This is a usefull feature that can be used to do a lot of precomputation on the GPU instead of the CPU. Implementation is simple and only covers the most usefull case. How to use: - Create shader with transform feedback. - Create a pass with DRW_STATE_TRANS_FEEDBACK. - Create a target Gwn_VertBuf (make sure it's big enough). - Create a shading group with DRW_shgroup_transform_feedback_create(). - Add your draw calls to the shading group. - Render your pass normaly. Current limitation: - Only one output buffer. - Cannot pause/resume tfb rendering to interleave with normal drawcalls. - Cannot get the number of verts drawn.
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
/*
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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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gpu_shader_private.h
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* \ingroup gpu
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*/
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#ifndef __GPU_SHADER_PRIVATE_H__
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#define __GPU_SHADER_PRIVATE_H__
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#include "GPU_glew.h"
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#include "gawain/gwn_shader_interface.h"
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struct GPUShader {
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GLuint program; /* handle for full program (links shader stages below) */
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GLuint vertex; /* handle for vertex shader */
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GLuint geometry; /* handle for geometry shader */
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GLuint fragment; /* handle for fragment shader */
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Gwn_ShaderInterface *interface; /* cached uniform & attrib interface for shader */
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int feedback_transform_type;
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};
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#endif /* __GPU_SHADER_PRIVATE_H__ */
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