Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
45 lines
832 B
C++
45 lines
832 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2020 Blender Foundation. All rights reserved. */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "gpu_uniform_buffer_private.hh"
|
|
|
|
#include "glew-mx.h"
|
|
|
|
namespace blender {
|
|
namespace gpu {
|
|
|
|
/**
|
|
* Implementation of Uniform Buffers using OpenGL.
|
|
*/
|
|
class GLUniformBuf : public UniformBuf {
|
|
private:
|
|
/** Slot to which this UBO is currently bound. -1 if not bound. */
|
|
int slot_ = -1;
|
|
/** OpenGL Object handle. */
|
|
GLuint ubo_id_ = 0;
|
|
|
|
public:
|
|
GLUniformBuf(size_t size, const char *name);
|
|
~GLUniformBuf();
|
|
|
|
void update(const void *data) override;
|
|
void bind(int slot) override;
|
|
void unbind() override;
|
|
|
|
private:
|
|
void init();
|
|
|
|
MEM_CXX_CLASS_ALLOC_FUNCS("GLUniformBuf");
|
|
};
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|