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
1.1 KiB
C++
50 lines
1.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2020 Blender Foundation. All rights reserved. */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*
|
|
* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "BLI_assert.h"
|
|
|
|
#include "GPU_primitive.h"
|
|
|
|
#include "glew-mx.h"
|
|
|
|
namespace blender::gpu {
|
|
|
|
static inline GLenum to_gl(GPUPrimType prim_type)
|
|
{
|
|
BLI_assert(prim_type != GPU_PRIM_NONE);
|
|
switch (prim_type) {
|
|
default:
|
|
case GPU_PRIM_POINTS:
|
|
return GL_POINTS;
|
|
case GPU_PRIM_LINES:
|
|
return GL_LINES;
|
|
case GPU_PRIM_LINE_STRIP:
|
|
return GL_LINE_STRIP;
|
|
case GPU_PRIM_LINE_LOOP:
|
|
return GL_LINE_LOOP;
|
|
case GPU_PRIM_TRIS:
|
|
return GL_TRIANGLES;
|
|
case GPU_PRIM_TRI_STRIP:
|
|
return GL_TRIANGLE_STRIP;
|
|
case GPU_PRIM_TRI_FAN:
|
|
return GL_TRIANGLE_FAN;
|
|
|
|
case GPU_PRIM_LINES_ADJ:
|
|
return GL_LINES_ADJACENCY;
|
|
case GPU_PRIM_LINE_STRIP_ADJ:
|
|
return GL_LINE_STRIP_ADJACENCY;
|
|
case GPU_PRIM_TRIS_ADJ:
|
|
return GL_TRIANGLES_ADJACENCY;
|
|
};
|
|
}
|
|
|
|
} // namespace blender::gpu
|