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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			C++
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2020 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#pragma once
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#include "glew-mx.h"
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#include "GPU_batch.h"
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#include "gl_shader_interface.hh"
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namespace blender {
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namespace gpu {
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namespace GLVertArray {
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void update_bindings(const GLuint vao,
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                     const GPUBatch *batch,
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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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}  // namespace blender
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