Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
32 lines
676 B
C++
32 lines
676 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include "draw_hair_private.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUShader;
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typedef enum eParticleRefineShaderType {
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PART_REFINE_SHADER_TRANSFORM_FEEDBACK,
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PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND,
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PART_REFINE_SHADER_COMPUTE,
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} eParticleRefineShaderType;
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/* draw_shader.c */
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struct GPUShader *DRW_shader_hair_refine_get(ParticleRefineShader refinement,
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eParticleRefineShaderType sh_type);
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void DRW_shaders_free(void);
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#ifdef __cplusplus
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}
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#endif
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