global, passing along enable/disable mipmap setting through various functions instead.
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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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. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_listBase.h"
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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#define MAX_FUNCTION_NAME	64
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#define MAX_PARAMETER		32
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#define FUNCTION_QUAL_IN	0
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#define FUNCTION_QUAL_OUT	1
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#define FUNCTION_QUAL_INOUT	2
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typedef struct GPUFunction {
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	char name[MAX_FUNCTION_NAME];
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	int paramtype[MAX_PARAMETER];
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	int paramqual[MAX_PARAMETER];
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	int totparam;
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} GPUFunction;
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GPUFunction *GPU_lookup_function(char *name);
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/* Pass Generation
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   - Takes a list of nodes and a desired output, and makes a pass. This
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     will take ownership of the nodes and free them early if unused or
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	 at the end if used.
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*/
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struct GPUPass;
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
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	struct GPUVertexAttribs *attribs, int *builtin, const char *name);
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struct GPUShader *GPU_pass_shader(GPUPass *pass);
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void GPU_pass_bind(GPUPass *pass, double time, int mipmap);
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void GPU_pass_update_uniforms(GPUPass *pass);
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void GPU_pass_unbind(GPUPass *pass);
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void GPU_pass_free(GPUPass *pass);
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/* Material calls */
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char *GPU_builtin_name(GPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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int GPU_link_changed(struct GPUNodeLink *link);
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#endif
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