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authorJason Fielder <jason_apple>2022-04-14 13:01:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-14 13:01:31 +0300
commit8f0e06a0ca1f4b7f8ea00ec5346a5e55a2620707 (patch)
treece1817dcdfeb8df6ecfbd9c5faaad886dd8e20fb /source/blender/blenlib
parente28f07b5c899a3036060e9e3f50a3e878663f02a (diff)
Metal: GPU_PRIM_LINE_LOOP alternative implementations.
Prefer using immVertex3f when 3D shaders are used for 2D rendering due to overhead of vertex padding in hardware. CPU overhead is negligible. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14494
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/math_base_inline.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_base_inline.c b/source/blender/blenlib/intern/math_base_inline.c
index bb6bc0db00d..a983821f15e 100644
--- a/source/blender/blenlib/intern/math_base_inline.c
+++ b/source/blender/blenlib/intern/math_base_inline.c
@@ -524,6 +524,15 @@ MINLINE uint max_uu(uint a, uint b)
return (b < a) ? a : b;
}
+MINLINE unsigned long long min_ulul(unsigned long long a, unsigned long long b)
+{
+ return (a < b) ? a : b;
+}
+MINLINE unsigned long long max_ulul(unsigned long long a, unsigned long long b)
+{
+ return (b < a) ? a : b;
+}
+
MINLINE float min_fff(float a, float b, float c)
{
return min_ff(min_ff(a, b), c);