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

40 lines
863 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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 {
/**
* Update the Attribute Binding of the currently bound VAO.
*/
void update_bindings(const GLuint vao,
const GPUBatch *batch,
const ShaderInterface *interface,
int base_instance);
/**
* Another version of update_bindings for Immediate mode.
*/
void update_bindings(const GLuint vao,
uint v_first,
const GPUVertFormat *format,
const ShaderInterface *interface);
} // namespace GLVertArray
} // namespace gpu
} // namespace blender