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blender-archive/source/blender/gpu/intern/gpu_immediate_private.hh
Clément Foucault 1804eb57fd 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
2020-08-31 15:14:47 +02:00

66 lines
1.9 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Mimics old style opengl immediate mode drawing.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
#include "GPU_vertex_format.h"
namespace blender::gpu {
class Immediate {
public:
/** Pointer to the mapped buffer data for the currect vertex. */
uchar *vertex_data = NULL;
/** Current vertex index. */
uint vertex_idx = 0;
/** Length of the buffer in vertices. */
uint vertex_len = 0;
/** Which attributes of current vertex have not been given values? */
uint16_t unassigned_attr_bits = 0;
/** Attributes that needs to be set. One bit per attribute. */
uint16_t enabled_attr_bits = 0;
/** Current draw call specification. */
GPUPrimType prim_type = GPU_PRIM_NONE;
GPUVertFormat vertex_format;
GPUShader *shader = NULL;
/** Enforce strict vertex count (disabled when using immBeginAtMost). */
bool strict_vertex_len = true;
/** Batch in construction when using immBeginBatch. */
GPUBatch *batch = NULL;
public:
Immediate(){};
virtual ~Immediate(){};
virtual uchar *begin(void) = 0;
virtual void end(void) = 0;
};
} // namespace blender::gpu