forked from blender/blender
GPU: GLSL-C++ compilation stubs #4
@ -110,6 +110,7 @@ template<typename T> struct VecBase<T, 1> {
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VecBase() = default;
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VecBase(VecOp<T, 1>) {}
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template<typename U> explicit VecBase(VecBase<U, 1>) {}
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operator T() const {}
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};
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@ -118,6 +119,7 @@ template<typename T> struct VecBase<T, 2> : VecOp<T, 2>, VecSwizzle2<T> {
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VecBase() = default;
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VecBase(VecOp<T, 2>) {}
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template<typename U> explicit VecBase(VecBase<U, 2>) {}
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explicit VecBase(T) {}
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explicit VecBase(T, T) {}
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};
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@ -127,6 +129,7 @@ template<typename T> struct VecBase<T, 3> : VecOp<T, 3>, VecSwizzle3<T> {
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VecBase() = default;
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VecBase(VecOp<T, 3>) {}
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template<typename U> explicit VecBase(VecBase<U, 3>) {}
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explicit VecBase(T) {}
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explicit VecBase(T, T, T) {}
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explicit VecBase(VecBase<T, 2>, T) {}
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@ -138,6 +141,7 @@ template<typename T> struct VecBase<T, 4> : VecOp<T, 4>, VecSwizzle4<T> {
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VecBase() = default;
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VecBase(VecOp<T, 4>) {}
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template<typename U> explicit VecBase(VecBase<U, 4>) {}
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explicit VecBase(T) {}
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explicit VecBase(T, T, T, T) {}
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explicit VecBase(VecBase<T, 2>, T, T) {}
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