This also make the validation quicker by tracking the currently bound slots.
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.5 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 "MEM_guardedalloc.h"
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#include "gpu_uniform_buffer_private.hh"
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#include "glew-mx.h"
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namespace blender {
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namespace gpu {
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/**
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 * Implementation of Uniform Buffers using OpenGL.
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 **/
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class GLUniformBuf : public UniformBuf {
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 private:
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  /** Slot to which this UBO is currently bound. -1 if not bound. */
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  int slot_ = -1;
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  /** OpenGL Object handle. */
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  GLuint ubo_id_ = 0;
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 public:
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  GLUniformBuf(size_t size, const char *name);
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  ~GLUniformBuf();
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  void update(const void *data) override;
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  void bind(int slot) override;
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  void unbind(void) override;
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 private:
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  void init(void);
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  MEM_CXX_CLASS_ALLOC_FUNCS("GLUniformBuf");
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};
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}  // namespace gpu
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}  // namespace blender
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