The encoding of mat3 in std430 was incorrect leading to a drawing artifact in the direction control of sunlight in sky textures. The error was that every 3 floats requires an additional float as each row of the mat3 is aligned to 16 bytes. Pull Request: https://projects.blender.org/blender/blender/pulls/127246
222 lines
5.0 KiB
C++
222 lines
5.0 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_memory_layout.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Std430 memory layout
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* \{ */
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uint32_t Std430::component_mem_size(const shader::Type /*type*/)
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{
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return 4;
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}
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uint32_t Std430::element_alignment(const shader::Type type, const bool is_array)
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{
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if (is_array) {
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return 16;
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}
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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return 4;
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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return 8;
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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case shader::Type::MAT3:
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std430::element_components_len(const shader::Type type)
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{
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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return 1;
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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return 2;
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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return 3;
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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return 4;
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case shader::Type::MAT3:
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return 12;
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std430::array_components_len(const shader::Type type)
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{
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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return 1;
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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return 2;
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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return 4;
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case shader::Type::MAT3:
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return 12;
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std430::inner_row_padding(const shader::Type type)
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{
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return type == shader::Type::MAT3 ? 3 : 0;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Std140 memory layout
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* \{ */
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uint32_t Std140::component_mem_size(const shader::Type /*type*/)
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{
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return 4;
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}
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uint32_t Std140::element_alignment(const shader::Type type, const bool is_array)
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{
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if (is_array) {
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return 16;
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}
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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return 4;
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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return 8;
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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case shader::Type::MAT3:
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std140::element_components_len(const shader::Type type)
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{
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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return 1;
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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return 2;
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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return 3;
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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return 4;
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case shader::Type::MAT3:
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return 12;
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std140::array_components_len(const shader::Type type)
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{
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switch (type) {
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case shader::Type::FLOAT:
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case shader::Type::UINT:
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case shader::Type::INT:
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case shader::Type::BOOL:
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case shader::Type::VEC2:
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case shader::Type::UVEC2:
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case shader::Type::IVEC2:
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case shader::Type::VEC3:
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case shader::Type::UVEC3:
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case shader::Type::IVEC3:
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case shader::Type::VEC4:
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case shader::Type::UVEC4:
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case shader::Type::IVEC4:
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return 4;
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case shader::Type::MAT3:
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return 12;
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case shader::Type::MAT4:
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return 16;
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default:
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BLI_assert_msg(false, "Type not supported in dynamic structs.");
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}
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return 0;
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}
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uint32_t Std140::inner_row_padding(const shader::Type /*type*/)
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{
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return 0;
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}
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/** \} */
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} // namespace blender::gpu
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