GPU: GLSL-C++ compilation stubs #4

Closed
Clément Foucault wants to merge 38 commits from glsl-cpp-stubs-2 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 684cdd792d - Show all commits

View File

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