/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu * * Generate shader code from the intermediate node graph. */ #pragma once #ifdef __cplusplus extern "C" { #endif struct GPUMaterial; struct GPUNodeGraph; struct GPUShader; typedef struct GPUPass { struct GPUPass *next; struct GPUShader *shader; char *fragmentcode; char *geometrycode; char *vertexcode; char *defines; uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */ uint32_t hash; /* Identity hash generated from all GLSL code. */ bool compiled; /* Did we already tried to compile the attached GPUShader. */ } GPUPass; /* Pass */ GPUPass *GPU_generate_pass(struct GPUMaterial *material, struct GPUNodeGraph *graph, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); struct GPUShader *GPU_pass_shader_get(GPUPass *pass); bool GPU_pass_compile(GPUPass *pass, const char *shname); void GPU_pass_release(GPUPass *pass); /* Module */ void gpu_codegen_init(void); void gpu_codegen_exit(void); #ifdef __cplusplus } #endif