- Use the syntactic wrap/unwrap method to make code more readable. - Update comment about hidden struct behind opaque types. - Cleanup GPUDrawList type.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file
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 * \ingroup gpu
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 *
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 * Uniform buffers API. Used to handle many uniforms update at once.
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 * Make sure that the data structure is compatible with what the implementation expect.
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 * (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
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 * layout)
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 * Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
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 * aligned .
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 */
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ListBase;
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/** Opaque type hiding blender::gpu::UniformBuf. */
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typedef struct GPUUniformBuf GPUUniformBuf;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
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GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
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#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
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void GPU_uniformbuf_free(GPUUniformBuf *ubo);
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void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
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void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
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void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
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void GPU_uniformbuf_unbind_all(void);
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#define GPU_UBO_BLOCK_NAME "nodeTree"
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#ifdef __cplusplus
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}
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#endif
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