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changes to make this work #145

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180 changes: 180 additions & 0 deletions defold-rive/include/generated/shaders/advanced_blend.exports.h
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#pragma once

#define GLSL_BORROWED_COVERAGE_PREPASS "_EXPORTED_BORROWED_COVERAGE_PREPASS"
#define GLSL_BORROWED_COVERAGE_PREPASS_raw _EXPORTED_BORROWED_COVERAGE_PREPASS
#define GLSL_CLEAR_CLIP "_EXPORTED_CLEAR_CLIP"
#define GLSL_CLEAR_CLIP_raw _EXPORTED_CLEAR_CLIP
#define GLSL_CLEAR_COLOR "_EXPORTED_CLEAR_COLOR"
#define GLSL_CLEAR_COLOR_raw _EXPORTED_CLEAR_COLOR
#define GLSL_CLEAR_COVERAGE "_EXPORTED_CLEAR_COVERAGE"
#define GLSL_CLEAR_COVERAGE_raw _EXPORTED_CLEAR_COVERAGE
#define GLSL_CLOCKWISE_FILL "_EXPORTED_CLOCKWISE_FILL"
#define GLSL_CLOCKWISE_FILL_raw _EXPORTED_CLOCKWISE_FILL
#define GLSL_COALESCED_PLS_RESOLVE_AND_TRANSFER "_EXPORTED_COALESCED_PLS_RESOLVE_AND_TRANSFER"
#define GLSL_COALESCED_PLS_RESOLVE_AND_TRANSFER_raw _EXPORTED_COALESCED_PLS_RESOLVE_AND_TRANSFER
#define GLSL_COLOR_PLANE_IDX_OVERRIDE "_EXPORTED_COLOR_PLANE_IDX_OVERRIDE"
#define GLSL_COLOR_PLANE_IDX_OVERRIDE_raw _EXPORTED_COLOR_PLANE_IDX_OVERRIDE
#define GLSL_DISABLE_SHADER_STORAGE_BUFFERS "_EXPORTED_DISABLE_SHADER_STORAGE_BUFFERS"
#define GLSL_DISABLE_SHADER_STORAGE_BUFFERS_raw _EXPORTED_DISABLE_SHADER_STORAGE_BUFFERS
#define GLSL_DRAW_IMAGE "_EXPORTED_DRAW_IMAGE"
#define GLSL_DRAW_IMAGE_raw _EXPORTED_DRAW_IMAGE
#define GLSL_DRAW_IMAGE_MESH "_EXPORTED_DRAW_IMAGE_MESH"
#define GLSL_DRAW_IMAGE_MESH_raw _EXPORTED_DRAW_IMAGE_MESH
#define GLSL_DRAW_IMAGE_RECT "_EXPORTED_DRAW_IMAGE_RECT"
#define GLSL_DRAW_IMAGE_RECT_raw _EXPORTED_DRAW_IMAGE_RECT
#define GLSL_DRAW_INTERIOR_TRIANGLES "_EXPORTED_DRAW_INTERIOR_TRIANGLES"
#define GLSL_DRAW_INTERIOR_TRIANGLES_raw _EXPORTED_DRAW_INTERIOR_TRIANGLES
#define GLSL_DRAW_PATH "_EXPORTED_DRAW_PATH"
#define GLSL_DRAW_PATH_raw _EXPORTED_DRAW_PATH
#define GLSL_DRAW_RENDER_TARGET_UPDATE_BOUNDS "_EXPORTED_DRAW_RENDER_TARGET_UPDATE_BOUNDS"
#define GLSL_DRAW_RENDER_TARGET_UPDATE_BOUNDS_raw _EXPORTED_DRAW_RENDER_TARGET_UPDATE_BOUNDS
#define GLSL_ENABLE_ADVANCED_BLEND "_EXPORTED_ENABLE_ADVANCED_BLEND"
#define GLSL_ENABLE_ADVANCED_BLEND_raw _EXPORTED_ENABLE_ADVANCED_BLEND
#define GLSL_ENABLE_CLIPPING "_EXPORTED_ENABLE_CLIPPING"
#define GLSL_ENABLE_CLIPPING_raw _EXPORTED_ENABLE_CLIPPING
#define GLSL_ENABLE_CLIP_RECT "_EXPORTED_ENABLE_CLIP_RECT"
#define GLSL_ENABLE_CLIP_RECT_raw _EXPORTED_ENABLE_CLIP_RECT
#define GLSL_ENABLE_EVEN_ODD "_EXPORTED_ENABLE_EVEN_ODD"
#define GLSL_ENABLE_EVEN_ODD_raw _EXPORTED_ENABLE_EVEN_ODD
#define GLSL_ENABLE_HSL_BLEND_MODES "_EXPORTED_ENABLE_HSL_BLEND_MODES"
#define GLSL_ENABLE_HSL_BLEND_MODES_raw _EXPORTED_ENABLE_HSL_BLEND_MODES
