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
52 lines
1.1 KiB
C++
52 lines
1.1 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 geometric primitives
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*/
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#pragma once
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#include "GPU_common.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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GPU_PRIM_POINTS,
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GPU_PRIM_LINES,
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GPU_PRIM_TRIS,
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GPU_PRIM_LINE_STRIP,
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GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan does not */
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GPU_PRIM_TRI_STRIP,
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GPU_PRIM_TRI_FAN,
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GPU_PRIM_LINES_ADJ,
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GPU_PRIM_TRIS_ADJ,
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GPU_PRIM_LINE_STRIP_ADJ,
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GPU_PRIM_NONE,
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} GPUPrimType;
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/* what types of primitives does each shader expect? */
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typedef enum {
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GPU_PRIM_CLASS_NONE = 0,
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GPU_PRIM_CLASS_POINT = (1 << 0),
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GPU_PRIM_CLASS_LINE = (1 << 1),
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GPU_PRIM_CLASS_SURFACE = (1 << 2),
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GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
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} GPUPrimClass;
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/**
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* TODO: Improve error checking by validating that the shader is suited for this primitive type.
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* GPUPrimClass GPU_primtype_class(GPUPrimType);
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* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
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*/
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#ifdef __cplusplus
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}
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#endif
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