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

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
4 changed files with 828 additions and 1 deletions

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@ -28,7 +28,9 @@
* NOTE: You can use bool type using bool32_t a int boolean type matching the GLSL type. * NOTE: You can use bool type using bool32_t a int boolean type matching the GLSL type.
*/ */
#ifdef GPU_SHADER #ifdef GLSL_CPP_STUBS
/* Do nothing. */
#elif defined(GPU_SHADER)
/* Silence macros when compiling for shaders. */ /* Silence macros when compiling for shaders. */
# define BLI_STATIC_ASSERT(cond, msg) # define BLI_STATIC_ASSERT(cond, msg)
# define BLI_STATIC_ASSERT_ALIGN(type_, align_) # define BLI_STATIC_ASSERT_ALIGN(type_, align_)

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@ -0,0 +1,787 @@
/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* GLSL to C++ stubs.
*
* The goal of this header is to make the GLSL source file compile using a modern C++ compiler.
* This allows for linting and IDE functionalities to work.
*
* This file can be included inside any GLSL file to make the GLSL syntax to work. Then your IDE
* must to be configured to associate .glsl files to C++ so that the C++ linter does the analysis.
*
* This is why the implementation of each function is not needed. However, we make sure that type
* casting is always explicit. This is because implicit casts are not always supported on all
* implementations.
*
* Float types are set to double to accept float literals without trailing f and avoid casting
* issues.
*
* Some of the features of GLSL are omitted by design. They are either:
* - not needed (e.g. per component matrix multiplication)
* - against our code-style (e.g. stpq swizzle)
* - unsupported by our Metal Shading Language layer (e.g. mixed vector-scalar matrix constructor).
*
* IMPORTANT: Please ask the module team if you need some feature that are not listed in this file.
*/
#pragma once
#include <type_traits>
/* -------------------------------------------------------------------- */
/** \name Vector Types
* \{ */
template<typename T, int Sz> struct VecBase {};
template<typename T, int Sz> struct VecOp {
using VecT = VecBase<T, Sz>;
T &operator[](int) {}
VecT operator+() const {}
VecT operator-() const {}
VecT operator+(VecT) const {}
VecT operator-(VecT) const {}
VecT operator/(VecT) const {}
VecT operator*(VecT) const {}
VecT operator+=(VecT) const {}
VecT operator-=(VecT) const {}
VecT operator/=(VecT) const {}
VecT operator*=(VecT) const {}
VecT operator+(T) const {}
VecT operator-(T) const {}
VecT operator/(T) const {}
VecT operator*(T) const {}
VecT operator+=(T) const {}
VecT operator-=(T) const {}
VecT operator/=(T) const {}
VecT operator*=(T) const {}
friend VecT operator+(T, VecT) {}
friend VecT operator-(T, VecT) {}
friend VecT operator/(T, VecT) {}
friend VecT operator*(T, VecT) {}
#define INT_OP \
template<typename U = T, typename std::enable_if_t<std::is_integral_v<U>> * = nullptr>
INT_OP VecT operator%(VecT) const {}
INT_OP VecT operator&(VecT) const {}
INT_OP VecT operator|(VecT) const {}
INT_OP VecT operator^(VecT) const {}
INT_OP VecT operator%=(VecT) const {}
INT_OP VecT operator&=(VecT) const {}
INT_OP VecT operator|=(VecT) const {}
INT_OP VecT operator^=(VecT) const {}
INT_OP VecT operator%(T) const {}
INT_OP VecT operator&(T) const {}
INT_OP VecT operator|(T) const {}
INT_OP VecT operator^(T) const {}
INT_OP VecT operator%=(T) const {}
INT_OP VecT operator&=(T) const {}
INT_OP VecT operator|=(T) const {}
INT_OP VecT operator^=(T) const {}
