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/*
* 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.
*
* 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.
*/
/** \file
* \ingroup gpu
* Uniform buffers API. Used to handle many uniforms update at once.
* Make sure that the data structure is compatible with what the implementation expect.
* (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
* layout)
* Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
* aligned .
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct ListBase;
/** Opaque type hiding blender::gpu::UniformBuf. */
typedef struct GPUUniformBuf GPUUniformBuf;
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
void GPU_uniformbuf_free(GPUUniformBuf *ubo);
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
void GPU_uniformbuf_unbind_all(void);
#define GPU_UBO_BLOCK_NAME "nodeTree"
#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "uniformAttrs"
}