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test2/source/blender/gpu/metal/kernels/depth_2d_update_infos.hh

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface).smooth(Type::float2_t, "texCoord_interp");
GPU_SHADER_CREATE_INFO(depth_2d_update_info_base)
.vertex_in(0, Type::float2_t, "pos")
.vertex_out(depth_2d_update_iface)
.fragment_out(0, Type::float4_t, "fragColor")
.push_constant(Type::float2_t, "extent")
.push_constant(Type::float2_t, "offset")
.push_constant(Type::float2_t, "size")
.push_constant(Type::int_t, "mip")
.depth_write(DepthWrite::ANY)
.vertex_source("depth_2d_update_vert.glsl");
GPU_SHADER_CREATE_INFO(depth_2d_update_float)
.metal_backend_only(true)
.fragment_source("depth_2d_update_float_frag.glsl")
.sampler(0, ImageType::Float2D, "source_data", Frequency::PASS)
.additional_info("depth_2d_update_info_base")
.do_static_compilation(true)
.depth_write(DepthWrite::ANY);
GPU_SHADER_CREATE_INFO(depth_2d_update_int24)
.metal_backend_only(true)
.fragment_source("depth_2d_update_int24_frag.glsl")
.additional_info("depth_2d_update_info_base")
.sampler(0, ImageType::Int2D, "source_data", Frequency::PASS)
.do_static_compilation(true)
.depth_write(DepthWrite::ANY);
GPU_SHADER_CREATE_INFO(depth_2d_update_int32)
.metal_backend_only(true)
.fragment_source("depth_2d_update_int32_frag.glsl")
.additional_info("depth_2d_update_info_base")
.sampler(0, ImageType::Int2D, "source_data", Frequency::PASS)
.do_static_compilation(true)
.depth_write(DepthWrite::ANY);