forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -152,6 +152,47 @@ template<typename T> struct VecBase<T, 4> : VecOp<T, 4>, VecSwizzle4<T> {
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explicit VecBase(T, VecBase<T, 3>) {}
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};
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/* Boolean vectors do not have operators and are not convertible from other types. */
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template<> struct VecBase<bool, 1> {
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bool x;
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VecBase() = default;
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operator bool() const {}
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};
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template<> struct VecBase<bool, 2> : VecSwizzle2<bool> {
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bool x, y;
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VecBase() = default;
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explicit VecBase(bool) {}
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explicit VecBase(bool, bool) {}
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};
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template<> struct VecBase<bool, 3> : VecSwizzle3<bool> {
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bool x, y, z;
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VecBase() = default;
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explicit VecBase(bool) {}
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explicit VecBase(bool, bool, bool) {}
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explicit VecBase(VecBase<bool, 2>, bool) {}
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explicit VecBase(bool, VecBase<bool, 2>) {}
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};
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template<> struct VecBase<bool, 4> : VecSwizzle4<bool> {
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bool x, y, z, w;
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VecBase() = default;
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explicit VecBase(bool) {}
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explicit VecBase(bool, bool, bool, bool) {}
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explicit VecBase(VecBase<bool, 2>, bool, bool) {}
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explicit VecBase(bool, VecBase<bool, 2>, bool) {}
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explicit VecBase(bool, bool, VecBase<bool, 2>) {}
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explicit VecBase(VecBase<bool, 2>, VecBase<bool, 2>) {}
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explicit VecBase(VecBase<bool, 3>, bool) {}
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explicit VecBase(bool, VecBase<bool, 3>) {}
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};
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using uint = unsigned int;
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using float2 = VecBase<double, 2>;
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@ -166,6 +207,10 @@ using int2 = VecBase<int, 2>;
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using int3 = VecBase<int, 3>;
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using int4 = VecBase<int, 4>;
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using bool2 = VecBase<bool, 2>;
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using bool3 = VecBase<bool, 3>;
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using bool4 = VecBase<bool, 4>;
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using vec2 = float2;
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using vec3 = float3;
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using vec4 = float4;
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@ -178,6 +223,22 @@ using uvec2 = uint2;
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using uvec3 = uint3;
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using uvec4 = uint4;
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using bvec2 = bool2;
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using bvec3 = bool3;
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using bvec4 = bool4;
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template<typename T, int D> VecBase<bool, D> greaterThan(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> VecBase<bool, D> lessThan(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> VecBase<bool, D> lessThanEqual(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> VecBase<bool, D> greaterThanEqual(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> VecBase<bool, D> equal(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> VecBase<bool, D> notEqual(VecBase<T, D>, VecBase<T, D>) {}
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template<int D> bool any(VecBase<bool, D>) {}
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template<int D> bool all(VecBase<bool, D>) {}
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/* `not` is a C++ keyword. Use dirty macro to allow this. */
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template<int D> VecBase<bool, D> not_impl(VecBase<bool, D>) {}
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#define not not_impl
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#define inout
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#define in
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#define out
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