GPU: Add packed_int3
for SSBO/UBO struct alignment
MSL require to use packed_int3 for compatibility with GLSL memory layout.
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@@ -60,6 +60,7 @@
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# define bool3 bvec3
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# define bool4 bvec4
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# define packed_float3 vec3
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# define packed_int3 int3
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# endif
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#else /* C / C++ */
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@@ -85,6 +86,7 @@ using bool2 = blender::int2;
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using bool3 = blender::int3;
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using bool4 = blender::int4;
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using packed_float3 = blender::float3;
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using packed_int3 = blender::int3;
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# else /* C */
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typedef float float2[2];
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@@ -102,6 +104,7 @@ typedef int bool2[2];
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typedef int bool3[2];
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typedef int bool4[4];
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typedef float3 packed_float3;
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typedef int3 packed_int3;
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# endif
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#endif
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