godot/thirdparty/glslang/SPIRV/GLSL.ext.NV.h

/*
** Copyright (c) 2014-2017 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and/or associated documentation files (the "Materials"),
** to deal in the Materials without restriction, including without limitation
** the rights to use, copy, modify, merge, publish, distribute, sublicense,
** and/or sell copies of the Materials, and to permit persons to whom the
** Materials are furnished to do so, subject to the following conditions:
**
** The above copyright notice and this permission notice shall be included in
** all copies or substantial portions of the Materials.
**
** MODIFICATIONS TO THIS FILE MAY MEAN IT NO LONGER ACCURATELY REFLECTS KHRONOS
** STANDARDS. THE UNMODIFIED, NORMATIVE VERSIONS OF KHRONOS SPECIFICATIONS AND
** HEADER INFORMATION ARE LOCATED AT https://www.khronos.org/registry/
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
** THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
** LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
** FROM,OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS
** IN THE MATERIALS.
*/

#ifndef GLSLextNV_H
#define GLSLextNV_H

enum BuiltIn;
enum Decoration;
enum Op;
enum Capability;

static const int GLSLextNVVersion =;
static const int GLSLextNVRevision =;

//SPV_NV_sample_mask_override_coverage
const char* const E_SPV_NV_sample_mask_override_coverage =;

//SPV_NV_geometry_shader_passthrough
const char* const E_SPV_NV_geometry_shader_passthrough =;

//SPV_NV_viewport_array2
const char* const E_SPV_NV_viewport_array2 =;
const char* const E_ARB_shader_viewport_layer_array =;

//SPV_NV_stereo_view_rendering
const char* const E_SPV_NV_stereo_view_rendering =;

//SPV_NVX_multiview_per_view_attributes
const char* const E_SPV_NVX_multiview_per_view_attributes =;

//SPV_NV_shader_subgroup_partitioned
const char* const E_SPV_NV_shader_subgroup_partitioned =;

//SPV_NV_fragment_shader_barycentric
const char* const E_SPV_NV_fragment_shader_barycentric =;

//SPV_NV_compute_shader_derivatives
const char* const E_SPV_NV_compute_shader_derivatives =;

//SPV_NV_shader_image_footprint
const char* const E_SPV_NV_shader_image_footprint =;

//SPV_NV_mesh_shader
const char* const E_SPV_NV_mesh_shader =;

//SPV_NV_raytracing
const char* const E_SPV_NV_ray_tracing =;

//SPV_NV_ray_tracing_motion_blur
const char* const E_SPV_NV_ray_tracing_motion_blur =;

//SPV_NV_shading_rate
const char* const E_SPV_NV_shading_rate =;

//SPV_NV_cooperative_matrix
const char* const E_SPV_NV_cooperative_matrix =;

//SPV_NV_shader_sm_builtins
const char* const E_SPV_NV_shader_sm_builtins =;

//SPV_NV_shader_execution_reorder
const char* const E_SPV_NV_shader_invocation_reorder =;

//SPV_NV_displacement_micromap
const char* const E_SPV_NV_displacement_micromap =;

//SPV_NV_shader_atomic_fp16_vector
const char* const E_SPV_NV_shader_atomic_fp16_vector =;

#endif  // #ifndef GLSLextNV_H