Cleanup: GPU: Avoid glsl functions with only one void argument

This commit is contained in:
Clément Foucault
2024-11-01 17:13:17 +01:00
parent 8309c22387
commit d2c378984d
17 changed files with 20 additions and 20 deletions

View File

@@ -78,7 +78,7 @@ SubSurfaceSample sample_neighborhood(vec2 sample_uv)
return samp;
}
void main(void)
void main()
{
const uint tile_size = SUBSURFACE_GROUP_SIZE;
uvec2 tile_coord = unpackUvec2x16(tiles_coord_buf[gl_WorkGroupID.x]);

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@@ -14,7 +14,7 @@
shared uint has_visible_sss;
void main(void)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);

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@@ -14,7 +14,7 @@ float length_squared(vec3 v)
return dot(v, v);
}
vec3 gpencil_lighting(void)
vec3 gpencil_lighting()
{
vec3 light_accum = vec3(0.0);
for (int i = 0; i < GPENCIL_LIGHT_BUFFER_LEN; i++) {

View File

@@ -4,7 +4,7 @@
#include "common_view_clipping_lib.glsl"
void main(void)
void main()
{
finalColor = vec4(geom_in[0].vColSize.rgb, 1.0);

View File

@@ -7,7 +7,7 @@
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
float dither(void)
float dither()
{
/* NOTE(Metal): Declaring constant array in function scope to avoid increasing local shader
* memory pressure. */

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@@ -12,7 +12,7 @@ vec2 compute_dir(vec2 v0, vec2 v1)
return dir;
}
void main(void)
void main()
{
vec2 t;
vec2 edge_dir = compute_dir(interp_flat[0].ss_pos, interp_flat[1].ss_pos) * sizeViewportInv;

View File

@@ -7,7 +7,7 @@
#include "common_view_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
uint outline_colorid_get(void)
uint outline_colorid_get()
{
#ifdef OBINFO_NEW
eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));

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@@ -6,7 +6,7 @@
#include "common_view_clipping_lib.glsl"
#include "common_view_lib.glsl"
uint outline_colorid_get(void)
uint outline_colorid_get()
{
#ifdef OBINFO_NEW
eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));

View File

@@ -7,7 +7,7 @@
#include "common_view_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
uint outline_colorid_get(void)
uint outline_colorid_get()
{
#ifdef OBINFO_NEW
eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));

View File

@@ -6,7 +6,7 @@
#include "common_view_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
uint outline_colorid_get(void)
uint outline_colorid_get()
{
#ifdef OBINFO_NEW
eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));

View File

@@ -11,7 +11,7 @@
gl_Position = vec4(0.0); \
return;
uint outline_colorid_get(void)
uint outline_colorid_get()
{
#ifdef OBINFO_NEW
eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));

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@@ -26,7 +26,7 @@ float linear_zdepth(float depth, mat4 proj_mat)
* McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
* Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122141, 2013
*/
float calculate_transparent_weight(void)
float calculate_transparent_weight()
{
float z = linear_zdepth(gl_FragCoord.z, drw_view.winmat);
#if 0

View File

@@ -146,12 +146,12 @@ void hair_get_interp_attrs(
# if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
int hair_get_strand_id(void)
int hair_get_strand_id()
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
}
int hair_get_base_id(void)
int hair_get_base_id()
{
return gl_VertexID / hairThicknessRes;
}
@@ -270,13 +270,13 @@ vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
return texelFetch(cd_buf, id).rgba;
}
vec3 hair_get_strand_pos(void)
vec3 hair_get_strand_pos()
{
int id = hair_get_strand_id() * hairStrandsRes;
return texelFetch(hairPointBuffer, id).point_position;
}
vec2 hair_get_barycentric(void)
vec2 hair_get_barycentric()
{
/* To match cycles without breaking into individual segment we encode if we need to invert
* the first component into the second component. We invert if the barycentricTexCo.y

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@@ -17,7 +17,7 @@ layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer
out_vertbuf;
#endif
void main(void)
void main()
{
float interp_time;
vec4 data0, data1, data2, data3;

View File

@@ -123,7 +123,7 @@ vec4 pointcloud_get_customdata_vec4(const samplerBuffer cd_buf)
return texelFetch(cd_buf, id).rgba;
}
vec2 pointcloud_get_barycentric(void)
vec2 pointcloud_get_barycentric()
{
/* TODO: To be implemented. */
return vec2(0.0);

View File

@@ -14,7 +14,7 @@
#define MID_VERTEX 65
void main(void)
void main()
{
const float start_gradient_threshold = 0.35;
const float end_gradient_threshold = 0.65;

View File

@@ -46,7 +46,7 @@ void do_vertex(const int i, vec4 pos, vec2 ofs)
gpu_EmitVertex();
}
void main(void)
void main()
{
vec4 p0 = clip_line_point_homogeneous_space(gl_in[0].gl_Position, gl_in[1].gl_Position);
vec4 p1 = clip_line_point_homogeneous_space(gl_in[1].gl_Position, gl_in[0].gl_Position);