Block a user
GPU: Improve GLSL workflow
About the external resources, I found a not so intrusive system. Here is the mockup:
/* For create info. */
#define CREATE_INFO_BEGIN(name) GPU_SHADER_CREATE_INFO(name)
#define CREATE_INFO_…
GPU: Improve GLSL workflow
About the Array definition syntax, I propose defining the following:
/* In C++, Metal. */
/* clang-format off */
#define float_array(...) { __VA_ARGS__ }
#define float2_array(...) {…
d407c757d8
Builtin functions
bc209b594a
Add optional bias to texture function
4247c2b7b8
Simplify vector ops and remove vec1
GPU: Improve GLSL workflow
Turns out I have the stubs part mostly solved in Malt (they're auto-generated from the spec), so we could reuse that
I see a lot of duplication and it might not lint some type conversions…
EEVEE: Dithered shadows get darker with higher sample counts
Fix #126947: EEVEE: Color drifting & darkening at high sample count
GPU: Improve GLSL workflow
WIP: Experiment with C++ stubs
ffe29341e6
Experiment with C++ stubs
b302f37952
Cleanup: remove/comment unused struct members & variables
4bd0cc888e
Cleanup: various non functional changes
31e908bce4
Fix #127910: Bake Object Transform does not set an active layer
447cde140d
Cleanup: Remove unused BLI_array macro implementation