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authorClément Foucault <foucault.clem@gmail.com>2020-09-01 03:41:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-01 13:03:52 +0300
commit53a806f6dffb2a778e383a82c3d0cdb6e9d9d552 (patch)
tree3bfc9bb0d705a1c198c19b62fe134bda525e51ad /source/blender/gpu/opengl/gl_context.hh
parent5ec0250df9d8cf44d099e5b6fffca99bf9cf0c46 (diff)
GPU: Move UBO binding validation to GL backend
This also make the validation quicker by tracking the currently bound slots.
Diffstat (limited to 'source/blender/gpu/opengl/gl_context.hh')
-rw-r--r--source/blender/gpu/opengl/gl_context.hh4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
index 99076fa3d1e..fa1c6b9918e 100644
--- a/source/blender/gpu/opengl/gl_context.hh
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -52,6 +52,10 @@ class GLSharedOrphanLists {
};
class GLContext : public GPUContext {
+ public:
+ /** Used for debugging purpose. Bitflags of all bound slots. */
+ uint16_t bound_ubo_slots;
+
/* TODO(fclem) these needs to become private. */
public:
/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */