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