forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -312,7 +312,7 @@ template<int R> struct MatBase<2, R> : MatOp<2, R> {
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explicit MatBase(T) {}
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explicit MatBase(T, T, T, T) {}
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explicit MatBase(ColT, ColT) {}
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template<typename OtherC, typename OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
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template<int OtherC, int OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
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};
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template<int R> struct MatBase<3, R> : MatOp<3, R> {
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@ -605,22 +605,22 @@ 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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/* 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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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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uint packHalf2x16(float2) {}
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@ -651,23 +651,23 @@ bool is_zero(vec4) {}
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* \{ */
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/* Vertex Shader Special Variables. */
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const int gl_VertexID;
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const int gl_InstanceID;
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const int gl_BaseVertex;
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const int gl_BaseInstance;
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float4 gl_Position;
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float gl_PointSize;
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const int gl_VertexID = 0;
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const int gl_InstanceID = 0;
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const int gl_BaseVertex = 0;
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const int gl_BaseInstance = 0;
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float4 gl_Position = float4(0);
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double gl_PointSize = 0;
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/* Fragment Shader Special Variables. */
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const float4 gl_FragCoord;
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const bool gl_FrontFacing;
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const float2 gl_PointCoord;
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const int gl_PrimitiveID;
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float gl_FragDepth;
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const float4 gl_FragCoord = float4(0);
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const bool gl_FrontFacing = true;
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const float2 gl_PointCoord = float2(0);
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const int gl_PrimitiveID = 0;
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float gl_FragDepth = 0;
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/* Read-only in Fragment Shader and write-only in vertex shader. */
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float gl_ClipDistance[];
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float gl_ClipDistance[6] = {0};
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/* Note: Use GPU variant as they might be emulated. */
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int gpu_Layer;
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int gpu_ViewportIndex;
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int gpu_Layer = 0;
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int gpu_ViewportIndex = 0;
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/** \} */
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@ -684,8 +684,8 @@ int gpu_ViewportIndex;
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/* Pass argument by copy (default). */
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# define in
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/* Cannot easily mutate them. Pass every by copy for now. */
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void discard;
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/* Discards the output of the current fragment shader invocation and halts its execution. */
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# define discard
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/** \} */
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