ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
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@@ -21,7 +21,6 @@
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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@@ -44,140 +43,143 @@ struct PreviewImage;
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*/
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typedef enum eGPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTR,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTR,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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} eGPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTR,
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GPU_NODE_LINK_BUILTIN,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE_BLENDER,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTR,
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GPU_NODE_LINK_BUILTIN,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE_BLENDER,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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} GPUNodeLinkType;
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struct GPUNode {
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struct GPUNode *next, *prev;
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struct GPUNode *next, *prev;
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const char *name;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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GPUNodeStack *socket;
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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float *data;
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/* GPU_NODE_LINK_BUILTIN */
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eGPUBuiltin builtin;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **coba;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct {
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const char *attr_name;
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CustomDataType attr_type;
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};
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct {
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struct Image *ima;
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struct ImageUser *iuser;
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bool image_isdata;
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};
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};
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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float *data;
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/* GPU_NODE_LINK_BUILTIN */
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eGPUBuiltin builtin;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **coba;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct {
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const char *attr_name;
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CustomDataType attr_type;
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};
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct {
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struct Image *ima;
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struct ImageUser *iuser;
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bool image_isdata;
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};
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};
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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struct GPUOutput *next, *prev;
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GPUNode *node;
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eGPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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GPUNode *node;
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eGPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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struct GPUInput *next, *prev;
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GPUNode *node;
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eGPUType type; /* datatype */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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GPUNode *node;
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eGPUType type; /* datatype */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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eGPUDataSource source; /* data source */
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eGPUDataSource source; /* data source */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_BUILTIN */
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eGPUBuiltin builtin; /* builtin uniform */
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/* GPU_SOURCE_TEX */
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struct {
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struct GPUTexture **coba; /* input texture, only set at runtime */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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bool image_isdata; /* image does not contain color data */
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bool bindtex; /* input is responsible for binding the texture? */
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int texid; /* number for multitexture, starting from zero */
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eGPUType textype; /* texture type (2D, 1D Array ...) */
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};
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/* GPU_SOURCE_ATTR */
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struct {
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/** Attribute name. */
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char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
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/** ID for vertex attributes. */
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int attr_id;
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/** This is the first one that is bound. */
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bool attr_first;
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/** Attribute type. */
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CustomDataType attr_type;
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};
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};
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_BUILTIN */
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eGPUBuiltin builtin; /* builtin uniform */
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/* GPU_SOURCE_TEX */
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struct {
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struct GPUTexture **coba; /* input texture, only set at runtime */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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bool image_isdata; /* image does not contain color data */
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bool bindtex; /* input is responsible for binding the texture? */
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int texid; /* number for multitexture, starting from zero */
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eGPUType textype; /* texture type (2D, 1D Array ...) */
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};
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/* GPU_SOURCE_ATTR */
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struct {
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/** Attribute name. */
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char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
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/** ID for vertex attributes. */
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int attr_id;
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/** This is the first one that is bound. */
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bool attr_first;
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/** Attribute type. */
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CustomDataType attr_type;
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};
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};
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next;
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(
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GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertAttrLayers *attrs,
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ListBase *nodes, int *builtins,
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const char *vert_code, const char *geom_code,
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const char *frag_lib, const char *defines);
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GPUPass *GPU_generate_pass(GPUMaterial *material,
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GPUNodeLink *frag_outlink,
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struct GPUVertAttrLayers *attrs,
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ListBase *nodes,
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int *builtins,
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const char *vert_code,
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const char *geom_code,
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const char *frag_lib,
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const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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@@ -198,6 +200,9 @@ void gpu_codegen_exit(void);
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const char *GPU_builtin_name(eGPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row);
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struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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#endif
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