4 #ifndef __CONSTANT_FOLD_H__
5 #define __CONSTANT_FOLD_H__
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
void make_constant_clamp(float value, bool clamp) const
void bypass(ShaderOutput *output) const
void bypass_or_discard(ShaderInput *input) const
void fold_mapping(NodeMappingType type) const
bool all_inputs_constant() const
ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output, Scene *scene)
bool try_bypass_or_make_constant(ShaderInput *input, bool clamp=false) const
bool is_zero(ShaderInput *input) const
bool is_one(ShaderInput *input) const
void fold_math(NodeMathType type) const
void make_constant(float value) const
ShaderOutput *const output
void fold_mix(NodeMix type, bool clamp) const
void fold_vector_math(NodeVectorMathType type) const
#define CCL_NAMESPACE_END
ccl_global KernelShaderEvalInput * input
T clamp(const T &a, const T &min, const T &max)