INT_OP friend VecT operator%(T, VecT) {}
INT_OP friend VecT operator&(T, VecT) {}
INT_OP friend VecT operator|(T, VecT) {}
INT_OP friend VecT operator^(T, VecT) {}
#undef INT_OP
};
template<typename T> struct VecSwizzle2 {
static VecBase<T, 2> &xx, &xy, &yx, &yy;
static VecBase<T, 3> &xxx, &xxy, &xyx, &xyy, &yxx, &yxy, &yyx, &yyy;
static VecBase<T, 4> &xxxx, &xxxy, &xxyx, &xxyy, &xyxx, &xyxy, &xyyx, &xyyy, &yxxx, &yxxy, &yxyx,
&yxyy, &yyxx, &yyxy, &yyyx, &yyyy;
};
template<typename T> struct ColSwizzle2 {
static VecBase<T, 2> &rr, &rg, &gr, &gg;
static VecBase<T, 3> &rrr, &rrg, &rgr, &rgg, &grr, &grg, &ggr, &ggg;
static VecBase<T, 4> &rrrr, &rrrg, &rrgr, &rrgg, &rgrr, &rgrg, &rggr, &rggg, &grrr, &grrg, &grgr,
&grgg, &ggrr, &ggrg, &gggr, &gggg;
};
template<typename T> struct VecSwizzle3 : VecSwizzle2<T> {
static VecBase<T, 2> &xz, &yz, &zx, &zy, &zz, &zw;
static VecBase<T, 3> &xxz, &xyz, &xzx, &xzy, &xzz, &yxz, &yyz, &yzx, &yzy, &yzz, &zxx, &zxy,
&zxz, &zyx, &zyy, &zyz, &zzx, &zzy, &zzz;
static VecBase<T, 4> &xxxz, &xxyz, &xxzx, &xxzy, &xxzz, &xyxz, &xyyz, &xyzx, &xyzy, &xyzz, &xzxx,
&xzxy, &xzxz, &xzyx, &xzyy, &xzyz, &xzzx, &xzzy, &xzzz, &yxxz, &yxyz, &yxzx, &yxzy, &yxzz,
&yyxz, &yyyz, &yyzx, &yyzy, &yyzz, &yzxx, &yzxy, &yzxz, &yzyx, &yzyy, &yzyz, &yzzx, &yzzy,
&yzzz, &zxxx, &zxxy, &zxxz, &zxyx, &zxyy, &zxyz, &zxzx, &zxzy, &zxzz, &zyxx, &zyxy, &zyxz,
&zyyx, &zyyy, &zyyz, &zyzx, &zyzy, &zyzz, &zzxx, &zzxy, &zzxz, &zzyx, &zzyy, &zzyz, &zzzx,
&zzzy, &zzzz;
};
template<typename T> struct ColSwizzle3 : ColSwizzle2<T> {
static VecBase<T, 2> &rb, &gb, &br, &bg, &bb, &bw;
static VecBase<T, 3> &rrb, &rgb, &rbr, &rbg, &rbb, &grb, &ggb, &gbr, &gbg, &gbb, &brr, &brg,
&brb, &bgr, &bgg, &bgb, &bbr, &bbg, &bbb;
static VecBase<T, 4> &rrrb, &rrgb, &rrbr, &rrbg, &rrbb, &rgrb, &rggb, &rgbr, &rgbg, &rgbb, &rbrr,
&rbrg, &rbrb, &rbgr, &rbgg, &rbgb, &rbbr, &rbbg, &rbbb, &grrb, &grgb, &grbr, &grbg, &grbb,
&ggrb, &gggb, &ggbr, &ggbg, &ggbb, &gbrr, &gbrg, &gbrb, &gbgr, &gbgg, &gbgb, &gbbr, &gbbg,
&gbbb, &brrr, &brrg, &brrb, &brgr, &brgg, &brgb, &brbr, &brbg, &brbb, &bgrr, &bgrg, &bgrb,
&bggr, &bggg, &bggb, &bgbr, &bgbg, &bgbb, &bbrr, &bbrg, &bbrb, &bbgr, &bbgg, &bbgb, &bbbr,
&bbbg, &bbbb;
};
template<typename T> struct VecSwizzle4 : VecSwizzle3<T> {
static VecBase<T, 2> &xw, &yw, &wx, &wy, &wz, &ww;
static VecBase<T, 3> &xxw, &xyw, &xzw, &xwx, &xwy, &xwz, &xww, &yxw, &yyw, &yzw, &ywx, &ywy,
&ywz, &yww, &zxw, &zyw, &zzw, &zwx, &zwy, &zwz, &zww, &wxx, &wxy, &wxz, &wxw, &wyx, &wyy,
&wyz, &wyw, &wzx, &wzy, &wzz, &wzw, &wwx, &wwy, &wwz, &www;
static VecBase<T, 4> &xxxw, &xxyw, &xxzw, &xxwx, &xxwy, &xxwz, &xxww, &xyxw, &xyyw, &xyzw, &xywx,
&xywy, &xywz, &xyww, &xzxw, &xzyw, &xzzw, &xzwx, &xzwy, &xzwz, &xzww, &xwxx, &xwxy, &xwxz,
&xwxw, &xwyx, &xwyy, &xwyz, &xwyw, &xwzx, &xwzy, &xwzz, &xwzw, &xwwx, &xwwy, &xwwz, &xwww,
&yxxw, &yxyw, &yxzw, &yxwx, &yxwy, &yxwz, &yxww, &yyxw, &yyyw, &yyzw, &yywx, &yywy, &yywz,
&yyww, &yzxw, &yzyw, &yzzw, &yzwx, &yzwy, &yzwz, &yzww, &ywxx, &ywxy, &ywxz, &ywxw, &ywyx,
&ywyy, &ywyz, &ywyw, &ywzx, &ywzy, &ywzz, &ywzw, &ywwx, &ywwy, &ywwz, &ywww, &zxxw, &zxyw,
&zxzw, &zxwx, &zxwy, &zxwz, &zxww, &zyxw, &zyyw, &zyzw, &zywx, &zywy, &zywz, &zyww, &zzxw,
&zzyw, &zzzw, &zzwx, &zzwy, &zzwz, &zzww, &zwxx, &zwxy, &zwxz, &zwxw, &zwyx, &zwyy, &zwyz,
&zwyw, &zwzx, &zwzy, &zwzz, &zwzw, &zwwx, &zwwy, &zwwz, &zwww, &wxxx, &wxxy, &wxxz, &wxxw,
&wxyx, &wxyy, &wxyz, &wxyw, &wxzx, &wxzy, &wxzz, &wxzw, &wxwx, &wxwy, &wxwz, &wxww, &wyxx,
&wyxy, &wyxz, &wyxw, &wyyx, &wyyy, &wyyz, &wyyw, &wyzx, &wyzy, &wyzz, &wyzw, &wywx, &wywy,
