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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_shared_utils.h')
-rw-r--r--source/blender/gpu/intern/gpu_shader_shared_utils.h110
1 files changed, 0 insertions, 110 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_shared_utils.h b/source/blender/gpu/intern/gpu_shader_shared_utils.h
deleted file mode 100644
index 7e5d2240851..00000000000
--- a/source/blender/gpu/intern/gpu_shader_shared_utils.h
+++ /dev/null
@@ -1,110 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- *
- * Glue definition to make shared declaration of struct & functions work in both C / C++ and GLSL.
- * We use the same vector and matrix types as Blender C++. Some math functions are defined to use
- * the float version to match the GLSL syntax.
- * This file can be used for C & C++ code and the syntax used should follow the same rules.
- * Some preprocessing is done by the GPU backend to make it GLSL compatible.
- *
- * IMPORTANT:
- * - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it
- * for GLSL.
- * - Always use `u` suffix for enum values. GLSL do not support implicit cast.
- * - Define all values. This is in order to simplify custom pre-processor code.
- * - Always use uint32_t as underlying type.
- * - Use float suffix by default for float literals to avoid double promotion in C++.
- * - Pack one float or int after a vec3/ivec3 to fullfil alligment rules.
- *
- * NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
- * NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
- * it. This does not apply to SSBO.
- *
- * IMPORTANT: Do not forget to align mat4, vec3 and vec4 to 16 bytes, and vec2 to 8 bytes.
- *
- * NOTE: You can use bool type using bool1 a int boolean type matching the GLSL type.
- */
-
-#ifdef GPU_SHADER
-# define BLI_STATIC_ASSERT_ALIGN(type_, align_)
-# define BLI_STATIC_ASSERT_SIZE(type_, size_)
-# define static
-# define inline
-# define cosf cos
-# define sinf sin
-# define tanf tan
-# define acosf acos
-# define asinf asin
-# define atanf atan
-# define floorf floor
-# define ceilf ceil
-# define sqrtf sqrt
-
-# define float2 vec2
-# define float3 vec3
-# define float4 vec4
-# define float4x4 mat4
-# define int2 ivec2
-# define int3 ivec3
-# define int4 ivec4
-# define uint2 uvec2
-# define uint3 uvec3
-# define uint4 uvec4
-# define bool1 bool
-# define bool2 bvec2
-# define bool3 bvec3
-# define bool4 bvec4
-
-#else /* C */
-# pragma once
-
-# include "BLI_assert.h"
-
-# ifdef __cplusplus
-# include "BLI_float2.hh"
-# include "BLI_float3.hh"
-# include "BLI_float4.hh"
-# include "BLI_float4x4.hh"
-/* TODO */
-// # include "BLI_int2.hh"
-// # include "BLI_int3.hh"
-# else
-typedef float float2[2];
-typedef float float3[3];
-typedef float float4[4];
-typedef float float4x4[4][4];
-# endif
-typedef int int2[2];
-typedef int int3[2];
-typedef int int4[4];
-typedef uint uint2[2];
-typedef uint uint3[3];
-typedef uint uint4[4];
-typedef int int2[2];
-typedef int int3[2];
-typedef int int4[4];
-typedef int bool1;
-typedef int bool2[2];
-typedef int bool3[2];
-typedef int bool4[4];
-
-#endif \ No newline at end of file