void
_mesa_init_buffer_objects( struct gl_context *ctx )
{
+ GLuint i;
+
memset(&DummyBufferObject, 0, sizeof(DummyBufferObject));
_glthread_INIT_MUTEX(DummyBufferObject.Mutex);
DummyBufferObject.RefCount = 1000*1000*1000; /* never delete */
ctx->Shared->NullBufferObj);
_mesa_reference_buffer_object(ctx, &ctx->CopyWriteBuffer,
ctx->Shared->NullBufferObj);
+
+ ctx->UniformBufferBindings = calloc(ctx->Const.MaxUniformBufferBindings,
+ sizeof(*ctx->UniformBufferBindings));
+
+ _mesa_reference_buffer_object(ctx, &ctx->UniformBuffer,
+ ctx->Shared->NullBufferObj);
+
+ for (i = 0; i < ctx->Const.MaxUniformBufferBindings; i++) {
+ _mesa_reference_buffer_object(ctx,
+ &ctx->UniformBufferBindings[i].BufferObject,
+ ctx->Shared->NullBufferObj);
+ ctx->UniformBufferBindings[i].Offset = -1;
+ ctx->UniformBufferBindings[i].Size = -1;
+ }
}
void
_mesa_free_buffer_objects( struct gl_context *ctx )
{
+ GLuint i;
+
_mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->CopyReadBuffer, NULL);
_mesa_reference_buffer_object(ctx, &ctx->CopyWriteBuffer, NULL);
+
+ _mesa_reference_buffer_object(ctx, &ctx->UniformBuffer, NULL);
+
+ for (i = 0; i < ctx->Const.MaxUniformBufferBindings; i++) {
+ _mesa_reference_buffer_object(ctx,
+ &ctx->UniformBufferBindings[i].BufferObject,
+ NULL);
+ }
+
+ free(ctx->UniformBufferBindings);
+ ctx->UniformBufferBindings = NULL;
}
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 */