#define GLSL_ENABLE_INSTANCE_INDEX "_EXPORTED_ENABLE_INSTANCE_INDEX"
#define GLSL_ENABLE_INSTANCE_INDEX_raw _EXPORTED_ENABLE_INSTANCE_INDEX
#define GLSL_ENABLE_KHR_BLEND "_EXPORTED_ENABLE_KHR_BLEND"
#define GLSL_ENABLE_KHR_BLEND_raw _EXPORTED_ENABLE_KHR_BLEND
#define GLSL_ENABLE_MIN_16_PRECISION "_EXPORTED_ENABLE_MIN_16_PRECISION"
#define GLSL_ENABLE_MIN_16_PRECISION_raw _EXPORTED_ENABLE_MIN_16_PRECISION
#define GLSL_ENABLE_NESTED_CLIPPING "_EXPORTED_ENABLE_NESTED_CLIPPING"
#define GLSL_ENABLE_NESTED_CLIPPING_raw _EXPORTED_ENABLE_NESTED_CLIPPING
#define GLSL_ENABLE_RASTERIZER_ORDERED_VIEWS "_EXPORTED_ENABLE_RASTERIZER_ORDERED_VIEWS"
#define GLSL_ENABLE_RASTERIZER_ORDERED_VIEWS_raw _EXPORTED_ENABLE_RASTERIZER_ORDERED_VIEWS
#define GLSL_ENABLE_SPIRV_CROSS_BASE_INSTANCE "_EXPORTED_ENABLE_SPIRV_CROSS_BASE_INSTANCE"
#define GLSL_ENABLE_SPIRV_CROSS_BASE_INSTANCE_raw _EXPORTED_ENABLE_SPIRV_CROSS_BASE_INSTANCE
#define GLSL_ENABLE_TYPED_UAV_LOAD_STORE "_EXPORTED_ENABLE_TYPED_UAV_LOAD_STORE"
#define GLSL_ENABLE_TYPED_UAV_LOAD_STORE_raw _EXPORTED_ENABLE_TYPED_UAV_LOAD_STORE
#define GLSL_FIXED_FUNCTION_COLOR_OUTPUT "_EXPORTED_FIXED_FUNCTION_COLOR_OUTPUT"
#define GLSL_FIXED_FUNCTION_COLOR_OUTPUT_raw _EXPORTED_FIXED_FUNCTION_COLOR_OUTPUT
#define GLSL_FRAGMENT "_EXPORTED_FRAGMENT"
#define GLSL_FRAGMENT_raw _EXPORTED_FRAGMENT
#define GLSL_FlushUniforms "_EXPORTED_FlushUniforms"
#define GLSL_FlushUniforms_raw _EXPORTED_FlushUniforms
#define GLSL_GLSL_VERSION "_EXPORTED_GLSL_VERSION"
#define GLSL_GLSL_VERSION_raw _EXPORTED_GLSL_VERSION
#define GLSL_INITIALIZE_PLS "_EXPORTED_INITIALIZE_PLS"
#define GLSL_INITIALIZE_PLS_raw _EXPORTED_INITIALIZE_PLS
#define GLSL_ImageDrawUniforms "_EXPORTED_ImageDrawUniforms"
#define GLSL_ImageDrawUniforms_raw _EXPORTED_ImageDrawUniforms
#define GLSL_LOAD_COLOR "_EXPORTED_LOAD_COLOR"
#define GLSL_LOAD_COLOR_raw _EXPORTED_LOAD_COLOR
#define GLSL_OPTIONALLY_FLAT "_EXPORTED_OPTIONALLY_FLAT"
#define GLSL_OPTIONALLY_FLAT_raw _EXPORTED_OPTIONALLY_FLAT
#define GLSL_PLS_BLEND_SRC_OVER "_EXPORTED_PLS_BLEND_SRC_OVER"
#define GLSL_PLS_BLEND_SRC_OVER_raw _EXPORTED_PLS_BLEND_SRC_OVER
#define GLSL_PLS_IMPL_ANGLE "_EXPORTED_PLS_IMPL_ANGLE"
#define GLSL_PLS_IMPL_ANGLE_raw _EXPORTED_PLS_IMPL_ANGLE
#define GLSL_PLS_IMPL_DEVICE_BUFFER "_EXPORTED_PLS_IMPL_DEVICE_BUFFER"
#define GLSL_PLS_IMPL_DEVICE_BUFFER_raw _EXPORTED_PLS_IMPL_DEVICE_BUFFER
#define GLSL_PLS_IMPL_DEVICE_BUFFER_RASTER_ORDERED "_EXPORTED_PLS_IMPL_DEVICE_BUFFER_RASTER_ORDERED"
#define GLSL_PLS_IMPL_DEVICE_BUFFER_RASTER_ORDERED_raw _EXPORTED_PLS_IMPL_DEVICE_BUFFER_RASTER_ORDERED
#define GLSL_PLS_IMPL_EXT_NATIVE "_EXPORTED_PLS_IMPL_EXT_NATIVE"
#define GLSL_PLS_IMPL_EXT_NATIVE_raw _EXPORTED_PLS_IMPL_EXT_NATIVE
#define GLSL_PLS_IMPL_FRAMEBUFFER_FETCH "_EXPORTED_PLS_IMPL_FRAMEBUFFER_FETCH"
#define GLSL_PLS_IMPL_FRAMEBUFFER_FETCH_raw _EXPORTED_PLS_IMPL_FRAMEBUFFER_FETCH
