forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -110,7 +110,8 @@ namespace blender::gpu::shader {
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# define SUBPASS_IN(slot, type, name, rog) .subpass_in(slot, Type::type, #name, rog)
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# define FRAGMENT_OUT(slot, type, name) .fragment_out(slot, Type::type, #name)
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# define FRAGMENT_OUT_DUAL(slot, type, name, blend) .fragment_out(slot, Type::type, #name, blend)
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# define FRAGMENT_OUT_DUAL(slot, type, name, blend) \
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.fragment_out(slot, Type::type, #name, DualBlend::blend)
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# define FRAGMENT_OUT_ROG(slot, type, name, rog) \
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.fragment_out(slot, Type::type, #name, DualBlend::NONE, rog)
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@ -157,7 +158,7 @@ namespace blender::gpu::shader {
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/* TO REMOVE. */
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# define METAL_BACKEND_ONLY() .metal_backend_only(true)
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# define ADDITIONAL_INFO(info_name) .additional_info(info_name)
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# define ADDITIONAL_INFO(info_name) .additional_info(#info_name)
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# define TYPEDEF_SOURCE(filename) .typedef_source(filename)
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# define MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(value) \
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