/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include "MEM_guardedalloc.h" #include "gpu_index_buffer_private.hh" #include "glew-mx.h" namespace blender::gpu { class GLIndexBuf : public IndexBuf { friend class GLBatch; friend class GLDrawList; friend class GLShader; /* For compute shaders. */ private: GLuint ibo_id_ = 0; public: ~GLIndexBuf(); void bind(); void bind_as_ssbo(uint binding) override; const uint32_t *read() const override; void *offset_ptr(uint additional_vertex_offset) const { additional_vertex_offset += index_start_; if (index_type_ == GPU_INDEX_U32) { return (GLuint *)0 + additional_vertex_offset; } return (GLushort *)0 + additional_vertex_offset; } GLuint restart_index() const { return (index_type_ == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu; } void upload_data() override; void update_sub(uint start, uint len, const void *data) override; private: bool is_active() const; MEM_CXX_CLASS_ALLOC_FUNCS("GLIndexBuf") }; static inline GLenum to_gl(GPUIndexBufType type) { return (type == GPU_INDEX_U32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; } } // namespace blender::gpu