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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Generate shader code from the intermediate node graph.
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct GPUMaterial;
struct GPUNodeGraph;
struct GPUShader;
typedef struct GPUPass {
struct GPUPass *next;
struct GPUShader *shader;
char *fragmentcode;
char *geometrycode;
char *vertexcode;
char *defines;
uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
uint32_t hash; /* Identity hash generated from all GLSL code. */
bool compiled; /* Did we already tried to compile the attached GPUShader. */
} GPUPass;
/* Pass */
GPUPass *GPU_generate_pass(struct GPUMaterial *material,
struct GPUNodeGraph *graph,
const char *vert_code,
const char *geom_code,
const char *frag_lib,
const char *defines);
struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass);
/* Module */
void gpu_codegen_init(void);
void gpu_codegen_exit(void);
}