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blender-archive/source/blender/gpu/intern/gpu_shader_private.h
Clément Foucault a25856f2a8 GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
2018-05-16 16:58:32 +02:00

45 lines
1.4 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpu_shader_private.h
* \ingroup gpu
*/
#ifndef __GPU_SHADER_PRIVATE_H__
#define __GPU_SHADER_PRIVATE_H__
#include "GPU_glew.h"
#include "gawain/gwn_shader_interface.h"
struct GPUShader {
GLuint program; /* handle for full program (links shader stages below) */
GLuint vertex; /* handle for vertex shader */
GLuint geometry; /* handle for geometry shader */
GLuint fragment; /* handle for fragment shader */
Gwn_ShaderInterface *interface; /* cached uniform & attrib interface for shader */
int feedback_transform_type;
};
#endif /* __GPU_SHADER_PRIVATE_H__ */