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Diffstat (limited to 'intern/gawain/src/gwn_batch.c')
-rw-r--r--intern/gawain/src/gwn_batch.c645
1 files changed, 0 insertions, 645 deletions
diff --git a/intern/gawain/src/gwn_batch.c b/intern/gawain/src/gwn_batch.c
deleted file mode 100644
index 5daf0e87aec..00000000000
--- a/intern/gawain/src/gwn_batch.c
+++ /dev/null
@@ -1,645 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2016 by Mike Erwin.
- * All rights reserved.
- *
- * Contributor(s): Blender Foundation
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/intern/gwn_batch.c
- * \ingroup gpu
- *
- * Gawain geometry batch
- * Contains VAOs + VBOs + Shader representing a drawable entity.
- */
-
-#include "gwn_batch.h"
-#include "gwn_batch_private.h"
-#include "gwn_buffer_id.h"
-#include "gwn_vertex_array_id.h"
-#include "gwn_primitive_private.h"
-#include <stdlib.h>
-#include <string.h>
-
-/* necessary functions from matrix API */
-extern void GPU_matrix_bind(const Gwn_ShaderInterface* shaderface);
-
-static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first);
-
-void gwn_batch_vao_cache_clear(Gwn_Batch* batch)
-{
- if (batch->context == NULL) {
- return;
- }
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
- if (batch->dynamic_vaos.vao_ids[i]) {
- GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
- }
- if (batch->dynamic_vaos.interfaces[i]) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
- }
- }
- free(batch->dynamic_vaos.interfaces);
- free(batch->dynamic_vaos.vao_ids);
- }
- else {
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- if (batch->static_vaos.vao_ids[i]) {
- GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
- }
- if (batch->static_vaos.interfaces[i]) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
- }
- }
- }
- batch->is_dynamic_vao_count = false;
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- batch->static_vaos.vao_ids[i] = 0;
- batch->static_vaos.interfaces[i] = NULL;
- }
- gwn_context_remove_batch(batch->context, batch);
- batch->context = NULL;
-}
-
-Gwn_Batch* GWN_batch_create_ex(
- Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
- uint owns_flag)
-{
- Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
- GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
- return batch;
-}
-
-void GWN_batch_init_ex(
- Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
- uint owns_flag)
-{
-#if TRUST_NO_ONE
- assert(verts != NULL);
-#endif
-
- batch->verts[0] = verts;
- for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- batch->verts[v] = NULL;
- }
- batch->inst = NULL;
- batch->elem = elem;
- batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
- batch->phase = GWN_BATCH_READY_TO_DRAW;
- batch->is_dynamic_vao_count = false;
- batch->owns_flag = owns_flag;
- batch->free_callback = NULL;
-}
-
-/* This will share the VBOs with the new batch. */
-Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
-{
- Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
-
- batch->gl_prim_type = batch_src->gl_prim_type;
- for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- batch->verts[v] = batch_src->verts[v];
- }
- return batch;
-}
-
-void GWN_batch_discard(Gwn_Batch* batch)
-{
- if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) {
- GWN_indexbuf_discard(batch->elem);
- }
- if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) {
- GWN_vertbuf_discard(batch->inst);
- }
- if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) {
- for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- if (batch->verts[v] == NULL) {
- break;
- }
- if (batch->owns_flag & (1 << v)) {
- GWN_vertbuf_discard(batch->verts[v]);
- }
- }
- }
- gwn_batch_vao_cache_clear(batch);
-
- if (batch->free_callback) {
- batch->free_callback(batch, batch->callback_data);
- }
- free(batch);
-}
-
-void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
-{
- batch->free_callback = callback;
- batch->callback_data = user_data;
-}
-
-void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
-{
-#if TRUST_NO_ONE
- assert(inst != NULL);
-#endif
- /* redo the bindings */
- gwn_batch_vao_cache_clear(batch);
-
- if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) {
