GPU: Shader Create Info GLSL-C++ stubs #3

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Clément Foucault wants to merge 90 commits from create-info-cpp-macros into glsl-include

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@ -657,26 +657,34 @@ bool is_zero(vec4) RET;
/** \name Special Variables
* \{ */
/* Vertex Shader Special Variables. */
namespace gl_VertexShader {
const int gl_VertexID = 0;
const int gl_InstanceID = 0;
const int gl_BaseVertex = 0;
const int gl_BaseInstance = 0;
float4 gl_Position = float4(0);
double gl_PointSize = 0;
/* Fragment Shader Special Variables. */
float gl_ClipDistance[6] = {0};
int gpu_Layer = 0;
int gpu_ViewportIndex = 0;
} // namespace gl_VertexShader
namespace gl_FragmentShader {
const float4 gl_FragCoord = float4(0);
const bool gl_FrontFacing = true;
const float2 gl_PointCoord = float2(0);
const int gl_PrimitiveID = 0;
float gl_FragDepth = 0;
/* Read-only in Fragment Shader and write-only in vertex shader. */
float gl_ClipDistance[6] = {0};
/* Note: Use GPU variant as they might be emulated. */
int gpu_Layer = 0;
int gpu_ViewportIndex = 0;
const float gl_ClipDistance[6] = {0};
const int gpu_Layer = 0;
const int gpu_ViewportIndex = 0;
/* Compute Shader Special Variables */
} // namespace gl_FragmentShader
namespace gl_ComputeShader {
const uint3 gl_NumWorkGroups;
constexpr uint3 gl_WorkGroupSize;
@ -685,6 +693,8 @@ const uint3 gl_LocalInvocationID;
const uint3 gl_GlobalInvocationID;
const uint gl_LocalInvocationIndex;
} // namespace gl_ComputeShader
/** \} */
/* -------------------------------------------------------------------- */