- Metal uniform array compatibility in DRW module. - Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14438
		
			
				
	
	
		
			54 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* SPDX-License-Identifier: GPL-2.0-or-later
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 * Copyright 2016 by Mike Erwin. All rights reserved. */
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/** \file
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 * \ingroup gpu
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 *
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 * GPU geometric primitives
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 */
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#pragma once
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#include "GPU_common.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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  GPU_PRIM_POINTS,
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  GPU_PRIM_LINES,
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  GPU_PRIM_TRIS,
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  GPU_PRIM_LINE_STRIP,
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  GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan and Metal do not */
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  GPU_PRIM_TRI_STRIP,
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  GPU_PRIM_TRI_FAN, /* Metal API does not support this. */
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  /* Metal API does not support ADJ primitive types but
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   * handled via the geometry-shader-alternative path. */
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  GPU_PRIM_LINES_ADJ,
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  GPU_PRIM_TRIS_ADJ,
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  GPU_PRIM_LINE_STRIP_ADJ,
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  GPU_PRIM_NONE,
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} GPUPrimType;
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/* what types of primitives does each shader expect? */
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typedef enum {
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  GPU_PRIM_CLASS_NONE = 0,
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  GPU_PRIM_CLASS_POINT = (1 << 0),
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  GPU_PRIM_CLASS_LINE = (1 << 1),
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  GPU_PRIM_CLASS_SURFACE = (1 << 2),
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  GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
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} GPUPrimClass;
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/**
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 * TODO: Improve error checking by validating that the shader is suited for this primitive type.
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 * GPUPrimClass GPU_primtype_class(GPUPrimType);
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 * bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
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 */
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#ifdef __cplusplus
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}
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#endif
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