forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -448,6 +448,14 @@ IMG_TEMPLATE void imageFence(T) {}
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# define imageLoadFast imageLoad
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# define imageLoadFast imageLoad
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# define imageStoreFast imageStore
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# define imageStoreFast imageStore
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IMG_TEMPLATE uint imageAtomicAdd(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicMin(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicMax(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicAnd(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicXor(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicExchange(T, IntCoord, uint);
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IMG_TEMPLATE uint imageAtomicCompSwap(T, IntCoord, uint, uint);
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# undef IMG_TEMPLATE
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# undef IMG_TEMPLATE
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using image1D = ImageBase<double, 1>;
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using image1D = ImageBase<double, 1>;
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@ -583,6 +591,7 @@ uint floatBitsToUint(double) {}
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double intBitsToFloat(int) {}
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double intBitsToFloat(int) {}
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double uintBitsToFloat(uint) {}
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double uintBitsToFloat(uint) {}
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/* Derivative functions. */
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template<typename T> T dFdx(T) {}
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template<typename T> T dFdx(T) {}
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template<typename T> T dFdy(T) {}
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template<typename T> T dFdy(T) {}
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template<typename T> T fwidth(T) {}
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template<typename T> T fwidth(T) {}
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@ -592,6 +601,24 @@ template<typename T, int D> float faceforward(VecBase<T, D>, VecBase<T, D>, VecB
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template<typename T, int D> float reflect(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> float reflect(VecBase<T, D>, VecBase<T, D>) {}
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template<typename T, int D> float refract(VecBase<T, D>, VecBase<T, D>, double) {}
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template<typename T, int D> float refract(VecBase<T, D>, VecBase<T, D>, double) {}
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/* Atomic operations. */
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int atomicAdd(int &, int);
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int atomicAnd(int &, int);
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int atomicOr(int &, int);
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int atomicXor(int &, int);
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int atomicMin(int &, int);
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int atomicMax(int &, int);
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int atomicExchange(int &, int);
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int atomicCompSwap(int &, int, int);
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uint atomicAdd(uint &, uint);
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uint atomicAnd(uint &, uint);
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uint atomicOr(uint &, uint);
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uint atomicXor(uint &, uint);
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uint atomicMin(uint &, uint);
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uint atomicMax(uint &, uint);
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uint atomicExchange(uint &, uint);
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uint atomicCompSwap(uint &, uint, uint);
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/* Packing functions. */
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/* Packing functions. */
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uint packHalf2x16(float2) {}
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uint packHalf2x16(float2) {}
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uint packUnorm2x16(float2) {}
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uint packUnorm2x16(float2) {}
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