14 .vertex_in(0, Type::VEC2,
"pos")
15 .vertex_out(depth_2d_update_iface)
16 .fragment_out(0, Type::VEC4,
"fragColor")
17 .push_constant(Type::VEC2,
"extent")
18 .push_constant(Type::VEC2,
"offset")
19 .push_constant(Type::VEC2,
"size")
20 .push_constant(Type::INT,
"mip")
21 .depth_write(DepthWrite::ANY)
22 .vertex_source(
"depth_2d_update_vert.glsl");
25 .metal_backend_only(
true)
26 .fragment_source(
"depth_2d_update_float_frag.glsl")
27 .sampler(0, ImageType::FLOAT_2D,
"source_data", Frequency::PASS)
28 .additional_info(
"depth_2d_update_info_base")
29 .do_static_compilation(
true)
30 .depth_write(DepthWrite::ANY);
33 .metal_backend_only(
true)
34 .fragment_source(
"depth_2d_update_int24_frag.glsl")
35 .additional_info(
"depth_2d_update_info_base")
36 .sampler(0, ImageType::INT_2D,
"source_data", Frequency::PASS)
37 .do_static_compilation(
true)
38 .depth_write(DepthWrite::ANY);
41 .metal_backend_only(
true)
42 .fragment_source(
"depth_2d_update_int32_frag.glsl")
43 .additional_info(
"depth_2d_update_info_base")
44 .sampler(0, ImageType::INT_2D,
"source_data", Frequency::PASS)
45 .do_static_compilation(
true)
46 .depth_write(DepthWrite::ANY);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)