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