11 #ifndef __VEX_VexTypes__
12 #define __VEX_VexTypes__
60 #define ENUM_TO_MASK(TOKEN) TOKEN = (1 << TOKEN##_ENUM)
80 #define VEX_SHADING_CONTEXT ( VEX_SURFACE_CONTEXT \
81 | VEX_DISPLACE_CONTEXT \
83 | VEX_SHADOW_CONTEXT \
88 #define VEX_OP_CONTEXT ( VEX_CHOP_CONTEXT \
94 #define VEX_ALL_CONTEXT ( VEX_SHADING_CONTEXT \
VEX_Type
VEX variable types.
Ignore any errors in the VOP network when generating the code.
GLboolean GLboolean GLboolean GLboolean a
Don't add any header comment to the code.
Promote any file path literals to a shader function parameter.
Don't add extra comments to the code (header, origin markers, etc.)
SYS_STATIC_ASSERT(VEX_MAX_CONTEXT_ENUM<=32)
Add line hints for determining the generator node of each code section.
const TypeMask operator|(const TypeMask &m1, const TypeMask &m2)
GLboolean GLboolean GLboolean b
VEX_CodeGenFlags
VEX code generation flags when calling VEX_VexResolver::getVflCode.
Don't check if the imported shader actually exists.
Don't output empty boilerplate code if the real code generation failed.
Don't write out #pragmas.
Don't add any shader #defines to the code.
#define ENUM_TO_MASK(TOKEN)