+#include <msp/core/raii.h>
+#include <msp/gl/extensions/arb_direct_state_access.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include <msp/gl/extensions/arb_vertex_attrib_binding.h>
#include <msp/gl/extensions/arb_vertex_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include "buffer.h"
index_buffer(0)
{
static Require req(ARB_vertex_array_object);
- glGenVertexArrays(1, &id);
+ if(ARB_direct_state_access)
+ glCreateVertexArrays(1, &id);
+ else
+ glGenVertexArrays(1, &id);
}
VertexSetup::~VertexSetup()
void VertexSetup::update(unsigned mask) const
{
- if(current()!=this)
+ static bool direct = ARB_direct_state_access && ARB_vertex_attrib_binding;
+ if(!direct && current()!=this)
{
dirty |= mask;
return;
}
if(mask&VERTEX_ARRAY)
- update_vertex_array();
+ update_vertex_array(direct);
if(mask&INDEX_BUFFER)
- glBindBuffer(ELEMENT_ARRAY_BUFFER, index_buffer->get_id());
+ {
+ if(direct)
+ glVertexArrayElementBuffer(id, index_buffer->get_id());
+ else
+ glBindBuffer(ELEMENT_ARRAY_BUFFER, index_buffer->get_id());
+ }
}
-void VertexSetup::update_vertex_array() const
+void VertexSetup::update_vertex_array(bool direct) const
{
- Bind bind_vbuf(array->get_buffer(), ARRAY_BUFFER);
+ Conditional<Bind> bind_vbuf(!direct, array->get_buffer(), ARRAY_BUFFER);
const VertexFormat &fmt = array->get_format();
unsigned stride = get_stride(fmt)*sizeof(float);
- float *ptr = 0;
+ if(direct)
+ glVertexArrayVertexBuffer(id, 0, array->get_buffer()->get_id(), 0, stride);
+
+ unsigned offset = 0;
for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
{
unsigned t = get_component_type(*c);
if(t>=get_component_type(ATTRIB1))
t -= get_component_type(ATTRIB1);
unsigned sz = get_component_size(*c);
- if(*c==COLOR4_UBYTE)
- glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ if(direct)
+ {
+ if(*c==COLOR4_UBYTE)
+ glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
+ else
+ glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
+ glVertexArrayAttribBinding(id, t, 0);
+ glEnableVertexArrayAttrib(id, t);
+ }
else
- glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
- glEnableVertexAttribArray(t);
- ptr += sz;
+ {
+ if(*c==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
+ else
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
+ glEnableVertexAttribArray(t);
+ }
+ offset += sz*sizeof(float);
}
}