/* * ***** 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/GPU_vertex_array_id.h * \ingroup gpu * * Manage GL vertex array IDs in a thread-safe way * Use these instead of glGenBuffers & its friends * - alloc must be called from a thread that is bound * to the context that will be used for drawing with * this vao. * - free can be called from any thread */ #ifndef __GPU_VERTEX_ARRAY_ID_H__ #define __GPU_VERTEX_ARRAY_ID_H__ #ifdef __cplusplus extern "C" { #endif #include "GPU_common.h" #include "GPU_context.h" GLuint GPU_vao_default(void); GLuint GPU_vao_alloc(void); void GPU_vao_free(GLuint vao_id, GPUContext*); #ifdef __cplusplus } #endif #endif /* __GPU_VERTEX_ARRAY_ID_H__ */