@@ -134,16 +134,18 @@ double4 abs(double4);
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// / \brief Returns the arccosine of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
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half acos(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
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half2 acos(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
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half3 acos(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
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half4 acos(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_acos)
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float acos(float );
@@ -447,16 +449,18 @@ double4 asdouble(uint4, uint4);
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// / \brief Returns the arcsine of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
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half asin(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
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half2 asin(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
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half3 asin(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
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half4 asin(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_asin)
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float asin(float );
@@ -475,16 +479,18 @@ float4 asin(float4);
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// / \brief Returns the arctangent of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
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half atan(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
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half2 atan(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
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half3 atan(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
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half4 atan(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_atan)
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float atan(float );
@@ -505,16 +511,18 @@ float4 atan(float4);
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// / \param y The y-coordinate.
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// / \param x The x-coordinate.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
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half atan2(half y, half x);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
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half2 atan2(half2 y, half2 x);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
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half3 atan2(half3 y, half3 x);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
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half4 atan2(half4 y, half4 x);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_atan2)
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float atan2(float y, float x);
@@ -721,16 +729,18 @@ float4 cos(float4);
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// / \brief Returns the hyperbolic cosine of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
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half cosh(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
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half2 cosh(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
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half3 cosh(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
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half4 cosh(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_cosh)
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float cosh(float );
@@ -2124,16 +2134,18 @@ float4 sin(float4);
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// / \brief Returns the hyperbolic sine of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_sinh)
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half sinh(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_sinh)
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half2 sinh(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_sinh)
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half3 sinh(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_sinh)
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half4 sinh(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_sinh)
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float sinh(float );
@@ -2215,16 +2227,18 @@ float4 step(float4, float4);
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// / \brief Returns the tangent of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tan)
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half tan(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tan)
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half2 tan(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tan)
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half3 tan(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tan)
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half4 tan(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_tan)
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float tan(float );
@@ -2243,16 +2257,18 @@ float4 tan(float4);
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// / \brief Returns the hyperbolic tangent of the input value, \a Val.
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// / \param Val The input value.
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- # ifdef __HLSL_ENABLE_16_BIT
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tanh)
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half tanh(half);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tanh)
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half2 tanh(half2);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tanh)
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half3 tanh(half3);
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+ _HLSL_16BIT_AVAILABILITY (shadermodel, 6.2 )
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_HLSL_BUILTIN_ALIAS(__builtin_elementwise_tanh)
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half4 tanh(half4);
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- #endif
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_HLSL_BUILTIN_ALIAS (__builtin_elementwise_tanh)
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float tanh(float );
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