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blender-archive/source/blender/gpu/GPU_primitive.h
Campbell Barton c434782e3a File headers: SPDX License migration
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
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- 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
2022-02-11 09:14:36 +11:00

52 lines
1.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU geometric primitives
*/
#pragma once
#include "GPU_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GPU_PRIM_POINTS,
GPU_PRIM_LINES,
GPU_PRIM_TRIS,
GPU_PRIM_LINE_STRIP,
GPU_PRIM_LINE_LOOP, /* GL has this, Vulkan does not */
GPU_PRIM_TRI_STRIP,
GPU_PRIM_TRI_FAN,
GPU_PRIM_LINES_ADJ,
GPU_PRIM_TRIS_ADJ,
GPU_PRIM_LINE_STRIP_ADJ,
GPU_PRIM_NONE,
} GPUPrimType;
/* what types of primitives does each shader expect? */
typedef enum {
GPU_PRIM_CLASS_NONE = 0,
GPU_PRIM_CLASS_POINT = (1 << 0),
GPU_PRIM_CLASS_LINE = (1 << 1),
GPU_PRIM_CLASS_SURFACE = (1 << 2),
GPU_PRIM_CLASS_ANY = GPU_PRIM_CLASS_POINT | GPU_PRIM_CLASS_LINE | GPU_PRIM_CLASS_SURFACE,
} GPUPrimClass;
/**
* TODO: Improve error checking by validating that the shader is suited for this primitive type.
* GPUPrimClass GPU_primtype_class(GPUPrimType);
* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
*/
#ifdef __cplusplus
}
#endif