&wywz, &wyww, &wzxx, &wzxy, &wzxz, &wzxw, &wzyx, &wzyy, &wzyz, &wzyw, &wzzx, &wzzy, &wzzz,
&wzzw, &wzwx, &wzwy, &wzwz, &wzww, &wwxx, &wwxy, &wwxz, &wwxw, &wwyx, &wwyy, &wwyz, &wwyw,
&wwzx, &wwzy, &wwzz, &wwzw, &wwwx, &wwwy, &wwwz, &wwww;
};
template<typename T> struct ColSwizzle4 : ColSwizzle3<T> {
static VecBase<T, 2> &ra, &ga, &ar, &ag, &ab, &aa;
static VecBase<T, 3> &rra, &rga, &rba, &rar, &rag, &rab, &raa, &gra, &gga, &gba, &gar, &gag,
&gab, &gaa, &bra, &bga, &bba, &bar, &bag, &bab, &baa, &arr, &arg, &arb, &ara, &agr, &agg,
&agb, &aga, &abr, &abg, &abb, &aba, &aar, &aag, &aab, &aaa;
static VecBase<T, 4> &rrra, &rrga, &rrba, &rrar, &rrag, &rrab, &rraa, &rgra, &rgga, &rgba, &rgar,
&rgag, &rgab, &rgaa, &rbra, &rbga, &rbba, &rbar, &rbag, &rbab, &rbaa, &rarr, &rarg, &rarb,
&rara, &ragr, &ragg, &ragb, &raga, &rabr, &rabg, &rabb, &raba, &raar, &raag, &raab, &raaa,
&grra, &grga, &grba, &grar, &grag, &grab, &graa, &ggra, &ggga, &ggba, &ggar, &ggag, &ggab,
&ggaa, &gbra, &gbga, &gbba, &gbar, &gbag, &gbab, &gbaa, &garr, &garg, &garb, &gara, &gagr,
&gagg, &gagb, &gaga, &gabr, &gabg, &gabb, &gaba, &gaar, &gaag, &gaab, &gaaa, &brra, &brga,
&brba, &brar, &brag, &brab, &braa, &bgra, &bgga, &bgba, &bgar, &bgag, &bgab, &bgaa, &bbra,
&bbga, &bbba, &bbar, &bbag, &bbab, &bbaa, &barr, &barg, &barb, &bara, &bagr, &bagg, &bagb,
&baga, &babr, &babg, &babb, &baba, &baar, &baag, &baab, &baaa, &arrr, &arrg, &arrb, &arra,
&argr, &argg, &argb, &arga, &arbr, &arbg, &arbb, &arba, &arar, &arag, &arab, &araa, &agrr,
&agrg, &agrb, &agra, &aggr, &aggg, &aggb, &agga, &agbr, &agbg, &agbb, &agba, &agar, &agag,
&agab, &agaa, &abrr, &abrg, &abrb, &abra, &abgr, &abgg, &abgb, &abga, &abbr, &abbg, &abbb,
&abba, &abar, &abag, &abab, &abaa, &aarr, &aarg, &aarb, &aara, &aagr, &aagg, &aagb, &aaga,
&aabr, &aabg, &aabb, &aaba, &aaar, &aaag, &aaab, &aaaa;
};
template<typename T> struct VecBase<T, 2> : VecOp<T, 2>, VecSwizzle2<T>, ColSwizzle2<T> {
T x, y;
T r, g;
VecBase() = default;
template<typename U> explicit VecBase(VecBase<U, 2>) {}
explicit VecBase(T) {}
explicit VecBase(T, T) {}
};
template<typename T> struct VecBase<T, 3> : VecOp<T, 3>, VecSwizzle3<T>, ColSwizzle3<T> {
T x, y, z;
T r, g, b;
VecBase() = default;
template<typename U> explicit VecBase(VecBase<U, 3>) {}
explicit VecBase(T) {}
explicit VecBase(T, T, T) {}
explicit VecBase(VecBase<T, 2>, T) {}
explicit VecBase(T, VecBase<T, 2>) {}
};
template<typename T> struct VecBase<T, 4> : VecOp<T, 4>, VecSwizzle4<T>, ColSwizzle4<T> {
T x, y, z, w;
T r, g, b, a;
VecBase() = default;
template<typename U> explicit VecBase(VecBase<U, 4>) {}
explicit VecBase(T) {}
explicit VecBase(T, T, T, T) {}
explicit VecBase(VecBase<T, 2>, T, T) {}
explicit VecBase(T, VecBase<T, 2>, T) {}
explicit VecBase(T, T, VecBase<T, 2>) {}
explicit VecBase(VecBase<T, 2>, VecBase<T, 2>) {}
explicit VecBase(VecBase<T, 3>, T) {}
explicit VecBase(T, VecBase<T, 3>) {}
};
/* Boolean vectors do not have operators and are not convertible from other types. */
template<> struct VecBase<bool, 2> : VecSwizzle2<bool> {
bool x, y;
VecBase() = default;
explicit VecBase(bool) {}
explicit VecBase(bool, bool) {}
};
template<> struct VecBase<bool, 3> : VecSwizzle3<bool> {
bool x, y, z;
VecBase() = default;
explicit VecBase(bool) {}
explicit VecBase(bool, bool, bool) {}
explicit VecBase(VecBase<bool, 2>, bool) {}
explicit VecBase(bool, VecBase<bool, 2>) {}
};
template<> struct VecBase<bool, 4> : VecSwizzle4<bool> {
bool x, y, z, w;
VecBase() = default;
explicit VecBase(bool) {}
explicit VecBase(bool, bool, bool, bool) {}
explicit VecBase(VecBase<bool, 2>, bool, bool) {}
explicit VecBase(bool, VecBase<bool, 2>, bool) {}
