GPUImmediate: GL backend isolation

This is part of the Vulkan backend task T68990.

This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.

# Conflicts:
#	source/blender/gpu/intern/gpu_context.cc
This commit is contained in:
2020-08-31 15:14:47 +02:00
parent 1b3a0ae231
commit 1804eb57fd
11 changed files with 558 additions and 352 deletions

View File

@@ -38,6 +38,11 @@ void update_bindings(const GLuint vao,
const ShaderInterface *interface,
const int base_instance);
void update_bindings(const GLuint vao,
const uint v_first,
const GPUVertFormat *format,
const ShaderInterface *interface);
} // namespace GLVertArray
} // namespace gpu