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blender-archive/source/blender/gpu/intern/gpu_batch_private.hh
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

50 lines
1.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_context.h"
#include "gpu_index_buffer_private.hh"
#include "gpu_vertex_buffer_private.hh"
namespace blender {
namespace gpu {
/**
* Base class which is then specialized for each implementation (GL, VK, ...).
*
* \note Extends #GPUBatch as we still needs to expose some of the internals to the outside C code.
*/
class Batch : public GPUBatch {
public:
virtual ~Batch() = default;
virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
/* Convenience casts. */
IndexBuf *elem_() const
{
return unwrap(elem);
}
VertBuf *verts_(const int index) const
{
return unwrap(verts[index]);
}
VertBuf *inst_(const int index) const
{
return unwrap(inst[index]);
}
};
} // namespace gpu
} // namespace blender