explicit VecBase(bool, bool, VecBase<bool, 2>) {}
explicit VecBase(VecBase<bool, 2>, VecBase<bool, 2>) {}
explicit VecBase(VecBase<bool, 3>, bool) {}
explicit VecBase(bool, VecBase<bool, 3>) {}
};
using uint = unsigned int;
using float2 = VecBase<double, 2>;
using float3 = VecBase<double, 3>;
using float4 = VecBase<double, 4>;
using uint2 = VecBase<uint, 2>;
using uint3 = VecBase<uint, 3>;
using uint4 = VecBase<uint, 4>;
using int2 = VecBase<int, 2>;
using int3 = VecBase<int, 3>;
using int4 = VecBase<int, 4>;
using bool2 = VecBase<bool, 2>;
using bool3 = VecBase<bool, 3>;
using bool4 = VecBase<bool, 4>;
using vec2 = float2;
using vec3 = float3;
using vec4 = float4;
using ivec2 = int2;
using ivec3 = int3;
using ivec4 = int4;
using uvec2 = uint2;
using uvec3 = uint3;
using uvec4 = uint4;
using bvec2 = bool2;
using bvec3 = bool3;
using bvec4 = bool4;
/** \} */
/* -------------------------------------------------------------------- */
/** \name Matrix Types
* \{ */
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(T, T, T, T) {}
explicit MatBase(ColT, ColT) {}
template<int OtherC, int OtherR> explicit MatBase(const MatBase<OtherC, OtherR> &) {}
};
template<int R> struct MatBase<3, R> : MatOp<3, R> {
using T = double;
using ColT = VecBase<double, R>;
ColT x, y, z;
MatBase() = default;
explicit MatBase(T) {}
explicit MatBase(T, T, T, T, T, T, T, T, T) {}
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 T = double;
using ColT = VecBase<double, R>;
ColT x, y, z, w;
MatBase() = default;
explicit MatBase(T) {}
explicit MatBase(T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T) {}
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;
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sampler Types
* \{ */
template<typename T, int Dimensions, bool Cube = false, bool Array = false> struct SamplerBase {
static constexpr int coord_dim = Dimensions + int(Cube) + int(Array);
static constexpr int deriv_dim = Dimensions + int(Cube);
static constexpr int extent_dim = Dimensions + int(Array);
using int_coord_type = VecBase<int, coord_dim>;
using flt_coord_type = VecBase<double, coord_dim>;
using derivative_type = VecBase<double, deriv_dim>;
using data_vec_type = VecBase<T, 4>;
using size_vec_type = VecBase<int, extent_dim>;
};
#define TEX_TEMPLATE \
template<typename T, \
typename IntCoord = typename T::int_coord_type, \
typename FltCoord = typename T::flt_coord_type, \
typename DerivVec = typename T::derivative_type, \
typename DataVec = typename T::data_vec_type, \
typename SizeVec = typename T::size_vec_type>
TEX_TEMPLATE SizeVec textureSize(T, int) {}
TEX_TEMPLATE DataVec texelFetch(T, IntCoord, int) {}
TEX_TEMPLATE DataVec texelFetchOffset(T, IntCoord, int, IntCoord) {}
TEX_TEMPLATE DataVec texture(T, FltCoord, double bias = 0.0) {}
TEX_TEMPLATE DataVec textureGather(T, FltCoord) {}
TEX_TEMPLATE DataVec textureGrad(T, FltCoord, DerivVec, DerivVec) {}
TEX_TEMPLATE DataVec textureLod(T, FltCoord, double) {}
#undef TEX_TEMPLATE
using sampler1D = SamplerBase<double, 1>;
using sampler2D = SamplerBase<double, 2>;
using sampler3D = SamplerBase<double, 3>;
using isampler1D = SamplerBase<int, 1>;
using isampler2D = SamplerBase<int, 2>;
using isampler3D = SamplerBase<int, 3>;
using usampler1D = SamplerBase<uint, 1>;
using usampler2D = SamplerBase<uint, 2>;
using usampler3D = SamplerBase<uint, 3>;
using sampler1DArray = SamplerBase<double, 1, false, true>;
using sampler2DArray = SamplerBase<double, 2, false, true>;
using isampler1DArray = SamplerBase<int, 1, false, true>;
using isampler2DArray = SamplerBase<int, 2, false, true>;
