, vec2 dPdx,
// textureProjGrad
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGrad(Sampler1D<vector<T,N>> sampler, vec2 p, float dPdx, float dPdy)
@@ -3776,7 +3777,7 @@ public vector<T,4> textureProjGrad(Sampler1D<vector<T,N>> sampler, vec2 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGrad(Sampler1D<vector<T,N>> sampler, vec4 p, float dPdx, float dPdy)
@@ -3796,7 +3797,7 @@ public vector<T,4> textureProjGrad(Sampler1D<vector<T,N>> sampler, vec4 p, float
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGrad(Sampler2D<vector<T,N>> sampler, vec3 p, vec2 dPdx, vec2 dPdy)
@@ -3812,7 +3813,7 @@ public vector<T,4> textureProjGrad(Sampler2D<vector<T,N>> sampler, vec3 p, vec2
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGrad(Sampler2D<vector<T,N>> sampler, vec4 p, vec2 dPdx, vec2 dPdy)
@@ -3832,7 +3833,7 @@ public vector<T,4> textureProjGrad(Sampler2D<vector<T,N>> sampler, vec4 p, vec2
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGrad(Sampler3D<vector<T,N>> sampler, vec4 p, vec3 dPdx, vec3 dPdy)
@@ -3892,7 +3893,7 @@ public float textureProjGrad(sampler2DShadow sampler, vec4 p, vec2 dPdx, vec2 dP
// textureProjGradOffset
// -------------------
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGradOffset(Sampler1D<vector<T,N>> sampler, vec2 p, float dPdx, float dPdy, constexpr int offset)
@@ -3908,7 +3909,7 @@ public vector<T,4> textureProjGradOffset(Sampler1D<vector<T,N>> sampler, vec2 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGradOffset(Sampler1D<vector<T,N>> sampler, vec4 p, float dPdx, float dPdy, constexpr int offset)
@@ -3928,7 +3929,7 @@ public vector<T,4> textureProjGradOffset(Sampler1D<vector<T,N>> sampler, vec4 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGradOffset(Sampler2D<vector<T,N>> sampler, vec3 p, vec2 dPdx, vec2 dPdy, constexpr ivec2 offset)
@@ -3944,7 +3945,7 @@ public vector<T,4> textureProjGradOffset(Sampler2D<vector<T,N>> sampler, vec3 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGradOffset(Sampler2D<vector<T,N>> sampler, vec4 p, vec2 dPdx, vec2 dPdy, constexpr ivec2 offset)
@@ -3964,7 +3965,7 @@ public vector<T,4> textureProjGradOffset(Sampler2D<vector<T,N>> sampler, vec4 p,
}
}
-__generic<T:__BuiltinFloatingPointType, let N:int>
+__generic<T:__BuiltinArithmeticType, let N:int>
[ForceInline]
[require(cpp_glsl_hlsl_spirv, texture_sm_4_1)]
public vector<T,4> textureProjGradOffset(Sampler3D<vector<T,N>> sampler, vec4 p, vec3 dPdx, vec3 dPdy, constexpr ivec3 offset)