/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2021 Blender Foundation. */ /** \file * \ingroup draw * * Texture pool * A pool that gives temporary render targets that can be reused through other parts of the * render pipeline. * Expect texture data is garbage when acquiring it. */ #pragma once #include "GPU_texture.h" typedef struct DRWTexturePool DRWTexturePool; #ifdef __cplusplus extern "C" { #endif DRWTexturePool *DRW_texture_pool_create(void); void DRW_texture_pool_free(DRWTexturePool *pool); /** * Try to find a texture corresponding to params into the texture pool. * If no texture was found, create one and add it to the pool. * DEPRECATED: Use DRW_texture_pool_texture_acquire instead and do it just before rendering. */ GPUTexture *DRW_texture_pool_query( DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user); /** * Returns a temporary texture that needs to be released after use. Texture content is undefined. */ GPUTexture *DRW_texture_pool_texture_acquire(DRWTexturePool *pool, int width, int height, eGPUTextureFormat format); /** * Releases a previously acquired texture. */ void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex); /** * Resets the user bits for each texture in the pool and delete unused ones. */ void DRW_texture_pool_reset(DRWTexturePool *pool); #ifdef __cplusplus } #endif