GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest of the module. Also add a static getter for extra bonus style (no need for casts): - Context::get() - GLContext::get()
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@@ -151,7 +151,7 @@ void GLVaoCache::remove(const GLShaderInterface *interface)
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void GLVaoCache::clear(void)
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{
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GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
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GLContext *ctx = GLContext::get();
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const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
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GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
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const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
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@@ -209,7 +209,7 @@ GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
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* Reset the cache if trying to draw in another context; */
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void GLVaoCache::context_check(void)
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{
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GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
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GLContext *ctx = GLContext::get();
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BLI_assert(ctx);
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if (context_ != ctx) {
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@@ -228,7 +228,7 @@ GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
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{
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this->context_check();
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/* Make sure the interface is up to date. */
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Shader *shader = GPU_context_active_get()->shader;
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Shader *shader = GLContext::get()->shader;
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GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
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if (interface_ != interface) {
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vao_get(batch);
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@@ -260,7 +260,7 @@ GLuint GLVaoCache::vao_get(GPUBatch *batch)
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{
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this->context_check();
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Shader *shader = GPU_context_active_get()->shader;
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Shader *shader = GLContext::get()->shader;
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GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
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if (interface_ != interface) {
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interface_ = interface;
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@@ -298,7 +298,7 @@ GLBatch::~GLBatch()
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void GLBatch::bind(int i_first)
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{
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GPU_context_active_get()->state_manager->apply_state();
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GLContext::get()->state_manager->apply_state();
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if (flag & GPU_BATCH_DIRTY) {
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flag &= ~GPU_BATCH_DIRTY;
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