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
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* GPU shader interface (C --> GLSL)
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*
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* Structure detailing needed vertex inputs and resources for a specific shader.
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* A shader interface can be shared between two similar shaders.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "BLI_vector.hh"
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#include "glew-mx.h"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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namespace blender::gpu {
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class GLVaoCache;
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/**
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* Implementation of Shader interface using OpenGL.
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*/
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class GLShaderInterface : public ShaderInterface {
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private:
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/** Reference to VaoCaches using this interface */
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Vector<GLVaoCache *> refs_;
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public:
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GLShaderInterface(GLuint program, const shader::ShaderCreateInfo &info);
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GLShaderInterface(GLuint program);
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~GLShaderInterface();
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void ref_add(GLVaoCache *ref);
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void ref_remove(GLVaoCache *ref);
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MEM_CXX_CLASS_ALLOC_FUNCS("GLShaderInterface");
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};
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} // namespace blender::gpu
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