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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
* The Original Code is: all of this file.
* Contributor(s): Brecht Van Lommel.
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_codegen.h
* \ingroup gpu
#ifndef __GPU_CODEGEN_H__
#define __GPU_CODEGEN_H__
#include "DNA_listBase.h"
struct ListBase;
struct GPUShader;
struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 32
#define FUNCTION_QUAL_IN 0
#define FUNCTION_QUAL_OUT 1
#define FUNCTION_QUAL_INOUT 2
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
int paramtype[MAX_PARAMETER];
int paramqual[MAX_PARAMETER];
int totparam;
} GPUFunction;
GPUFunction *GPU_lookup_function(const char *name);
/* Pass Generation
- Takes a list of nodes and a desired output, and makes a pass. This
will take ownership of the nodes and free them early if unused or
at the end if used.
struct GPUPass;
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin, const char *name);
struct GPUShader *GPU_pass_shader(GPUPass *pass);
void GPU_pass_bind(GPUPass *pass, double time, int mipmap);
void GPU_pass_update_uniforms(GPUPass *pass);
void GPU_pass_unbind(GPUPass *pass);
void GPU_pass_free(GPUPass *pass);
/* Material calls */
const char *GPU_builtin_name(GPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
int GPU_link_changed(struct GPUNodeLink *link);
#endif