#define GLSL_PLS_IMPL_NONE "_EXPORTED_PLS_IMPL_NONE"
#define GLSL_PLS_IMPL_NONE_raw _EXPORTED_PLS_IMPL_NONE
#define GLSL_PLS_IMPL_STORAGE_TEXTURE "_EXPORTED_PLS_IMPL_STORAGE_TEXTURE"
#define GLSL_PLS_IMPL_STORAGE_TEXTURE_raw _EXPORTED_PLS_IMPL_STORAGE_TEXTURE
#define GLSL_PLS_IMPL_SUBPASS_LOAD "_EXPORTED_PLS_IMPL_SUBPASS_LOAD"
#define GLSL_PLS_IMPL_SUBPASS_LOAD_raw _EXPORTED_PLS_IMPL_SUBPASS_LOAD
#define GLSL_RENDER_MODE_MSAA "_EXPORTED_RENDER_MODE_MSAA"
#define GLSL_RENDER_MODE_MSAA_raw _EXPORTED_RENDER_MODE_MSAA
#define GLSL_RESOLVE_PLS "_EXPORTED_RESOLVE_PLS"
#define GLSL_RESOLVE_PLS_raw _EXPORTED_RESOLVE_PLS
#define GLSL_STORE_COLOR "_EXPORTED_STORE_COLOR"
#define GLSL_STORE_COLOR_raw _EXPORTED_STORE_COLOR
#define GLSL_STORE_COLOR_CLEAR "_EXPORTED_STORE_COLOR_CLEAR"
#define GLSL_STORE_COLOR_CLEAR_raw _EXPORTED_STORE_COLOR_CLEAR
#define GLSL_SWIZZLE_COLOR_BGRA_TO_RGBA "_EXPORTED_SWIZZLE_COLOR_BGRA_TO_RGBA"
#define GLSL_SWIZZLE_COLOR_BGRA_TO_RGBA_raw _EXPORTED_SWIZZLE_COLOR_BGRA_TO_RGBA
#define GLSL_TARGET_VULKAN "_EXPORTED_TARGET_VULKAN"
#define GLSL_TARGET_VULKAN_raw _EXPORTED_TARGET_VULKAN
#define GLSL_USING_PLS_STORAGE_TEXTURES "_EXPORTED_USING_PLS_STORAGE_TEXTURES"
#define GLSL_USING_PLS_STORAGE_TEXTURES_raw _EXPORTED_USING_PLS_STORAGE_TEXTURES
#define GLSL_VERTEX "_EXPORTED_VERTEX"
#define GLSL_VERTEX_raw _EXPORTED_VERTEX
#define GLSL_a_args "_EXPORTED_a_args"
#define GLSL_a_args_raw _EXPORTED_a_args
#define GLSL_a_color0 "_EXPORTED_a_color0"
#define GLSL_a_color0_raw _EXPORTED_a_color0
#define GLSL_a_color1 "_EXPORTED_a_color1"
#define GLSL_a_color1_raw _EXPORTED_a_color1
#define GLSL_a_contourIDWithFlags "_EXPORTED_a_contourIDWithFlags"
#define GLSL_a_contourIDWithFlags_raw _EXPORTED_a_contourIDWithFlags
#define GLSL_a_imageRectVertex "_EXPORTED_a_imageRectVertex"
#define GLSL_a_imageRectVertex_raw _EXPORTED_a_imageRectVertex
#define GLSL_a_joinTan_and_ys "_EXPORTED_a_joinTan_and_ys"
#define GLSL_a_joinTan_and_ys_raw _EXPORTED_a_joinTan_and_ys
#define GLSL_a_mirroredVertexData "_EXPORTED_a_mirroredVertexData"
#define GLSL_a_mirroredVertexData_raw _EXPORTED_a_mirroredVertexData
#define GLSL_a_p0p1_ "_EXPORTED_a_p0p1_"
#define GLSL_a_p0p1__raw _EXPORTED_a_p0p1_
#define GLSL_a_p2p3_ "_EXPORTED_a_p2p3_"
#define GLSL_a_p2p3__raw _EXPORTED_a_p2p3_
#define GLSL_a_patchVertexData "_EXPORTED_a_patchVertexData"
#define GLSL_a_patchVertexData_raw _EXPORTED_a_patchVertexData
#define GLSL_a_position "_EXPORTED_a_position"
#define GLSL_a_position_raw _EXPORTED_a_position
#define GLSL_a_reflectionX0X1 "_EXPORTED_a_reflectionX0X1"
#define GLSL_a_reflectionX0X1_raw _EXPORTED_a_reflectionX0X1
#define GLSL_a_segmentCounts "_EXPORTED_a_segmentCounts"
#define GLSL_a_segmentCounts_raw _EXPORTED_a_segmentCounts
#define GLSL_a_span "_EXPORTED_a_span"
