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
50 lines
1.4 KiB
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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