GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle

This commit is contained in:
2020-07-30 01:07:29 +02:00
parent 3eff2b44db
commit 19175f4757
12 changed files with 66 additions and 165 deletions

View File

@@ -42,7 +42,7 @@ extern "C" {
GPUVertFormat *immVertexFormat(void);
/** Every immBegin must have a program bound first. */
void immBindProgram(uint32_t program, const GPUShaderInterface *);
void immBindShader(GPUShader *shader);
/** Call after your last immEnd, or before binding another program. */
void immUnbindProgram(void);
@@ -134,7 +134,7 @@ void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
void immUniformColor4ubv(const unsigned char rgba[4]);
/**
* Extend #immBindProgram to use Blenders library of built-in shader programs.
* Extend #immBindShader to use Blenders library of built-in shader programs.
* Use #immUnbindProgram() when done.
*/
void immBindBuiltinProgram(eGPUBuiltinShader shader_id);