using usampler1DArray = SamplerBase<uint, 1, false, true>;
using usampler2DArray = SamplerBase<uint, 2, false, true>;
using samplerCube = SamplerBase<double, 2, true>;
using isamplerCube = SamplerBase<int, 2, true>;
using usamplerCube = SamplerBase<uint, 2, true>;
using samplerCubeArray = SamplerBase<double, 2, true, true>;
using isamplerCubeArray = SamplerBase<int, 2, true, true>;
using usamplerCubeArray = SamplerBase<uint, 2, true, true>;
/** \} */
/* -------------------------------------------------------------------- */
/** \name Image Types
* \{ */
template<typename T, int Dimensions, bool Array = false> struct ImageBase {
static constexpr int coord_dim = Dimensions + int(Array);
using int_coord_type = VecBase<int, coord_dim>;
using data_vec_type = VecBase<T, 4>;
using size_vec_type = VecBase<int, coord_dim>;
};
#define IMG_TEMPLATE \
template<typename T, \
typename IntCoord = typename T::int_coord_type, \
typename DataVec = typename T::data_vec_type, \
typename SizeVec = typename T::size_vec_type>
IMG_TEMPLATE SizeVec imageSize(const T &) {}
IMG_TEMPLATE DataVec imageLoad(const T &, IntCoord) {}
IMG_TEMPLATE void imageStore(T &, IntCoord, DataVec) {}
IMG_TEMPLATE void imageFence(T &) {}
/* Cannot write to a read only image. */
IMG_TEMPLATE void imageStore(const T &, IntCoord, DataVec) = delete;
IMG_TEMPLATE void imageFence(const T &) = delete;
#define imageLoadFast imageLoad
#define imageStoreFast imageStore
IMG_TEMPLATE uint imageAtomicAdd(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicMin(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicMax(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicAnd(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicXor(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicExchange(T &, IntCoord, uint) {}
IMG_TEMPLATE uint imageAtomicCompSwap(T &, IntCoord, uint, uint) {}
/* Cannot write to a read only image. */
IMG_TEMPLATE uint imageAtomicAdd(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicMin(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicMax(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicAnd(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicXor(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicExchange(const T &, IntCoord, uint) = delete;
IMG_TEMPLATE uint imageAtomicCompSwap(const T &, IntCoord, uint, uint) = delete;
#undef IMG_TEMPLATE
using image1D = ImageBase<double, 1>;
using image2D = ImageBase<double, 2>;
using image3D = ImageBase<double, 3>;
using iimage1D = ImageBase<int, 1>;
using iimage2D = ImageBase<int, 2>;
using iimage3D = ImageBase<int, 3>;
using uimage1D = ImageBase<uint, 1>;
using uimage2D = ImageBase<uint, 2>;
using uimage3D = ImageBase<uint, 3>;
using image1DArray = ImageBase<double, 1, true>;
using image2DArray = ImageBase<double, 2, true>;
using iimage1DArray = ImageBase<int, 1, true>;
using iimage2DArray = ImageBase<int, 2, true>;
using uimage1DArray = ImageBase<uint, 1, true>;
using uimage2DArray = ImageBase<uint, 2, true>;
/* Forbid Cube and cube arrays. Bind them as 3D textures instead. */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Builtin Functions
* \{ */
/* Some compilers complain about lack of return values. Keep it short. */
#define RET \
{ \
return {}; \
}
template<typename T, int D> VecBase<bool, D> greaterThan(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> VecBase<bool, D> lessThan(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> VecBase<bool, D> lessThanEqual(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> VecBase<bool, D> greaterThanEqual(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> VecBase<bool, D> equal(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> VecBase<bool, D> notEqual(VecBase<T, D>, VecBase<T, D>) RET;
