This allows to reduce the number of includes for each tree graph (surface, volume, displacement) and reduce the code size significantly for most vertex shaders, speeding up compile time. Rel #145347 Pull Request: https://projects.blender.org/blender/blender/pulls/146419
36 lines
870 B
C++
36 lines
870 B
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Parsing of and code generation using GLSL shaders in gpu/shaders/material. */
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#pragma once
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#include "BLI_set.hh"
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#include "GPU_material.hh"
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#define MAX_FUNCTION_NAME 64
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#define MAX_PARAMETER 36
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enum GPUFunctionQual {
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FUNCTION_QUAL_IN,
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FUNCTION_QUAL_OUT,
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FUNCTION_QUAL_INOUT,
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};
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struct GPUFunction {
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char name[MAX_FUNCTION_NAME];
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GPUType paramtype[MAX_PARAMETER];
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GPUFunctionQual paramqual[MAX_PARAMETER];
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int totparam;
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/* TODO(@fclem): Clean that void pointer. */
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void *source; /* GPUSource */
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};
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GPUFunction *gpu_material_library_get_function(const char *name);
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void gpu_material_library_use_function(blender::Set<blender::StringRefNull> &used_libraries,
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const char *name);
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