MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.
This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.
The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.
Authored by Apple: Michael Parkin-White
Ref T96261
(The diff is based on 043f59cb3b)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
225 lines
5.7 KiB
C++
225 lines
5.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Intermediate node graph for generating GLSL shaders.
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*/
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#pragma once
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "BLI_ghash.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUNode;
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struct GPUOutput;
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struct ListBase;
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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_UNIFORM_ATTR,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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GPU_SOURCE_TEX_TILED_MAPPING,
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GPU_SOURCE_FUNCTION_CALL,
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GPU_SOURCE_CRYPTOMATTE,
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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_UNIFORM_ATTR,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE,
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GPU_NODE_LINK_IMAGE_TILED,
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GPU_NODE_LINK_IMAGE_TILED_MAPPING,
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GPU_NODE_LINK_IMAGE_SKY,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
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} GPUNodeLinkType;
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typedef enum {
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GPU_NODE_TAG_NONE = 0,
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GPU_NODE_TAG_SURFACE = (1 << 0),
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GPU_NODE_TAG_VOLUME = (1 << 1),
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GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
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GPU_NODE_TAG_THICKNESS = (1 << 3),
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GPU_NODE_TAG_AOV = (1 << 4),
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GPU_NODE_TAG_FUNCTION = (1 << 5),
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GPU_NODE_TAG_COMPOSITOR = (1 << 6),
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} eGPUNodeTag;
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ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_FUNCTION)
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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eGPUNodeTag tag;
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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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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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const float *data;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **colorband;
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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 GPUMaterialAttribute *attr;
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/* GPU_NODE_LINK_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct GPUMaterialTexture *texture;
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/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
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const char *function_name;
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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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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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GPUNode *node;
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eGPUType type; /* data-type. */
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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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/* 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_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
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struct GPUMaterialTexture *texture;
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/* GPU_SOURCE_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_SOURCE_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_SOURCE_FUNCTION_CALL */
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char function_call[64];
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};
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} GPUInput;
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typedef struct GPUNodeGraphOutputLink {
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struct GPUNodeGraphOutputLink *next, *prev;
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int hash;
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GPUNodeLink *outlink;
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} GPUNodeGraphOutputLink;
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typedef struct GPUNodeGraphFunctionLink {
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struct GPUNodeGraphFunctionLink *next, *prev;
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char name[16];
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GPUNodeLink *outlink;
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} GPUNodeGraphFunctionLink;
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typedef struct GPUNodeGraph {
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/* Nodes */
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ListBase nodes;
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/* Main Outputs. */
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GPUNodeLink *outlink_surface;
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GPUNodeLink *outlink_volume;
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GPUNodeLink *outlink_displacement;
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GPUNodeLink *outlink_thickness;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_aovs;
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/* List of GPUNodeGraphFunctionLink */
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ListBase material_functions;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_compositor;
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/* Requested attributes and textures. */
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ListBase attributes;
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ListBase textures;
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/* The list of uniform attributes. */
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GPUUniformAttrList uniform_attrs;
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/** Set of all the GLSL lib code blocks . */
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GSet *used_libraries;
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} GPUNodeGraph;
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/* Node Graph */
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void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
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void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
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/**
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* Optimize node graph for optimized material shader path.
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* Once the base material has been generated, we can modify the shader
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* node graph to create one which will produce an optimally performing shader.
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* This currently involves baking uniform data into constant data to enable
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* aggressive constant folding by the compiler in order to reduce complexity and
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* shader core memory pressure.
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*
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* NOTE: Graph optimizations will produce a shader which needs to be re-compiled
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* more frequently, however, the default material pass will always exist to fall
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* back on.
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*/
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void gpu_node_graph_optimize(GPUNodeGraph *graph);
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/**
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* Free intermediate node graph.
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*/
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void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
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/**
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* Free both node graph and requested attributes and textures.
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*/
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void gpu_node_graph_free(GPUNodeGraph *graph);
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/* Material calls */
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struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
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/**
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* Returns the address of the future pointer to coba_tex.
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*/
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struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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/**
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* Returns the address of the future pointer to sky_tex
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*/
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struct GPUTexture **gpu_material_sky_texture_layer_set(
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struct GPUMaterial *mat, int width, int height, const float *pixels, float *layer);
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#ifdef __cplusplus
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}
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#endif
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