template<int D> bool any(VecBase<bool, D>) RET;
template<int D> bool all(VecBase<bool, D>) RET;
/* `not` is a C++ keyword that aliases the `!` operator. Simply overload it. */
template<int D> VecBase<bool, D> operator!(VecBase<bool, D>) RET;
template<int D> VecBase<int, D> bitCount(VecBase<int, D>) RET;
template<int D> VecBase<int, D> bitCount(VecBase<uint, D>) RET;
template<int D> VecBase<int, D> bitfieldExtract(VecBase<int, D>, int, int) RET;
template<int D> VecBase<int, D> bitfieldExtract(VecBase<uint, D>, int, int) RET;
template<int D> VecBase<int, D> bitfieldInsert(VecBase<int, D>, VecBase<int, D>, int, int) RET;
template<int D> VecBase<int, D> bitfieldInsert(VecBase<uint, D>, VecBase<uint, D>, int, int) RET;
template<int D> VecBase<int, D> bitfieldReverse(VecBase<int, D>) RET;
template<int D> VecBase<int, D> bitfieldReverse(VecBase<uint, D>) RET;
int bitCount(int) RET;
int bitCount(uint) RET;
int bitfieldExtract(int) RET;
int bitfieldExtract(uint) RET;
int bitfieldInsert(int) RET;
int bitfieldInsert(uint) RET;
int bitfieldReverse(int) RET;
int bitfieldReverse(uint) RET;
template<int D> VecBase<int, D> findLSB(VecBase<int, D>) RET;
template<int D> VecBase<int, D> findLSB(VecBase<uint, D>) RET;
template<int D> VecBase<int, D> findMSB(VecBase<int, D>) RET;
template<int D> VecBase<int, D> findMSB(VecBase<uint, D>) RET;
int findMSB(int) RET;
int findMSB(uint) RET;
/* Math Functions. */
template<typename T> T abs(T) RET;
template<typename T> T clamp(T, T, T) RET;
template<typename T> T max(T, T) RET;
template<typename T> T min(T, T) RET;
template<typename T> T sign(T) RET;
template<typename T, typename U> T clamp(T, U, U) RET;
template<typename T, typename U> T max(T, U) RET;
template<typename T, typename U> T min(T, U) RET;
/* TODO(fclem): These should be restricted to floats. */
template<typename T> T ceil(T) RET;
template<typename T> T exp(T) RET;
template<typename T> T exp2(T) RET;
template<typename T> T floor(T) RET;
template<typename T> T fma(T, T, T) RET;
template<typename T> T fract(T) RET;
template<typename T> T frexp(T, T) RET;
template<typename T> T inversesqrt(T) RET;
template<typename T> T isinf(T) RET;
template<typename T> T isnan(T) RET;
template<typename T> T log(T) RET;
template<typename T> T log2(T) RET;
template<typename T> T mod(T, double);
template<typename T> T mod(T, T);
template<typename T> T modf(T, T);
template<typename T> T pow(T, T) RET;
template<typename T> T round(T) RET;
template<typename T> T smoothstep(T, T, T) RET;
template<typename T> T sqrt(T) RET;
template<typename T> T step(T) RET;
template<typename T> T trunc(T) RET;
template<typename T, typename U> T ldexp(T, U) RET;
template<typename T> T acos(T) RET;
template<typename T> T acosh(T) RET;
template<typename T> T asin(T) RET;
template<typename T> T asinh(T) RET;
template<typename T> T atan(T, T) RET;
template<typename T> T atan(T) RET;
template<typename T> T atanh(T) RET;
template<typename T> T cos(T) RET;
template<typename T> T cosh(T) RET;
template<typename T> T sin(T) RET;
template<typename T> T sinh(T) RET;
template<typename T> T tan(T) RET;
template<typename T> T tanh(T) RET;
template<typename T> T degrees(T) RET;
template<typename T> T radians(T) RET;
/* Declared explicitely to avoid type errors. */
double mix(double, double, double) RET;
template<int D> VecBase<double, D> mix(VecBase<double, D>, VecBase<double, D>, double) RET;
