With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
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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* Encapsulation of Frame-buffer states (attached textures, viewport, scissors).
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*/
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#pragma once
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#include "BLI_assert.h"
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#include "GPU_primitive.h"
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namespace blender::gpu {
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static inline GLenum to_gl(GPUPrimType prim_type)
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{
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BLI_assert(prim_type != GPU_PRIM_NONE);
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switch (prim_type) {
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default:
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case GPU_PRIM_POINTS:
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return GL_POINTS;
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case GPU_PRIM_LINES:
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return GL_LINES;
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case GPU_PRIM_LINE_STRIP:
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return GL_LINE_STRIP;
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case GPU_PRIM_LINE_LOOP:
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return GL_LINE_LOOP;
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case GPU_PRIM_TRIS:
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return GL_TRIANGLES;
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case GPU_PRIM_TRI_STRIP:
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return GL_TRIANGLE_STRIP;
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case GPU_PRIM_TRI_FAN:
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return GL_TRIANGLE_FAN;
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case GPU_PRIM_LINES_ADJ:
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return GL_LINES_ADJACENCY;
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case GPU_PRIM_LINE_STRIP_ADJ:
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return GL_LINE_STRIP_ADJACENCY;
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case GPU_PRIM_TRIS_ADJ:
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return GL_TRIANGLES_ADJACENCY;
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};
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}
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} // namespace blender::gpu
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