Add Chromium-only Blender WebEngine parity work
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107
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/glVertexBuffer.cpp
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107
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/glVertexBuffer.cpp
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#include "glLoader.h"
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#include "../osd/glVertexBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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GLVertexBuffer::GLVertexBuffer(int numElements, int numVertices)
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: _numElements(numElements),
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_numVertices(numVertices),
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_vbo(0) {
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// Initialize internal OpenGL loader library if necessary
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OpenSubdiv::internal::GLLoader::libraryInitializeGL();
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}
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GLVertexBuffer::~GLVertexBuffer() {
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glDeleteBuffers(1, &_vbo);
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}
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GLVertexBuffer *
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GLVertexBuffer::Create(int numElements, int numVertices, void *) {
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GLVertexBuffer *instance =
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new GLVertexBuffer(numElements, numVertices);
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if (instance->allocate()) return instance;
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delete instance;
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return 0;
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}
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void
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GLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices,
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void * /*deviceContext*/) {
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int size = numVertices * _numElements * (int) sizeof(float);
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#if defined(GL_ARB_direct_state_access)
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if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
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glNamedBufferSubData(_vbo,
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startVertex * _numElements * sizeof(float),
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size, src);
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} else
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#endif
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferSubData(GL_ARRAY_BUFFER,
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startVertex * _numElements * sizeof(float), size, src);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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int
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GLVertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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GLVertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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GLVertexBuffer::ID
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GLVertexBuffer::BindVBO(void * /*deviceContext*/) {
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return _vbo;
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}
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bool
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GLVertexBuffer::allocate() {
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int size = _numElements * _numVertices * (int) sizeof(float);
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#if defined(GL_ARB_direct_state_access)
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if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
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glCreateBuffers(1, &_vbo);
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glNamedBufferDataEXT(_vbo, size, 0, GL_DYNAMIC_DRAW);
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} else
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#endif
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{
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GLint prev = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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}
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return true;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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