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blender-archive/source/blender/gpu/opengl/gl_vertex_array.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

50 lines
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/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "glew-mx.h"
#include "GPU_batch.h"
#include "gl_shader_interface.hh"
namespace blender {
namespace gpu {
namespace GLVertArray {
void update_bindings(const GLuint vao,
const GPUBatch *batch,
const ShaderInterface *interface,
const int base_instance);
void update_bindings(const GLuint vao,
const uint v_first,
const GPUVertFormat *format,
const ShaderInterface *interface);
} // namespace GLVertArray
} // namespace gpu
} // namespace blender