#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/ext_framebuffer_object.h>
#include <msp/gl/extensions/msp_primitive_restart.h>
#include "blend.h"
#include "buffer.h"
}
}
-void PipelineState::set_uniforms(const DefaultUniformBlock *block)
-{
- set_uniform_block_(-1, block);
-}
-
-void PipelineState::set_uniform_block(unsigned binding, const BufferBackedUniformBlock *block)
-{
- set_uniform_block_(binding, block);
-}
-
-void PipelineState::set_uniform_block_(int binding, const UniformBlock *block)
+void PipelineState::set_uniform_block(int binding, const UniformBlock *block)
{
auto i = lower_bound_member(uniform_blocks, binding, &BoundUniformBlock::binding);
if(i==uniform_blocks.end() || i->binding!=binding)
{
if(mask&FRAMEBUFFER)
{
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->get_id() : 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
if(framebuffer)
{
framebuffer->refresh();
}
if(mask&SHPROG)
- glUseProgram(shprog ? shprog->get_id() : 0);
+ glUseProgram(shprog ? shprog->id : 0);
if(mask&VERTEX_SETUP)
{
- glBindVertexArray(vertex_setup ? vertex_setup->get_id() : 0);
+ glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
if(vertex_setup)
{
static Require _req(MSP_primitive_restart);
if(t.texture && t.sampler)
{
if(ARB_direct_state_access)
- glBindTextureUnit(t.binding, t.texture->get_id());
+ glBindTextureUnit(t.binding, t.texture->id);
else
{
glActiveTexture(GL_TEXTURE0+t.binding);
- if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->get_target())!=bound_tex_targets[t.binding])
+ if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->target)!=bound_tex_targets[t.binding])
glBindTexture(bound_tex_targets[t.binding], 0);
- glBindTexture(t.texture->get_target(), t.texture->get_id());
+ glBindTexture(t.texture->target, t.texture->id);
}
- bound_tex_targets[t.binding] = t.texture->get_target();
+ bound_tex_targets[t.binding] = t.texture->target;
- glBindSampler(t.binding, t.sampler->get_id());
+ glBindSampler(t.binding, t.sampler->id);
t.sampler->refresh();
}
{
if(u.binding>=0)
{
- const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(u.block);
- glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, block->get_buffer()->get_id(), block->get_offset(), block->get_data_size());
+ glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
- else
- static_cast<const DefaultUniformBlock *>(u.block)->apply();
+ else if(shprog)
+ {
+ const char *data = static_cast<const char *>(u.block->get_data_pointer());
+ for(const Program::UniformCall &call: shprog->uniform_calls)
+ call.func(call.location, call.size, data+call.location*16);
+ }
}
u.changed = false;