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