Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
		
			
				
	
	
		
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			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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) 2016 by Mike Erwin.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 *
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 * GPU geometry batch
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 * Contains VAOs + VBOs + Shader representing a drawable entity.
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 */
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#pragma once
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#include "BLI_utildefines.h"
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#include "GPU_index_buffer.h"
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#include "GPU_shader.h"
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#include "GPU_vertex_buffer.h"
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#define GPU_BATCH_VBO_MAX_LEN 6
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#define GPU_BATCH_INST_VBO_MAX_LEN 2
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#define GPU_BATCH_VAO_STATIC_LEN 3
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#define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16
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typedef enum eGPUBatchFlag {
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  /** Invalid default state. */
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  GPU_BATCH_INVALID = 0,
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  /** GPUVertBuf ownership. (One bit per vbo) */
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  GPU_BATCH_OWNS_VBO = (1 << 0),
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  GPU_BATCH_OWNS_VBO_MAX = (GPU_BATCH_OWNS_VBO << (GPU_BATCH_VBO_MAX_LEN - 1)),
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  GPU_BATCH_OWNS_VBO_ANY = ((GPU_BATCH_OWNS_VBO << GPU_BATCH_VBO_MAX_LEN) - 1),
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  /** Instance GPUVertBuf ownership. (One bit per vbo) */
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  GPU_BATCH_OWNS_INST_VBO = (GPU_BATCH_OWNS_VBO_MAX << 1),
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  GPU_BATCH_OWNS_INST_VBO_MAX = (GPU_BATCH_OWNS_INST_VBO << (GPU_BATCH_INST_VBO_MAX_LEN - 1)),
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  GPU_BATCH_OWNS_INST_VBO_ANY = ((GPU_BATCH_OWNS_INST_VBO << GPU_BATCH_INST_VBO_MAX_LEN) - 1) &
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                                ~GPU_BATCH_OWNS_VBO_ANY,
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  /** GPUIndexBuf ownership. */
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  GPU_BATCH_OWNS_INDEX = (GPU_BATCH_OWNS_INST_VBO_MAX << 1),
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  /** Has been initialized. At least one VBO is set. */
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  GPU_BATCH_INIT = (1 << 16),
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  /** Batch is initialized but its VBOs are still being populated. (optional) */
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  GPU_BATCH_BUILDING = (1 << 16),
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  /** Cached data need to be rebuild. (VAO, PSO, ...) */
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  GPU_BATCH_DIRTY = (1 << 17),
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} eGPUBatchFlag;
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#define GPU_BATCH_OWNS_NONE GPU_BATCH_INVALID
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BLI_STATIC_ASSERT(GPU_BATCH_OWNS_INDEX < GPU_BATCH_INIT,
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                  "eGPUBatchFlag: Error: status flags are shadowed by the ownership bits!")
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ENUM_OPERATORS(eGPUBatchFlag, GPU_BATCH_DIRTY)
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only
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 * the common and "public" part of the struct. Use the provided allocator.
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 * TODO(fclem): Make the content of this struct hidden and expose getters/setters.
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 */
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typedef struct GPUBatch {
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  /** verts[0] is required, others can be NULL */
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  GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN];
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  /** Instance attributes. */
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  GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN];
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  /** NULL if element list not needed */
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  GPUIndexBuf *elem;
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  /** Bookkeeping. */
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  eGPUBatchFlag flag;
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  /** Type of geometry to draw. */
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  GPUPrimType prim_type;
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  /** Current assigned shader. DEPRECATED. Here only for uniform binding. */
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  struct GPUShader *shader;
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} GPUBatch;
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GPUBatch *GPU_batch_calloc(void);
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GPUBatch *GPU_batch_create_ex(GPUPrimType prim,
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                              GPUVertBuf *vert,
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                              GPUIndexBuf *elem,
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                              eGPUBatchFlag owns_flag);
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void GPU_batch_init_ex(GPUBatch *batch,
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                       GPUPrimType prim,
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                       GPUVertBuf *vert,
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                       GPUIndexBuf *elem,
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                       eGPUBatchFlag owns_flag);
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void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src);
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#define GPU_batch_create(prim, verts, elem) GPU_batch_create_ex(prim, verts, elem, 0)
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#define GPU_batch_init(batch, prim, verts, elem) GPU_batch_init_ex(batch, prim, verts, elem, 0)
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/* Same as discard but does not free. (does not call free callback). */
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void GPU_batch_clear(GPUBatch *);
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void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */
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void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */
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void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo);
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int GPU_batch_instbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
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int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
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#define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false)
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void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader);
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void GPU_batch_program_set_imm_shader(GPUBatch *batch);
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void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id);
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void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
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                                               eGPUBuiltinShader shader_id,