#define GLSL_a_span_raw _EXPORTED_a_span
#define GLSL_a_spanX "_EXPORTED_a_spanX"
#define GLSL_a_spanX_raw _EXPORTED_a_spanX
#define GLSL_a_texCoord "_EXPORTED_a_texCoord"
#define GLSL_a_texCoord_raw _EXPORTED_a_texCoord
#define GLSL_a_triangleVertex "_EXPORTED_a_triangleVertex"
#define GLSL_a_triangleVertex_raw _EXPORTED_a_triangleVertex
#define GLSL_a_x0x1 "_EXPORTED_a_x0x1"
#define GLSL_a_x0x1_raw _EXPORTED_a_x0x1
#define GLSL_a_yWithFlags "_EXPORTED_a_yWithFlags"
#define GLSL_a_yWithFlags_raw _EXPORTED_a_yWithFlags
#define GLSL_blitFragmentMain "_EXPORTED_blitFragmentMain"
#define GLSL_blitFragmentMain_raw _EXPORTED_blitFragmentMain
#define GLSL_blitTextureSource "_EXPORTED_blitTextureSource"
#define GLSL_blitTextureSource_raw _EXPORTED_blitTextureSource
#define GLSL_blitVertexMain "_EXPORTED_blitVertexMain"
#define GLSL_blitVertexMain_raw _EXPORTED_blitVertexMain
#define GLSL_clearColor "_EXPORTED_clearColor"
#define GLSL_clearColor_raw _EXPORTED_clearColor
#define GLSL_colorRampFragmentMain "_EXPORTED_colorRampFragmentMain"
#define GLSL_colorRampFragmentMain_raw _EXPORTED_colorRampFragmentMain
#define GLSL_colorRampVertexMain "_EXPORTED_colorRampVertexMain"
#define GLSL_colorRampVertexMain_raw _EXPORTED_colorRampVertexMain
#define GLSL_contourBuffer "_EXPORTED_contourBuffer"
#define GLSL_contourBuffer_raw _EXPORTED_contourBuffer
#define GLSL_drawFragmentMain "_EXPORTED_drawFragmentMain"
#define GLSL_drawFragmentMain_raw _EXPORTED_drawFragmentMain
#define GLSL_drawVertexMain "_EXPORTED_drawVertexMain"
#define GLSL_drawVertexMain_raw _EXPORTED_drawVertexMain
#define GLSL_dstColorTexture "_EXPORTED_dstColorTexture"
#define GLSL_dstColorTexture_raw _EXPORTED_dstColorTexture
#define GLSL_gradTexture "_EXPORTED_gradTexture"
#define GLSL_gradTexture_raw _EXPORTED_gradTexture
#define GLSL_imageTexture "_EXPORTED_imageTexture"
#define GLSL_imageTexture_raw _EXPORTED_imageTexture
#define GLSL_paintAuxBuffer "_EXPORTED_paintAuxBuffer"
#define GLSL_paintAuxBuffer_raw _EXPORTED_paintAuxBuffer
#define GLSL_paintBuffer "_EXPORTED_paintBuffer"
#define GLSL_paintBuffer_raw _EXPORTED_paintBuffer
#define GLSL_pathBuffer "_EXPORTED_pathBuffer"
#define GLSL_pathBuffer_raw _EXPORTED_pathBuffer
#define GLSL_stencilVertexMain "_EXPORTED_stencilVertexMain"
#define GLSL_stencilVertexMain_raw _EXPORTED_stencilVertexMain
#define GLSL_tessVertexTexture "_EXPORTED_tessVertexTexture"
#define GLSL_tessVertexTexture_raw _EXPORTED_tessVertexTexture
#define GLSL_tessellateFragmentMain "_EXPORTED_tessellateFragmentMain"
#define GLSL_tessellateFragmentMain_raw _EXPORTED_tessellateFragmentMain
#define GLSL_tessellateVertexMain "_EXPORTED_tessellateVertexMain"
#define GLSL_tessellateVertexMain_raw _EXPORTED_tessellateVertexMain
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