forked from blender/blender
GPU: GLSL-C++ compilation stubs #4
@ -599,10 +599,12 @@ uint floatBitsToUint(double) RET;
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double intBitsToFloat(int) RET;
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double intBitsToFloat(int) RET;
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double uintBitsToFloat(uint) RET;
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double uintBitsToFloat(uint) RET;
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namespace gl_FragmentShader {
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/* Derivative functions. */
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/* Derivative functions. */
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template<typename T> T dFdx(T) RET;
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template<typename T> T dFdx(T) RET;
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template<typename T> T dFdy(T) RET;
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template<typename T> T dFdy(T) RET;
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template<typename T> T fwidth(T) RET;
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template<typename T> T fwidth(T) RET;
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} // namespace gl_FragmentShader
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/* Geometric functions. */
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/* Geometric functions. */
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template<typename T, int D> float faceforward(VecBase<T, D>, VecBase<T, D>, VecBase<T, D>) RET;
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template<typename T, int D> float faceforward(VecBase<T, D>, VecBase<T, D>, VecBase<T, D>) RET;
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@ -713,6 +715,15 @@ const uint gl_LocalInvocationIndex;
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/* Discards the output of the current fragment shader invocation and halts its execution. */
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/* Discards the output of the current fragment shader invocation and halts its execution. */
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# define discard
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# define discard
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namespace gl_ComputeShader {
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void barrier() {}
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void memoryBarrier() {}
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void memoryBarrierShared() {}
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void memoryBarrierImage() {}
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void memoryBarrierBuffer() {}
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void groupMemoryBarrier() {}
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} // namespace gl_ComputeShader
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/** \} */
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/** \} */
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/* -------------------------------------------------------------------- */
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/* -------------------------------------------------------------------- */
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