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                                               eGPUShaderConfig sh_cfg);
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/* Will only work after setting the batch program. */
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/* TODO(fclem): These need to be replaced by GPU_shader_uniform_* with explicit shader. */
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#define GPU_batch_uniform_1i(batch, name, x) GPU_shader_uniform_1i((batch)->shader, name, x);
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#define GPU_batch_uniform_1b(batch, name, x) GPU_shader_uniform_1b((batch)->shader, name, x);
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#define GPU_batch_uniform_1f(batch, name, x) GPU_shader_uniform_1f((batch)->shader, name, x);
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#define GPU_batch_uniform_2f(batch, name, x, y) GPU_shader_uniform_2f((batch)->shader, name, x, y);
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#define GPU_batch_uniform_3f(batch, name, x, y, z) \
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  GPU_shader_uniform_3f((batch)->shader, name, x, y, z);
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#define GPU_batch_uniform_4f(batch, name, x, y, z, w) \
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  GPU_shader_uniform_4f((batch)->shader, name, x, y, z, w);
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#define GPU_batch_uniform_2fv(batch, name, val) GPU_shader_uniform_2fv((batch)->shader, name, val);
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#define GPU_batch_uniform_3fv(batch, name, val) GPU_shader_uniform_3fv((batch)->shader, name, val);
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#define GPU_batch_uniform_4fv(batch, name, val) GPU_shader_uniform_4fv((batch)->shader, name, val);
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#define GPU_batch_uniform_2fv_array(batch, name, len, val) \
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  GPU_shader_uniform_2fv_array((batch)->shader, name, len, val);
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#define GPU_batch_uniform_4fv_array(batch, name, len, val) \
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  GPU_shader_uniform_4fv_array((batch)->shader, name, len, val);
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#define GPU_batch_uniform_mat4(batch, name, val) \
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  GPU_shader_uniform_mat4((batch)->shader, name, val);
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#define GPU_batch_texture_bind(batch, name, tex) \
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  GPU_texture_bind(tex, GPU_shader_get_texture_binding((batch)->shader, name));
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void GPU_batch_draw(GPUBatch *batch);
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void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count);
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void GPU_batch_draw_instanced(GPUBatch *batch, int i_count);
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/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
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void GPU_batch_draw_advanced(GPUBatch *, int v_first, int v_count, int i_first, int i_count);
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#if 0 /* future plans */
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/* Can multiple batches share a GPUVertBuf? Use ref count? */
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/* We often need a batch with its own data, to be created and discarded together. */
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/* WithOwn variants reduce number of system allocations. */
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typedef struct BatchWithOwnVertexBuffer {
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  GPUBatch batch;
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  GPUVertBuf verts; /* link batch.verts to this */
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} BatchWithOwnVertexBuffer;
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typedef struct BatchWithOwnElementList {
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  GPUBatch batch;
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  GPUIndexBuf elem; /* link batch.elem to this */
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} BatchWithOwnElementList;
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typedef struct BatchWithOwnVertexBufferAndElementList {
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  GPUBatch batch;
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  GPUIndexBuf elem; /* link batch.elem to this */
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  GPUVertBuf verts; /* link batch.verts to this */
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} BatchWithOwnVertexBufferAndElementList;
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GPUBatch *create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat *, uint v_len, GPUIndexBuf *);
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GPUBatch *create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf *, uint prim_len);
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GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType,
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                                                        GPUVertFormat *,
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                                                        uint v_len,
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                                                        uint prim_len);
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/* verts: shared, own */
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/* elem: none, shared, own */
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GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff);
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#endif /* future plans */
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void gpu_batch_init(void);
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void gpu_batch_exit(void);
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/* Macros */
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#define GPU_BATCH_DISCARD_SAFE(batch) \
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  do { \
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    if (batch != NULL) { \
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      GPU_batch_discard(batch); \
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      batch = NULL; \
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    } \
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  } while (0)
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#define GPU_BATCH_CLEAR_SAFE(batch) \
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  do { \
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    if (batch != NULL) { \
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      GPU_batch_clear(batch); \
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      memset(batch, 0, sizeof(*(batch))); \
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    } \
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  } while (0)
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#define GPU_BATCH_DISCARD_ARRAY_SAFE(_batch_array, _len) \
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  do { \
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    if (_batch_array != NULL) { \
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      BLI_assert(_len > 0); \
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      for (int _i = 0; _i < _len; _i++) { \
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        GPU_BATCH_DISCARD_SAFE(_batch_array[_i]); \
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      } \
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      MEM_freeN(_batch_array); \
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    } \
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  } while (0)
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#ifdef __cplusplus
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}
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#endif
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