OpenGL: split off framebuffer, shader and texture code into separate files.
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								source/blender/gpu/GPU_framebuffer.h
									
									
									
									
									
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								source/blender/gpu/GPU_framebuffer.h
									
									
									
									
									
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/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): Brecht Van Lommel.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file GPU_framebuffer.h
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 *  \ingroup gpu
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 */
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#ifndef __GPU_FRAMEBUFFER_H__
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#define __GPU_FRAMEBUFFER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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typedef struct GPUOffScreen GPUOffScreen;
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typedef struct GPUTexture GPUTexture;
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/* GPU Framebuffer
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 * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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 *   multiple FBO's may be created, to get around limitations on the number
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 *   of attached textures and the dimension requirements.
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 * - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
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 *   be called before rendering to the window framebuffer again */
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void GPU_texture_bind_as_framebuffer(GPUTexture *tex);
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GPUFrameBuffer *GPU_framebuffer_create(void);
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int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]);
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void GPU_framebuffer_texture_detach(GPUTexture *tex);
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void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex);
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/* GPU OffScreen
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 * - wrapper around framebuffer and texture for simple offscreen drawing
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 * - changes size if graphics card can't support it */
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]);
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void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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int GPU_offscreen_width(const GPUOffScreen *ofs);
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int GPU_offscreen_height(const GPUOffScreen *ofs);
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int GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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#ifdef __cplusplus
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}
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#endif
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#endif  /* __GPU_FRAMEBUFFER_H__ */
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