This is part of the Vulkan backend task T68990. This is mostly a cleanup, however, there is a small change: We don't use a special Vertex Array binding function for Immediate anymore and just reuse the one for batches. This might create a bit more state changes but this could be fixed easily if it causes perf regression. # Conflicts: # source/blender/gpu/intern/gpu_context.cc
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.8 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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| 
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| /** \file
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|  * \ingroup gpu
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|  *
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|  * Encapsulation of Framebuffer states (attached textures, viewport, scissors).
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|  */
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| 
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| #pragma once
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| 
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| #include "BLI_assert.h"
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| 
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| #include "GPU_primitive.h"
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| 
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| #include "glew-mx.h"
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| 
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| namespace blender::gpu {
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| 
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| static inline GLenum to_gl(GPUPrimType prim_type)
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| {
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|   BLI_assert(prim_type != GPU_PRIM_NONE);
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|   switch (prim_type) {
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|     default:
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|     case GPU_PRIM_POINTS:
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|       return GL_POINTS;
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|     case GPU_PRIM_LINES:
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|       return GL_LINES;
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|     case GPU_PRIM_LINE_STRIP:
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|       return GL_LINE_STRIP;
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|     case GPU_PRIM_LINE_LOOP:
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|       return GL_LINE_LOOP;
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|     case GPU_PRIM_TRIS:
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|       return GL_TRIANGLES;
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|     case GPU_PRIM_TRI_STRIP:
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|       return GL_TRIANGLE_STRIP;
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|     case GPU_PRIM_TRI_FAN:
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|       return GL_TRIANGLE_FAN;
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| 
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|     case GPU_PRIM_LINES_ADJ:
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|       return GL_LINES_ADJACENCY;
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|     case GPU_PRIM_LINE_STRIP_ADJ:
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|       return GL_LINE_STRIP_ADJACENCY;
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|     case GPU_PRIM_TRIS_ADJ:
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|       return GL_TRIANGLES_ADJACENCY;
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|   };
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| }
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| 
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| }  // namespace blender::gpu
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