/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu * * Encapsulation of Frame-buffer states (attached textures, viewport, scissors). */ #pragma once #include "BLI_assert.h" #include "GPU_primitive.h" #include "glew-mx.h" namespace blender::gpu { static inline GLenum to_gl(GPUPrimType prim_type) { BLI_assert(prim_type != GPU_PRIM_NONE); switch (prim_type) { default: case GPU_PRIM_POINTS: return GL_POINTS; case GPU_PRIM_LINES: return GL_LINES; case GPU_PRIM_LINE_STRIP: return GL_LINE_STRIP; case GPU_PRIM_LINE_LOOP: return GL_LINE_LOOP; case GPU_PRIM_TRIS: return GL_TRIANGLES; case GPU_PRIM_TRI_STRIP: return GL_TRIANGLE_STRIP; case GPU_PRIM_TRI_FAN: return GL_TRIANGLE_FAN; case GPU_PRIM_LINES_ADJ: return GL_LINES_ADJACENCY; case GPU_PRIM_LINE_STRIP_ADJ: return GL_LINE_STRIP_ADJACENCY; case GPU_PRIM_TRIS_ADJ: return GL_TRIANGLES_ADJACENCY; }; } } // namespace blender::gpu