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/*
* ***** 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__ */
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