GPU: GLSL-C++ compilation stubs #4

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Clément Foucault wants to merge 38 commits from glsl-cpp-stubs-2 into glsl-include

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@ -9,7 +9,7 @@ template<typename T, int Sz> struct VecBase {};
template<typename T, int Sz> struct VecOp { template<typename T, int Sz> struct VecOp {
using VecT = VecBase<T, Sz>; using VecT = VecBase<T, Sz>;
T operator[](int) {} T &operator[](int) {}
VecT operator+() const {} VecT operator+() const {}
VecT operator-() const {} VecT operator-() const {}
@ -250,6 +250,76 @@ using bvec2 = bool2;
using bvec3 = bool3; using bvec3 = bool3;
using bvec4 = bool4; using bvec4 = bool4;
template<int C, int R> struct MatBase {};
template<int C, int R> struct MatOp {
using MatT = MatBase<C, R>;
using ColT = VecBase<double, R>;
using RowT = VecBase<double, C>;
ColT &operator[](int) {}
MatT operator*(MatT) const {}
friend ColT operator*(RowT, MatT) {}
friend RowT operator*(MatT, ColT) {}
};
template<int R> struct MatBase<2, R> : MatOp<2, R> {
using T = double;
using ColT = VecBase<double, R>;
ColT x, y;
MatBase() = default;
explicit MatBase(T) {}
explicit MatBase(ColT, ColT) {}
template<typename OtherC, typename OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
};
template<int R> struct MatBase<3, R> : MatOp<3, R> {
using ColT = VecBase<double, R>;
ColT x, y, z;
MatBase() = default;
explicit MatBase(double) {}
explicit MatBase(ColT, ColT, ColT) {}
template<int OtherC, int OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
};
template<int R> struct MatBase<4, R> : MatOp<4, R> {
using ColT = VecBase<double, R>;
ColT x, y, z, w;
MatBase() = default;
explicit MatBase(double) {}
explicit MatBase(ColT, ColT, ColT, ColT) {}
template<int OtherC, int OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
};
using float2x2 = MatBase<2, 2>;
using float2x3 = MatBase<2, 3>;
using float2x4 = MatBase<2, 4>;
using float3x2 = MatBase<3, 2>;
using float3x3 = MatBase<3, 3>;
using float3x4 = MatBase<3, 4>;
using float4x2 = MatBase<4, 2>;
using float4x3 = MatBase<4, 3>;
using float4x4 = MatBase<4, 4>;
using mat2x2 = float2x2;
using mat2x3 = float2x3;
using mat2x4 = float2x4;
using mat3x2 = float3x2;
using mat3x3 = float3x3;
using mat3x4 = float3x4;
using mat4x2 = float4x2;
using mat4x3 = float4x3;
using mat4x4 = float4x4;
using mat2 = float2x2;
using mat3 = float3x3;
using mat4 = float4x4;
template<typename T, int D> VecBase<bool, D> greaterThan(VecBase<T, D>, VecBase<T, D>) {} template<typename T, int D> VecBase<bool, D> greaterThan(VecBase<T, D>, VecBase<T, D>) {}
template<typename T, int D> VecBase<bool, D> lessThan(VecBase<T, D>, VecBase<T, D>) {} template<typename T, int D> VecBase<bool, D> lessThan(VecBase<T, D>, VecBase<T, D>) {}
template<typename T, int D> VecBase<bool, D> lessThanEqual(VecBase<T, D>, VecBase<T, D>) {} template<typename T, int D> VecBase<bool, D> lessThanEqual(VecBase<T, D>, VecBase<T, D>) {}
@ -490,11 +560,9 @@ float2 unpackSnorm2x16(uint) {}
float4 unpackUnorm4x8(uint) {} float4 unpackUnorm4x8(uint) {}
float4 unpackSnorm4x8(uint) {} float4 unpackSnorm4x8(uint) {}
#if 0 /* TODO Matrices */ template<int C, int R> float determinant(MatBase<C, R>) {}
template<typename T, int C, int R> float determinant(MatBase<T, C, R>) {} template<int C, int R> MatBase<C, R> inverse(MatBase<C, R>) {}
template<typename T, int C, int R> MatBase<T, C, R> inverse(MatBase<T, C, R>) {} template<int C, int R> MatBase<R, C> transpose(MatBase<C, R>) {}
template<typename T, int C, int R> MatBase<T, R, C> transpose(MatBase<T, C, R>) {}
#endif
/* Vertex Shader Special Variables. */ /* Vertex Shader Special Variables. */
const int gl_VertexID; const int gl_VertexID;