Blender  V2.93
Functions | Variables
device.cpp File Reference
#include <stdlib.h>
#include <string.h>
#include "bvh/bvh2.h"
#include "device/device.h"
#include "device/device_intern.h"
#include "util/util_foreach.h"
#include "util/util_half.h"
#include "util/util_logging.h"
#include "util/util_math.h"
#include "util/util_opengl.h"
#include "util/util_string.h"
#include "util/util_system.h"
#include "util/util_time.h"
#include "util/util_types.h"
#include "util/util_vector.h"

Go to the source code of this file.

Functions

std::ostream & operator<< (std::ostream &os, const DeviceRequestedFeatures &requested_features)
 
static void shader_print_errors (const char *task, const char *log, const char *code)
 
static int bind_fallback_shader (void)
 

Variables

const char * FALLBACK_VERTEX_SHADER
 
const char * FALLBACK_FRAGMENT_SHADER
 

Function Documentation

◆ bind_fallback_shader()

static int bind_fallback_shader ( void  )
static

◆ operator<<()

std::ostream& operator<< ( std::ostream &  os,
const DeviceRequestedFeatures requested_features 
)

◆ shader_print_errors()

static void shader_print_errors ( const char *  task,
const char *  log,
const char *  code 
)
static

Definition at line 124 of file device.cpp.

References KDL::log(), LOG, and blender::compositor::task.

Referenced by bind_fallback_shader().

Variable Documentation

◆ FALLBACK_FRAGMENT_SHADER

const char* FALLBACK_FRAGMENT_SHADER
Initial value:
=
"#version 330\n"
"uniform sampler2D image_texture;\n"
"in vec2 texCoord_interp;\n"
"out vec4 fragColor;\n"
"\n"
"void main()\n"
"{\n"
" fragColor = texture(image_texture, texCoord_interp);\n"
"}\n\0"

Definition at line 113 of file device.cpp.

Referenced by bind_fallback_shader().

◆ FALLBACK_VERTEX_SHADER

const char* FALLBACK_VERTEX_SHADER
Initial value:
=
"#version 330\n"
"uniform vec2 fullscreen;\n"
"in vec2 texCoord;\n"
"in vec2 pos;\n"
"out vec2 texCoord_interp;\n"
"\n"
"vec2 normalize_coordinates()\n"
"{\n"
" return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);\n"
" texCoord_interp = texCoord;\n"
"}\n\0"

Definition at line 95 of file device.cpp.

Referenced by bind_fallback_shader().