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

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

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
Showing only changes of commit d917537e2c - Show all commits

View File

@ -334,3 +334,124 @@ using usamplerCube = SamplerBase<uint, 2, true>;
using samplerCubeArray = SamplerBase<double, 2, true, true>; using samplerCubeArray = SamplerBase<double, 2, true, true>;
using isamplerCubeArray = SamplerBase<int, 2, true, true>; using isamplerCubeArray = SamplerBase<int, 2, true, true>;
using usamplerCubeArray = SamplerBase<uint, 2, true, true>; using usamplerCubeArray = SamplerBase<uint, 2, true, true>;
template<int D> VecBase<int, D> bitCount(VecBase<int, D>) {}
template<int D> VecBase<int, D> bitCount(VecBase<uint, D>) {}
template<int D> VecBase<int, D> bitfieldExtract(VecBase<int, D>, int, int) {}
template<int D> VecBase<int, D> bitfieldExtract(VecBase<uint, D>, int, int) {}
template<int D> VecBase<int, D> bitfieldInsert(VecBase<int, D>, VecBase<int, D>, int, int) {}
template<int D> VecBase<int, D> bitfieldInsert(VecBase<uint, D>, VecBase<uint, D>, int, int) {}
template<int D> VecBase<int, D> bitfieldReverse(VecBase<int, D>) {}
template<int D> VecBase<int, D> bitfieldReverse(VecBase<uint, D>) {}
int bitCount(int) {}
int bitCount(uint) {}
int bitfieldExtract(int) {}
int bitfieldExtract(uint) {}
int bitfieldInsert(int) {}
int bitfieldInsert(uint) {}
int bitfieldReverse(int) {}
int bitfieldReverse(uint) {}
template<int D> VecBase<int, D> findLSB(VecBase<int, D>) {}
template<int D> VecBase<int, D> findLSB(VecBase<uint, D>) {}
template<int D> VecBase<int, D> findMSB(VecBase<int, D>) {}
template<int D> VecBase<int, D> findMSB(VecBase<uint, D>) {}
int findMSB(int) {}
int findMSB(uint) {}
/* Math Functions. */
template<typename T> T abs(T) {}
template<typename T> T clamp(T, T, T) {}
template<typename T> T max(T, T) {}
template<typename T> T min(T, T) {}
template<typename T> T sign(T, T) {}
template<typename T, typename U> T clamp(T, U, U) {}
template<typename T, typename U> T max(T, U) {}
template<typename T, typename U> T min(T, U) {}
/* TODO(fclem): These should be restricted to floats. */
template<typename T> T ceil(T) {}
template<typename T> T exp(T) {}
template<typename T> T exp2(T) {}
template<typename T> T floor(T) {}
template<typename T> T fma(T, T, T) {}
template<typename T> T fract(T) {}
template<typename T> T frexp(T, T) {}
template<typename T> T inversesqrt(T) {}
template<typename T> T isinf(T) {}
template<typename T> T isnan(T) {}
template<typename T> T log(T) {}
template<typename T> T log2(T) {}
template<typename T> T mod(T, double);
template<typename T> T mod(T, T);
template<typename T> T modf(T, T);
template<typename T> T pow(T, T) {}
template<typename T> T round(T) {}
template<typename T> T smoothstep(T, T, T) {}
template<typename T> T sqrt(T) {}
template<typename T> T step(T) {}
template<typename T> T trunc(T) {}
template<typename T, typename U> T ldexp(T, U) {}
template<typename T> T acos(T) {}
template<typename T> T acosh(T) {}
template<typename T> T asin(T) {}
template<typename T> T asinh(T) {}
template<typename T> T atan(T, T) {}
template<typename T> T atan(T) {}
template<typename T> T atanh(T) {}
template<typename T> T cos(T) {}
template<typename T> T cosh(T) {}
template<typename T> T sin(T) {}
template<typename T> T sinh(T) {}
template<typename T> T tan(T) {}
template<typename T> T tanh(T) {}
template<typename T> T degrees(T) {}
template<typename T> T radians(T) {}
/* Declared explicitely to avoid type errors. */
double mix(double, double, double) {}
template<int D> VecBase<double, D> mix(VecBase<double, D>, VecBase<double, D>, double) {}
template<typename T, int D> VecBase<T, D> mix(VecBase<T, D>, VecBase<T, D>, VecBase<bool, D>) {}
VecBase<double, 3> cross(VecBase<double, 3>, VecBase<double, 3>) {}
template<int D> float dot(VecBase<double, D>, VecBase<double, D>) {}
template<int D> float distance(VecBase<double, D>, VecBase<double, D>) {}
template<int D> float length(VecBase<double, D>) {}
template<int D> VecBase<double, D> normalize(VecBase<double, D>) {}
template<int D> VecBase<int, D> floatBitsToInt(VecBase<double, D>) {}
template<int D> VecBase<uint, D> floatBitsToUint(VecBase<double, D>) {}
template<int D> VecBase<double, D> intBitsToFloat(VecBase<int, D>) {}
template<int D> VecBase<double, D> uintBitsToFloat(VecBase<uint, D>) {}
int floatBitsToInt(double) {}
uint floatBitsToUint(double) {}
double intBitsToFloat(int) {}
double uintBitsToFloat(uint) {}
template<typename T> T dFdx(T) {}
template<typename T> T dFdy(T) {}
template<typename T> T fwidth(T) {}
/* Geometric functions. */
template<typename T, int D> float faceforward(VecBase<T, D>, VecBase<T, D>, VecBase<T, D>) {}
template<typename T, int D> float reflect(VecBase<T, D>, VecBase<T, D>) {}
template<typename T, int D> float refract(VecBase<T, D>, VecBase<T, D>, double) {}
/* Packing functions. */
uint packHalf2x16(float2) {}
uint packUnorm2x16(float2) {}
uint packSnorm2x16(float2) {}
uint packUnorm4x8(float4) {}
uint packSnorm4x8(float4) {}
float2 unpackHalf2x16(uint) {}
float2 unpackUnorm2x16(uint) {}
float2 unpackSnorm2x16(uint) {}
float4 unpackUnorm4x8(uint) {}
float4 unpackSnorm4x8(uint) {}
#if 0 /* TODO Matrices */
template<typename T, int C, int R> float determinant(MatBase<T, C, R>) {}
template<typename T, int C, int R> MatBase<T, C, R> inverse(MatBase<T, C, R>) {}
template<typename T, int C, int R> MatBase<T, R, C> transpose(MatBase<T, C, R>) {}
#endif