- GWN_vertbuf_discard(batch->inst);
- }
- batch->inst = inst;
-
- if (own_vbo) {
- batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
- }
- else {
- batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
- }
-}
-
-/* Returns the index of verts in the batch. */
-int GWN_batch_vertbuf_add_ex(
- Gwn_Batch* batch, Gwn_VertBuf* verts,
- bool own_vbo)
-{
- /* redo the bindings */
- gwn_batch_vao_cache_clear(batch);
-
- for (uint v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
- if (batch->verts[v] == NULL) {
-#if TRUST_NO_ONE
- /* for now all VertexBuffers must have same vertex_len */
- assert(verts->vertex_len == batch->verts[0]->vertex_len);
-#endif
- batch->verts[v] = verts;
- /* TODO: mark dirty so we can keep attrib bindings up-to-date */
- if (own_vbo)
- batch->owns_flag |= (1 << v);
- return v;
- }
- }
-
- /* we only make it this far if there is no room for another Gwn_VertBuf */
-#if TRUST_NO_ONE
- assert(false);
-#endif
- return -1;
-}
-
-static GLuint batch_vao_get(Gwn_Batch *batch)
-{
- /* Search through cache */
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i)
- if (batch->dynamic_vaos.interfaces[i] == batch->interface)
- return batch->dynamic_vaos.vao_ids[i];
- }
- else {
- for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
- if (batch->static_vaos.interfaces[i] == batch->interface)
- return batch->static_vaos.vao_ids[i];
- }
-
- /* Set context of this batch.
- * It will be bound to it until gwn_batch_vao_cache_clear is called.
- * Until then it can only be drawn with this context. */
- if (batch->context == NULL) {
- batch->context = GWN_context_active_get();
- gwn_context_add_batch(batch->context, batch);
- }
-#if TRUST_NO_ONE
- else {
- /* Make sure you are not trying to draw this batch in another context. */
- assert(batch->context == GWN_context_active_get());
- }
-#endif
-
- /* Cache miss, time to add a new entry! */
- GLuint new_vao = 0;
- if (!batch->is_dynamic_vao_count) {
- int i; /* find first unused slot */
- for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
- if (batch->static_vaos.vao_ids[i] == 0)
- break;
-
- if (i < GWN_BATCH_VAO_STATIC_LEN) {
- batch->static_vaos.interfaces[i] = batch->interface;
- batch->static_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
- }
- else {
- /* Not enough place switch to dynamic. */
- batch->is_dynamic_vao_count = true;
- /* Erase previous entries, they will be added back if drawn again. */
- for (int j = 0; j < GWN_BATCH_VAO_STATIC_LEN; ++j) {
- GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
- GWN_vao_free(batch->static_vaos.vao_ids[j], batch->context);
- }
- /* Init dynamic arrays and let the branch below set the values. */
- batch->dynamic_vaos.count = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
- batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
- }
- }
-
- if (batch->is_dynamic_vao_count) {
- int i; /* find first unused slot */
- for (i = 0; i < batch->dynamic_vaos.count; ++i)
- if (batch->dynamic_vaos.vao_ids[i] == 0)
- break;
-
- if (i == batch->dynamic_vaos.count) {
- /* Not enough place, realloc the array. */
- i = batch->dynamic_vaos.count;
- batch->dynamic_vaos.count += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
- batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count);
- batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
- memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
- memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
- }
- batch->dynamic_vaos.interfaces[i] = batch->interface;
- batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
- }
-
- GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch);
-
-#if TRUST_NO_ONE
- assert(new_vao != 0);
-#endif
-
- /* We just got a fresh VAO we need to initialize it. */
- glBindVertexArray(new_vao);
- batch_update_program_bindings(batch, 0);
- glBindVertexArray(0);
-
- return new_vao;
-}
-
-void GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
-{
-#if TRUST_NO_ONE
- assert(glIsProgram(shaderface->program));
- assert(batch->program_in_use == 0);
-#endif
- batch->interface = shaderface;
- batch->program = program;
- batch->vao_id = batch_vao_get(batch);
-}
-
