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