class
GLUniformBlockCacheCaches a uniform block buffer and then updates it in the shader.
Constructors, destructors, conversion operators
- GLUniformBlockCache()
- GLUniformBlockCache(GLUniformBlock* uniformBlock) explicit
Public functions
- auto uniformBlock() const -> const GLUniformBlock*
- auto GetIndex() const -> GLuint
- Wrapper around
GLUniformBlock::index()
- auto GetBindingIndex() const -> GLuint
- Wrapper around
GLUniformBlock::bindingIndex()
- auto GetSize() const -> GLint
- Wrapper around
GLUniformBlock::size()
-
auto GetAlignAmount() const -> std::
uint8_t - Wrapper around
GLUniformBlock::alignAmount()
- auto GetDataPointer() -> GLubyte*
- auto GetDataPointer() const -> const GLubyte*
- void SetDataPointer(GLubyte* dataPointer)
- auto usedSize() const -> GLint
- void SetUsedSize(GLint usedSize)
-
auto CopyData(std::
uint32_t destIndex, const GLubyte* src, std:: uint32_t numBytes) -> bool - auto CopyData(const GLubyte* src) -> bool
- auto GetUniform(StringView name) -> GLUniformCache*
- void SetBlockBinding(GLuint blockBinding)
- Wrapper around
GLUniformBlock::SetBlockBinding()