-void GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
-{
- GWN_batch_program_set_no_use(batch, program, shaderface);
- GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
-}
-
-void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
-{
- if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
- if (batch->dynamic_vaos.interfaces[i] == interface) {
- GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
- batch->dynamic_vaos.vao_ids[i] = 0;
- batch->dynamic_vaos.interfaces[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
- }
- else {
- int i;
- for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
- if (batch->static_vaos.interfaces[i] == interface) {
- GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
- batch->static_vaos.vao_ids[i] = 0;
- batch->static_vaos.interfaces[i] = NULL;
- break; /* cannot have duplicates */
- }
- }
- }
-}
-
-static void create_bindings(
- Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface,
- uint v_first, const bool use_instancing)
-{
- const Gwn_VertFormat* format = &verts->format;
-
- const uint attr_len = format->attr_len;
- const uint stride = format->stride;
-
- GWN_vertbuf_use(verts);
-
- for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
- const Gwn_VertAttr* a = format->attribs + a_idx;
- const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride;
-
- for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
- const Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]);
-
- if (input == NULL) continue;
-
- if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
-#if TRUST_NO_ONE
- assert(a->fetch_mode == GWN_FETCH_FLOAT);
- assert(a->gl_comp_type == GL_FLOAT);
-#endif
- for (int i = 0; i < a->comp_len / 4; ++i) {
- glEnableVertexAttribArray(input->location + i);
- glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
- glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
- (const GLubyte*)pointer + i * 16);
- }
- }
- else
- {
- glEnableVertexAttribArray(input->location);
- glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
-
- switch (a->fetch_mode) {
- case GWN_FETCH_FLOAT:
- case GWN_FETCH_INT_TO_FLOAT:
- glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
- break;
- case GWN_FETCH_INT_TO_FLOAT_UNIT:
- glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
- break;
- case GWN_FETCH_INT:
- glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
- break;
- }
- }
- }
- }
-}
-
-static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first)
-{
- for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
- create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
- }
- if (batch->inst) {
- create_bindings(batch->inst, batch->interface, v_first, true);
- }
- if (batch->elem) {
- GWN_indexbuf_use(batch->elem);
- }
-}
-
-void GWN_batch_program_use_begin(Gwn_Batch* batch)
-{
- /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
- * the GL context's active program. use_program doesn't mark other programs as "not used". */
- /* TODO: make not fragile (somehow) */
-
- if (!batch->program_in_use) {
- glUseProgram(batch->program);
- batch->program_in_use = true;
- }
-}
-
-void GWN_batch_program_use_end(Gwn_Batch* batch)
-{
- if (batch->program_in_use) {
-#if PROGRAM_NO_OPTI
- glUseProgram(0);
-#endif
- batch->program_in_use = false;
- }
-}
-
-#if TRUST_NO_ONE
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
-#else
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
-#endif
-
-void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
-{
- GET_UNIFORM
- glUniform1ui(uniform->location, value);
-}
-
-void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
-{
- GET_UNIFORM
- glUniform1i(uniform->location, value);
-}
-
-void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
-{
- GET_UNIFORM
- glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
-}
-
-void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
-{
- GET_UNIFORM
- glUniform2f(uniform->location, x, y);
-}
-
-void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
-{
- GET_UNIFORM
- glUniform3f(uniform->location, x, y, z);
-}
-
-void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
-{
- GET_UNIFORM
- glUniform4f(uniform->location, x, y, z, w);
-}
