GLbitfield NewArray; /**< Vertex array state */
};
+struct gl_uniform_buffer_binding
+{
+ struct gl_buffer_object *BufferObject;
+ /** Start of uniform block data in the buffer */
+ GLintptr Offset;
+ /** Size of data allowed to be referenced from the buffer (in bytes) */
+ GLsizeiptr Size;
+ /**
+ * glBindBufferBase() indicates that the Size should be ignored and only
+ * limited by the current size of the BufferObject.
+ */
+ GLboolean AutomaticSize;
+};
+
/**
* Mesa rendering context.
*
*/
struct gl_buffer_object *UniformBuffer;
+ /**
+ * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
+ * This is set up using glBindBufferRange() or glBindBufferBase(). They are
+ * associated with uniform blocks by glUniformBlockBinding()'s state in the
+ * shader program.
+ */
+ struct gl_uniform_buffer_binding *UniformBufferBindings;
+
/*@}*/
struct gl_meta_state *Meta; /**< for "meta" operations */