template<typename T, int D> VecBase<T, D> mix(VecBase<T, D>, VecBase<T, D>, VecBase<bool, D>) RET;
#define select(A, B, C) mix(A, B, C)
VecBase<double, 3> cross(VecBase<double, 3>, VecBase<double, 3>) RET;
template<int D> float dot(VecBase<double, D>, VecBase<double, D>) RET;
template<int D> float distance(VecBase<double, D>, VecBase<double, D>) RET;
template<int D> float length(VecBase<double, D>) RET;
template<int D> VecBase<double, D> normalize(VecBase<double, D>) RET;
template<int D> VecBase<int, D> floatBitsToInt(VecBase<double, D>) RET;
template<int D> VecBase<uint, D> floatBitsToUint(VecBase<double, D>) RET;
template<int D> VecBase<double, D> intBitsToFloat(VecBase<int, D>) RET;
template<int D> VecBase<double, D> uintBitsToFloat(VecBase<uint, D>) RET;
int floatBitsToInt(double) RET;
uint floatBitsToUint(double) RET;
double intBitsToFloat(int) RET;
double uintBitsToFloat(uint) RET;
namespace gl_FragmentShader {
/* Derivative functions. */
template<typename T> T dFdx(T) RET;
template<typename T> T dFdy(T) RET;
template<typename T> T fwidth(T) RET;
} // namespace gl_FragmentShader
/* Geometric functions. */
template<typename T, int D> float faceforward(VecBase<T, D>, VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> float reflect(VecBase<T, D>, VecBase<T, D>) RET;
template<typename T, int D> float refract(VecBase<T, D>, VecBase<T, D>, double) RET;
/* Atomic operations. */
int atomicAdd(int &, int) RET;
int atomicAnd(int &, int) RET;
int atomicOr(int &, int) RET;
int atomicXor(int &, int) RET;
int atomicMin(int &, int) RET;
int atomicMax(int &, int) RET;
int atomicExchange(int &, int) RET;
int atomicCompSwap(int &, int, int) RET;
uint atomicAdd(uint &, uint) RET;
uint atomicAnd(uint &, uint) RET;
uint atomicOr(uint &, uint) RET;
uint atomicXor(uint &, uint) RET;
uint atomicMin(uint &, uint) RET;
uint atomicMax(uint &, uint) RET;
uint atomicExchange(uint &, uint) RET;
uint atomicCompSwap(uint &, uint, uint) RET;
/* Packing functions. */
uint packHalf2x16(float2) RET;
uint packUnorm2x16(float2) RET;
uint packSnorm2x16(float2) RET;
uint packUnorm4x8(float4) RET;
uint packSnorm4x8(float4) RET;
float2 unpackHalf2x16(uint) RET;
float2 unpackUnorm2x16(uint) RET;
float2 unpackSnorm2x16(uint) RET;
float4 unpackUnorm4x8(uint) RET;
float4 unpackSnorm4x8(uint) RET;
/* Matrices functions. */
template<int C, int R> float determinant(MatBase<C, R>) RET;
template<int C, int R> MatBase<C, R> inverse(MatBase<C, R>) RET;
template<int C, int R> MatBase<R, C> transpose(MatBase<C, R>) RET;
/* TODO(fclem): Should be in a lib instead of being impemented by each backend. */
bool is_zero(vec2) RET;
bool is_zero(vec3) RET;
bool is_zero(vec4) RET;
#undef RET
/** \} */
/* -------------------------------------------------------------------- */
/** \name Special Variables
* \{ */
namespace gl_VertexShader {
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;
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 bool gl_FrontFacing = true;
const float2 gl_PointCoord = float2(0);
const int gl_PrimitiveID = 0;
float gl_FragDepth = 0;
const float gl_ClipDistance[6] = {0};
const int gpu_Layer = 0;
const int gpu_ViewportIndex = 0;
} // namespace gl_FragmentShader
namespace gl_ComputeShader {
const uint3 gl_NumWorkGroups;
constexpr uint3 gl_WorkGroupSize;
const uint3 gl_WorkGroupID;
const uint3 gl_LocalInvocationID;
const uint3 gl_GlobalInvocationID;
const uint gl_LocalInvocationIndex;
} // namespace gl_ComputeShader
/** \} */
/* -------------------------------------------------------------------- */
/** \name Keywords
* \{ */
/* Note: Cannot easily mutate them. Pass every by copy for now. */
