200 this->value.u =
value;
205 this->value.i =
value;
210 this->value.f =
value;
215 this->value.u =
value ? 1 : 0;
220 return this->type ==
b.type && this->name ==
b.name && this->value ==
b.value;
255 values[index].u = value ? 1 : 0;
260 return types.is_empty();
272 return this->type ==
b.type && this->name ==
b.name && this->value ==
b.value;
#define BLI_assert_unreachable()
#define BLI_assert_msg(a, msg)
@ GPU_LOADACTION_DONT_CARE
@ GPU_STOREACTION_DONT_CARE
unsigned long long int uint64_t
BLI_INLINE int to_component_count(const Type &type)
bool operator==(const CompilationConstant &b) const
SpecializationConstant::Value value
bool operator==(const Value &other) const
SpecializationConstant()=default
SpecializationConstant(const char *name, int value)
SpecializationConstant(const char *name, float value)
bool operator==(const SpecializationConstant &b) const
SpecializationConstant(const char *name, uint32_t value)
SpecializationConstant(const char *name, bool value)
void set_value(int index, float value)
void set_value(int index, bool value)
void set_value(int index, int value)
Vector< SpecializationConstant::Value, 8 > values
Vector< gpu::shader::Type, 8 > types
void set_value(int index, uint32_t value)