
Since we are only creating this and never updating, there is no need for the original approach with the individual data to be updated. Note we only populate the GPU data when binding the UBO, so we can in the future easily create the UBOs in a separate thread than the main drawing one. Also at the moment animated materials are not working. To fix that we need to free/tag for free the GPUMaterials in BKE_material_eval.
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Clement Foucault.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_uniformbuffer.h
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* \ingroup gpu
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*/
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#ifndef __GPU_UNIFORMBUFFER_H__
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#define __GPU_UNIFORMBUFFER_H__
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struct ListBase;
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typedef struct GPUUniformBuffer GPUUniformBuffer;
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GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]);
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GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(struct ListBase *inputs, char err_out[256]);
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void GPU_uniformbuffer_free(GPUUniformBuffer *ubo);
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void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data);
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void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_);
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void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number);
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void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo);
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int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo);
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bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo);
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bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
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#define GPU_UBO_BLOCK_NAME "nodeTree"
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#endif /* __GPU_UNIFORMBUFFER_H__ */
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