82 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.1 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) 2016 by Mike Erwin.
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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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 * Mimics old style opengl immediate mode drawing.
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 */
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "glew-mx.h"
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#include "gpu_immediate_private.hh"
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namespace blender::gpu {
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/* size of internal buffer */
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#define DEFAULT_INTERNAL_BUFFER_SIZE (4 * 1024 * 1024)
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class GLImmediate : public Immediate {
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 private:
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  /* Use two buffers for strict and non-strict vertex count to
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   * avoid some huge driver slowdown (see T70922).
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   * Use accessor functions to get / modify. */
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  struct {
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    /** Opengl Handle for this buffer. */
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    GLuint vbo_id = 0;
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    /** Offset of the mapped data in data. */
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    size_t buffer_offset = 0;
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    /** Size of the whole buffer in bytes. */
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    size_t buffer_size = 0;
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  } buffer, buffer_strict;
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  /** Size in bytes of the mapped region. */
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  size_t bytes_mapped_ = 0;
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  /** Vertex array for this immediate mode instance. */
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  GLuint vao_id_ = 0;
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 public:
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  GLImmediate();
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  ~GLImmediate();
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  uchar *begin() override;
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  void end() override;
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 private:
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  GLuint &vbo_id()
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  {
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    return strict_vertex_len ? buffer_strict.vbo_id : buffer.vbo_id;
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  };
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  size_t &buffer_offset()
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  {
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    return strict_vertex_len ? buffer_strict.buffer_offset : buffer.buffer_offset;
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  };
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  size_t &buffer_size()
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  {
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    return strict_vertex_len ? buffer_strict.buffer_size : buffer.buffer_size;
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  };
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};
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}  // namespace blender::gpu
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