GPU: GLSL C++ Stub: Add packed type and small types
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@@ -30,11 +30,6 @@
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#ifdef GLSL_CPP_STUBS
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# pragma once
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using bool32_t = bool;
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/** Packed types are needed for MSL which have different alignment rules for float3. */
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using packed_float3 = float3;
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using packed_int3 = int3;
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using packed_uint3 = uint3;
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/* Silence macros when compiling for shaders. */
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# define BLI_STATIC_ASSERT(cond, msg)
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@@ -354,6 +354,29 @@ using int2 = VecBase<int, 2>;
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using int3 = VecBase<int, 3>;
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using int4 = VecBase<int, 4>;
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using uchar = unsigned int;
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using uchar2 = VecBase<uchar, 2>;
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using uchar3 = VecBase<uchar, 3>;
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using uchar4 = VecBase<uchar, 4>;
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using char2 = VecBase<char, 2>;
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using char3 = VecBase<char, 3>;
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using char4 = VecBase<char, 4>;
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using ushort = unsigned short;
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using ushort2 = VecBase<ushort, 2>;
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using ushort3 = VecBase<ushort, 3>;
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using ushort4 = VecBase<ushort, 4>;
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using short2 = VecBase<short, 2>;
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using short3 = VecBase<short, 3>;
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using short4 = VecBase<short, 4>;
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using half = double;
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using half2 = VecBase<half, 2>;
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using half3 = VecBase<half, 3>;
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using half4 = VecBase<half, 4>;
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using bool2 = VecBase<bool, 2>;
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using bool3 = VecBase<bool, 3>;
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using bool4 = VecBase<bool, 4>;
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@@ -394,6 +417,19 @@ using BVEC2 = bool2;
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using BVEC3 = bool3;
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using BVEC4 = bool4;
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using bool32_t = uint;
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/** Packed types are needed for MSL which have different alignment rules for float3. */
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using packed_float2 = float2;
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using packed_float3 = float3;
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using packed_float4 = float4;
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using packed_int2 = int2;
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using packed_int3 = int3;
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using packed_int4 = int4;
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using packed_uint2 = uint2;
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using packed_uint3 = uint3;
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using packed_uint4 = uint4;
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/** \} */
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/* -------------------------------------------------------------------- */
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