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
40 lines
960 B
C++
40 lines
960 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. */
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/** \file
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* \ingroup draw
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*
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* Texture pool
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* A pool that gives temporary render targets that can be reused through other parts of the
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* render pipeline.
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* Expect texture data is garbage when acquiring it.
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*/
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#pragma once
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#include "GPU_texture.h"
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typedef struct DRWTexturePool DRWTexturePool;
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#ifdef __cplusplus
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extern "C" {
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#endif
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DRWTexturePool *DRW_texture_pool_create(void);
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void DRW_texture_pool_free(DRWTexturePool *pool);
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/**
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* Try to find a texture corresponding to params into the texture pool.
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* If no texture was found, create one and add it to the pool.
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*/
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GPUTexture *DRW_texture_pool_query(
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DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user);
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/**
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* Resets the user bits for each texture in the pool and delete unused ones.
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*/
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void DRW_texture_pool_reset(DRWTexturePool *pool);
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#ifdef __cplusplus
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}
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#endif
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