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
40 lines
863 B
C++
40 lines
863 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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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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/**
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* Update the Attribute Binding of the currently bound VAO.
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*/
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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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int base_instance);
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/**
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* Another version of update_bindings for Immediate mode.
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*/
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void update_bindings(const GLuint vao,
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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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