/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __GPU_CODEGEN_H__ #define __GPU_CODEGEN_H__ #include "DNA_listBase.h" struct ListBase; struct GPUShader; struct GPUOutput; struct GPUNode; struct GPUVertexAttribs; #define MAX_FUNCTION_NAME 64 #define MAX_PARAMETER 32 #define FUNCTION_QUAL_IN 0 #define FUNCTION_QUAL_OUT 1 #define FUNCTION_QUAL_INOUT 2 typedef struct GPUFunction { char name[MAX_FUNCTION_NAME]; int paramtype[MAX_PARAMETER]; int paramqual[MAX_PARAMETER]; int totparam; } GPUFunction; GPUFunction *GPU_lookup_function(char *name); /* Pass Generation - Takes a list of nodes and a desired output, and makes a pass. This will take ownership of the nodes and free them early if unused or at the end if used. */ struct GPUPass; typedef struct GPUPass GPUPass; GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink, struct GPUVertexAttribs *attribs, int *builtin); struct GPUShader *GPU_pass_shader(GPUPass *pass); void GPU_pass_bind(GPUPass *pass); void GPU_pass_update_uniforms(GPUPass *pass); void GPU_pass_unbind(GPUPass *pass); void GPU_pass_free(GPUPass *pass); /* Material calls */ char *GPU_builtin_name(GPUBuiltin builtin); void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node); int GPU_link_changed(struct GPUNodeLink *link); #endif