-
-void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
-{
- GET_UNIFORM
- glUniform1f(uniform->location, x);
-}
-
-void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
-{
- GET_UNIFORM
- glUniform2fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
-{
- GET_UNIFORM
- glUniform3fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
-{
- GET_UNIFORM
- glUniform4fv(uniform->location, 1, data);
-}
-
-void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
-{
- GET_UNIFORM
- glUniform2fv(uniform->location, len, data);
-}
-
-void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
-{
- GET_UNIFORM
- glUniform4fv(uniform->location, len, data);
-}
-
-void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4])
-{
- GET_UNIFORM
- glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
-}
-
-static void primitive_restart_enable(const Gwn_IndexBuf *el)
-{
- // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
- glEnable(GL_PRIMITIVE_RESTART);
- GLuint restart_index = (GLuint)0xFFFFFFFF;
-
-#if GWN_TRACK_INDEX_RANGE
- if (el->index_type == GWN_INDEX_U8)
- restart_index = (GLuint)0xFF;
- else if (el->index_type == GWN_INDEX_U16)
- restart_index = (GLuint)0xFFFF;
-#endif
-
- glPrimitiveRestartIndex(restart_index);
-}
-
-static void primitive_restart_disable(void)
-{
- glDisable(GL_PRIMITIVE_RESTART);
-}
-
-void GWN_batch_draw(Gwn_Batch* batch)
-{
-#if TRUST_NO_ONE
- assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
- assert(batch->verts[0]->vbo_id != 0);
-#endif
- GWN_batch_program_use_begin(batch);
- GPU_matrix_bind(batch->interface); // external call.
-
- GWN_batch_draw_range_ex(batch, 0, 0, false);
-
- GWN_batch_program_use_end(batch);
-}
-
-void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool force_instance)
-{
-#if TRUST_NO_ONE
- assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
-#endif
- const bool do_instance = (force_instance || batch->inst);
-
- // If using offset drawing, use the default VAO and redo bindings.
- if (v_first != 0 && (do_instance || batch->elem)) {
- glBindVertexArray(GWN_vao_default());
- batch_update_program_bindings(batch, v_first);
- }
- else {
- glBindVertexArray(batch->vao_id);
- }
-
- if (do_instance) {
- /* Infer length if vertex count is not given */
- if (v_count == 0) {
- v_count = batch->inst->vertex_len;
- }
-
- if (batch->elem) {
- const Gwn_IndexBuf* el = batch->elem;
-
- if (el->use_prim_restart) {
- primitive_restart_enable(el);
- }
-#if GWN_TRACK_INDEX_RANGE
- glDrawElementsInstancedBaseVertex(batch->gl_prim_type,
- el->index_len,
- el->gl_index_type,
- 0,
- v_count,
- el->base_index);
-#else
- glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
-#endif
- if (el->use_prim_restart) {
- primitive_restart_disable();
- }
- }
- else {
- glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
- }
- }
- else {
- /* Infer length if vertex count is not given */
- if (v_count == 0) {
- v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
- }
-
- if (batch->elem) {
- const Gwn_IndexBuf* el = batch->elem;
-
- if (el->use_prim_restart) {
- primitive_restart_enable(el);
- }
-
-#if GWN_TRACK_INDEX_RANGE
- if (el->base_index) {
- glDrawRangeElementsBaseVertex(batch->gl_prim_type,
- el->min_index,
- el->max_index,
- v_count,
- el->gl_index_type,
- 0,
- el->base_index);
- }
- else {
- glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
- }
-#else
- glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
-#endif
- if (el->use_prim_restart) {
- primitive_restart_disable();
- }
- }
- else {
- glDrawArrays(batch->gl_prim_type, v_first, v_count);
- }
- }
-
- /* Performance hog if you are drawing with the same vao multiple time.
- * Only activate for debugging. */
- // glBindVertexArray(0);
-}
-
-/* just draw some vertices and let shader place them where we want. */
-void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
- {
- /* we cannot draw without vao ... annoying ... */
- glBindVertexArray(GWN_vao_default());
-
- GLenum type = convert_prim_type_to_gl(prim_type);
- glDrawArrays(type, 0, v_count);
-
- /* Performance hog if you are drawing with the same vao multiple time.
- * Only activate for debugging.*/
- // glBindVertexArray(0);
- }