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workinf_Blender_Wasm/blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/glslPatchShaderSource.h
2026-08-12 04:47:48 -04:00

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//
// Copyright 2015 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#ifndef OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
#define OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
#include "../version.h"
#include "../far/patchDescriptor.h"
#include <string>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Provides shader source which can be used by client code.
class GLSLPatchShaderSource {
public:
/// \brief Returns shader source which can be used to evaluate
/// position and first and second derivatives on piecewise parametric
/// patches resulting from subdivision refinement.
static std::string GetPatchBasisShaderSource();
/// \brief Returns shader source which can be used while drawing
/// piecewise parametric patches resulting from subdivision refinement,
/// e.g. while using GPU HW tessellation.
static std::string GetPatchDrawingShaderSource();
/// \name Alternative methods
/// \{
/// These methods return shader source which can be used
/// while drawing. Unlike the methods above, the source returned
/// by these methods includes support for legacy patch types along
/// with dependencies on specific resource bindings and interstage
/// shader variable declarations.
static std::string GetCommonShaderSource();
static std::string GetVertexShaderSource(
Far::PatchDescriptor::Type type);
static std::string GetTessControlShaderSource(
Far::PatchDescriptor::Type type);
static std::string GetTessEvalShaderSource(
Far::PatchDescriptor::Type type);
/// \}
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE