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Store default-block uniform data in a memory block
[libs/gl.git] / source / core / uniformblock.cpp
1 #include <msp/gl/extensions/arb_shader_objects.h>
2 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
3 #include "buffer.h"
4 #include "color.h"
5 #include "deviceinfo.h"
6 #include "error.h"
7 #include "matrix.h"
8 #include "uniform.h"
9 #include "uniformblock.h"
10 #include "vector.h"
11
12 namespace Msp {
13 namespace GL {
14
15 UniformBlock::UniformBlock(const ReflectData::UniformBlockInfo &info):
16         data(info.data_size)
17 {
18         static Require _req(ARB_shader_objects);
19         if(info.bind_point>=0)
20                 static Require _req2(ARB_uniform_buffer_object);
21 }
22
23 unsigned UniformBlock::get_alignment() const
24 {
25         return Limits::get_global().uniform_buffer_alignment;
26 }
27
28 void UniformBlock::store(const ReflectData::UniformInfo &info, const Uniform &uni)
29 {
30         if(info.block->bind_point<0)
31         {
32                 if(info.location<0)
33                         return;
34                 uni.store(info, &data[info.location*16]);
35         }
36         else
37                 uni.store(info, &data[info.offset]);
38         dirty = true;
39 }
40
41 } // namespace GL
42 } // namespace Msp