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
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Generate shader code from the intermediate node graph.
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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 GPUMaterial;
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struct GPUNodeGraph;
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struct GPUShader;
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typedef struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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} GPUPass;
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/* Pass */
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GPUPass *GPU_generate_pass(struct GPUMaterial *material,
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struct GPUNodeGraph *graph,
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const char *vert_code,
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const char *geom_code,
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const char *frag_lib,
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const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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bool GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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/* Module */
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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#ifdef __cplusplus
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}
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#endif
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