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authorClément Foucault <foucault.clem@gmail.com>2020-09-05 18:29:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-05 18:49:14 +0300
commitc766d9b9dc5661693a58e01a3637f15197c2fe59 (patch)
tree6905f0fc085af0eff5cfdf74d87c4ebed412e741 /source/blender/gpu/intern/gpu_state_private.hh
parentdb21c12abedd7606a3aaf50f70e506a24d9f0e7a (diff)
GPUTexture: GL Backend Isolation
This is a massive cleanup needed for vulkan support T68990. It provides: - More meaningful enums with conversion functions. - Less hacky supports of arrays and cubemaps (all considered layered). - More inline with the stateless design of vulkan and modern GL. - Methods Fallbacks are using framebuffer functions that are wrapped instead of implementing inside the texture module. What is not in there: - API change. - Samplers support (breaks a few effects). # Conflicts: # source/blender/gpu/GPU_texture.h
Diffstat (limited to 'source/blender/gpu/intern/gpu_state_private.hh')
-rw-r--r--source/blender/gpu/intern/gpu_state_private.hh6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh
index 61234c4612c..6ce240df108 100644
--- a/source/blender/gpu/intern/gpu_state_private.hh
+++ b/source/blender/gpu/intern/gpu_state_private.hh
@@ -26,6 +26,8 @@
#include "GPU_state.h"
+#include "gpu_texture_private.hh"
+
#include <cstring>
namespace blender {
@@ -160,6 +162,10 @@ class GPUStateManager {
virtual ~GPUStateManager(){};
virtual void apply_state(void) = 0;
+
+ virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
+ virtual void texture_unbind(Texture *tex) = 0;
+ virtual void texture_unbind_all(void) = 0;
};
} // namespace gpu