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blender-archive/source/blender/gpu/opengl/gl_uniform_buffer.hh
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

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