Blender
V3.3
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#include "BLI_bitmap.h"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_shader_interface.hh"
#include "GPU_capabilities.h"
Go to the source code of this file.
Namespaces | |
blender | |
blender::gpu | |
Functions | |
Binding assignment | |
To mimic vulkan, we assign binding at shader creation to avoid shader recompilation. In the future, we should set it in the shader using layout(binding = i) and query its value. | |
static int | blender::gpu::block_binding (int32_t program, uint32_t block_index) |
static int | blender::gpu::sampler_binding (int32_t program, uint32_t uniform_index, int32_t uniform_location, int *sampler_len) |
static int | blender::gpu::image_binding (int32_t program, uint32_t uniform_index, int32_t uniform_location, int *image_len) |
static int | blender::gpu::ssbo_binding (int32_t program, uint32_t ssbo_index) |
GPU shader interface (C --> GLSL)
Definition in file gl_shader_interface.cc.