/* Pass argument by reference. */
#define inout
/* Pass argument by reference but only write to it. Its initial value is undefined. */
#define out
/* Pass argument by copy (default). */
#define in
/* Discards the output of the current fragment shader invocation and halts its execution. */
#define discard
/* Decorate a variable in global scope that is common to all threads in a threadgroup. */
#define shared
namespace gl_ComputeShader {
void barrier() {}
void memoryBarrier() {}
void memoryBarrierShared() {}
void memoryBarrierImage() {}
void memoryBarrierBuffer() {}
void groupMemoryBarrier() {}
} // namespace gl_ComputeShader
/** \} */
/* -------------------------------------------------------------------- */
/** \name Compatibility
* \{ */
/* Array syntax compatibility. */
/* clang-format off */
#define float_array(...) { __VA_ARGS__ }
#define float2_array(...) { __VA_ARGS__ }
#define float3_array(...) { __VA_ARGS__ }
#define float4_array(...) { __VA_ARGS__ }
#define int_array(...) { __VA_ARGS__ }
#define int2_array(...) { __VA_ARGS__ }
#define int3_array(...) { __VA_ARGS__ }
#define int4_array(...) { __VA_ARGS__ }
#define uint_array(...) { __VA_ARGS__ }
#define uint2_array(...) { __VA_ARGS__ }
#define uint3_array(...) { __VA_ARGS__ }
#define uint4_array(...) { __VA_ARGS__ }
#define bool_array(...) { __VA_ARGS__ }
#define bool2_array(...) { __VA_ARGS__ }
#define bool3_array(...) { __VA_ARGS__ }
#define bool4_array(...) { __VA_ARGS__ }
/* clang-format on */
/** \} */
#define GLSL_CPP_STUBS
/* Include all shader shared files to that custom type definitions are available when create infos
* macros are included. Include them here so that only including this file is needed. */
#include "GPU_shader_shared.hh"
#include "draw_common_shader_shared.hh"
#include "draw_shader_shared.hh"
#include "eevee_shader_shared.hh"
#include "overlay_shader_shared.h"
#include "select_shader_shared.hh"
#include "workbench_shader_shared.h"
/* TODO(fclem): Include all create infos here so that they don't need to be individually included
* inside shaders. */

View File

@ -2529,3 +2529,23 @@ mat3x4 MAT3x4(mat2 m)
#define MAT2 MAT2x2 #define MAT2 MAT2x2
#define MAT3 MAT3x3 #define MAT3 MAT3x3
#define MAT4 MAT4x4 #define MAT4 MAT4x4
/* Array syntax compatibility. */
/* clang-format off */
#define float_array(...) { __VA_ARGS__ }
#define float2_array(...) { __VA_ARGS__ }
#define float3_array(...) { __VA_ARGS__ }
#define float4_array(...) { __VA_ARGS__ }
#define int_array(...) { __VA_ARGS__ }
#define int2_array(...) { __VA_ARGS__ }
#define int3_array(...) { __VA_ARGS__ }
#define int4_array(...) { __VA_ARGS__ }
#define uint_array(...) { __VA_ARGS__ }
#define uint2_array(...) { __VA_ARGS__ }
#define uint3_array(...) { __VA_ARGS__ }
#define uint4_array(...) { __VA_ARGS__ }
#define bool_array(...) { __VA_ARGS__ }
#define bool2_array(...) { __VA_ARGS__ }
#define bool3_array(...) { __VA_ARGS__ }
#define bool4_array(...) { __VA_ARGS__ }
/* clang-format on */

View File

@ -103,3 +103,21 @@ bool is_zero(vec4 A)
{ {
return all(equal(A, vec4(0.0))); return all(equal(A, vec4(0.0)));
} }
/* Array syntax compatibility. */
#define float_array float[]
#define float2_array vec2[]
#define float3_array vec3[]
#define float4_array vec4[]
#define int_array int[]
#define int2_array int2[]
#define int3_array int3[]
#define int4_array int4[]
#define uint_array uint[]
#define uint2_array uint2[]
#define uint3_array uint3[]
#define uint4_array uint4[]
#define bool_array bool[]
#define bool2_array bool2[]
#define bool3_array bool3[]
#define bool4_array bool4[]