41#define GPU_MAX_VIEWPORTS 16
85#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
87 if (fb != nullptr) { \
88 GPU_framebuffer_free(fb); \
141#define NULL_ATTACHMENT_COLOR \
145#define NULL_LOAD_STORE \
147 GPU_LOADACTION_DONT_CARE, GPU_STOREACTION_DONT_CARE, NULL_ATTACHMENT_COLOR \
179 uint load_store_actions_len);
180#define GPU_framebuffer_bind_ex(_fb, ...) \
182 GPULoadStore actions[] = __VA_ARGS__; \
183 GPU_framebuffer_bind_loadstore(_fb, actions, (sizeof(actions) / sizeof(GPULoadStore))); \
209 uint attachment_len);
211#define GPU_framebuffer_subpass_transition(_fb, ...) \
213 GPUAttachmentState actions[] = __VA_ARGS__; \
214 GPU_framebuffer_subpass_transition_array( \
215 _fb, actions, (sizeof(actions) / sizeof(GPUAttachmentState))); \
243#define GPU_framebuffer_ensure_config(_fb, ...) \
245 if (*(_fb) == nullptr) { \
246 *(_fb) = GPU_framebuffer_create(#_fb); \
248 GPUAttachment config[] = __VA_ARGS__; \
249 GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
263#define GPU_ATTACHMENT_NONE \
268#define GPU_ATTACHMENT_LEAVE \
273#define GPU_ATTACHMENT_TEXTURE(_texture) \
278#define GPU_ATTACHMENT_TEXTURE_MIP(_texture, _mip) \
280 _texture, -1, _mip, \
283#define GPU_ATTACHMENT_TEXTURE_LAYER(_texture, _layer) \
285 _texture, _layer, 0, \
288#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_texture, _layer, _mip) \
290 _texture, _layer, _mip, \
296#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_texture, _face) \
298 _texture, _face, 0, \
301#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_texture, _face, _mip) \
303 _texture, _face, _mip, \
329 GPUFrameBuffer *framebuffer, GPUTexture *texture,
int slot,
int layer,
int mip);
341 GPUFrameBuffer *framebuffer, GPUTexture *texture,
int slot,
int face,
int mip);
392 GPUFrameBuffer *framebuffer,
int x,
int y,
int width,
int height);
437 const float clear_col[4],
439 unsigned int clear_stencil);
469 const float clear_col[4],
488 const float clear_col[4],
538#ifndef GPU_NO_USE_PY_REFERENCES
603 int x,
int y,
int width,
int height,
int channels,
eGPUDataFormat data_format,
void *r_data);
615 GPUFrameBuffer *fb_write,
630 void (*per_level_callback)(
void *user_data,
int level),
655 bool with_depth_buffer,
724 GPUFrameBuffer **r_fb,
725 GPUTexture **r_color,
726 GPUTexture **r_depth);
#define ENUM_OPERATORS(_type, _max)
void GPU_framebuffer_multi_viewports_set(GPUFrameBuffer *gpu_fb, const int viewport_rects[GPU_MAX_VIEWPORTS][4])
bool GPU_framebuffer_check_valid(GPUFrameBuffer *framebuffer, char err_out[256])
void GPU_offscreen_draw_to_screen(GPUOffScreen *offscreen, int x, int y)
GPUOffScreen * GPU_offscreen_create(int width, int height, bool with_depth_buffer, eGPUTextureFormat format, eGPUTextureUsage usage, char err_out[256])
GPUFrameBuffer * GPU_framebuffer_create(const char *name)
const char * GPU_framebuffer_get_name(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_push(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_default_size(GPUFrameBuffer *framebuffer, int width, int height)
void GPU_framebuffer_config_array(GPUFrameBuffer *framebuffer, const GPUAttachment *config, int config_len)
GPUFrameBuffer * GPU_framebuffer_active_get()
int GPU_offscreen_width(const GPUOffScreen *offscreen)
void GPU_framebuffer_viewport_get(GPUFrameBuffer *framebuffer, int r_viewport[4])
void GPU_offscreen_bind(GPUOffScreen *offscreen, bool save)
void GPU_offscreen_viewport_data_get(GPUOffScreen *offscreen, GPUFrameBuffer **r_fb, GPUTexture **r_color, GPUTexture **r_depth)
void GPU_framebuffer_texture_detach(GPUFrameBuffer *framebuffer, GPUTexture *texture)
