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source/blender/gpu/metal/kernels/depth_2d_update_info.hh
- This file was added.
| /* 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::VEC2, "texCoord_interp"); | |||||
| GPU_SHADER_CREATE_INFO(depth_2d_update_info_base) | |||||
| .vertex_in(0, Type::VEC2, "pos") | |||||
| .vertex_out(depth_2d_update_iface) | |||||
| .fragment_out(0, Type::VEC4, "fragColor") | |||||
| .push_constant(Type::VEC2, "extent") | |||||
| .push_constant(Type::VEC2, "offset") | |||||
| .push_constant(Type::VEC2, "size") | |||||
| .push_constant(Type::INT, "mip") | |||||
| .sampler(0, ImageType::FLOAT_2D, "source_data", Frequency::PASS) | |||||
| .vertex_source("depth_2d_update_vert.glsl"); | |||||
| GPU_SHADER_CREATE_INFO(depth_2d_update_float) | |||||
| .fragment_source("depth_2d_update_float_frag.glsl") | |||||
| .additional_info("depth_2d_update_info_base") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(depth_2d_update_int24) | |||||
| .fragment_source("depth_2d_update_int24_frag.glsl") | |||||
| .additional_info("depth_2d_update_info_base") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(depth_2d_update_int32) | |||||
| .fragment_source("depth_2d_update_int32_frag.glsl") | |||||
| .additional_info("depth_2d_update_info_base") | |||||
| .do_static_compilation(true); | |||||