Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU geometric primitives
*/
#pragma once
#include "GPU_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GPU_PRIM_POINTS,
GPU_PRIM_LINES,
GPU_PRIM_TRIS,
GPU_PRIM_LINE_STRIP,
GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan does not */
GPU_PRIM_TRI_STRIP,
GPU_PRIM_TRI_FAN,
GPU_PRIM_LINES_ADJ,
GPU_PRIM_TRIS_ADJ,
GPU_PRIM_LINE_STRIP_ADJ,
GPU_PRIM_NONE,
} GPUPrimType;
/* what types of primitives does each shader expect? */
GPU_PRIM_CLASS_NONE = 0,
GPU_PRIM_CLASS_POINT = (1 << 0),
GPU_PRIM_CLASS_LINE = (1 << 1),
GPU_PRIM_CLASS_SURFACE = (1 << 2),
GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
} GPUPrimClass;
/**
* TODO: Improve error checking by validating that the shader is suited for this primitive type.
* GPUPrimClass GPU_primtype_class(GPUPrimType);
* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
}