void GPU_framebuffer_clear_color_depth_stencil(GPUFrameBuffer *fb, const float clear_col[4], float clear_depth, uint clear_stencil)
void GPU_framebuffer_texture_cubeface_attach(GPUFrameBuffer *framebuffer, GPUTexture *texture, int slot, int face, int mip)
void GPU_framebuffer_restore()
void GPU_framebuffer_clear_stencil(GPUFrameBuffer *fb, uint clear_stencil)
bool GPU_framebuffer_bound(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_clear_depth_stencil(GPUFrameBuffer *fb, float clear_depth, uint clear_stencil)
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *framebuffer, void **py_ref)
void ** GPU_framebuffer_py_reference_get(GPUFrameBuffer *framebuffer)
void GPU_frontbuffer_read_color(int x, int y, int width, int height, int channels, eGPUDataFormat data_format, void *r_data)
void GPU_framebuffer_read_depth(GPUFrameBuffer *framebuffer, int x, int y, int width, int height, eGPUDataFormat data_format, void *r_data)
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_clear_color_depth(GPUFrameBuffer *fb, const float clear_col[4], float clear_depth)
uint GPU_framebuffer_stack_level_get()
void GPU_framebuffer_texture_layer_attach(GPUFrameBuffer *framebuffer, GPUTexture *texture, int slot, int layer, int mip)
int GPU_offscreen_height(const GPUOffScreen *offscreen)
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *framebuffer, int max_level, void(*per_level_callback)(void *user_data, int level), void *user_data)
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_clear(GPUFrameBuffer *framebuffer, eGPUFrameBufferBits buffers, const float clear_col[4], float clear_depth, unsigned int clear_stencil)
GPUTexture * GPU_offscreen_color_texture(const GPUOffScreen *offscreen)
void GPU_clear_color(float red, float green, float blue, float alpha)
void GPU_framebuffer_multi_clear(GPUFrameBuffer *framebuffer, const float(*clear_colors)[4])
void GPU_offscreen_read_color_region(GPUOffScreen *offscreen, eGPUDataFormat data_format, int x, int y, int w, int h, void *r_data)
void GPU_offscreen_free(GPUOffScreen *offscreen)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_subpass_transition_array(GPUFrameBuffer *framebuffer, const GPUAttachmentState *attachment_states, uint attachment_len)
void GPU_backbuffer_bind(eGPUBackBuffer back_buffer_type)
eGPUTextureFormat GPU_offscreen_format(const GPUOffScreen *offscreen)
void GPU_clear_depth(float depth)
void GPU_framebuffer_read_color(GPUFrameBuffer *framebuffer, int x, int y, int width, int height, int channels, int slot, eGPUDataFormat data_format, void *r_data)
void GPU_framebuffer_clear_color(GPUFrameBuffer *fb, const float clear_col[4])
void GPU_framebuffer_viewport_set(GPUFrameBuffer *framebuffer, int x, int y, int width, int height)
void GPU_offscreen_read_color(GPUOffScreen *offscreen, eGPUDataFormat data_format, void *r_data)
GPUFrameBuffer * GPU_framebuffer_pop()
#define GPU_MAX_VIEWPORTS
void GPU_framebuffer_clear_depth(GPUFrameBuffer *fb, float clear_depth)
void GPU_framebuffer_free(GPUFrameBuffer *framebuffer)
GPUFrameBuffer * GPU_framebuffer_back_get()
void GPU_framebuffer_texture_attach(GPUFrameBuffer *framebuffer, GPUTexture *texture, int slot, int mip)
void GPU_offscreen_unbind(GPUOffScreen *offscreen, bool restore)
void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, eGPUFrameBufferBits blit_buffers)
void GPU_framebuffer_bind_loadstore(GPUFrameBuffer *framebuffer, const GPULoadStore *load_store_actions, uint load_store_actions_len)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its red
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
BLI_INLINE float fb(float length, float L)