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rename UBOBindingsSaver class to GLUniformBufferBindingsSaver
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mattyjams committed Feb 20, 2020
1 parent b0b7205 commit 80bf6f8
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Showing 4 changed files with 9 additions and 9 deletions.
2 changes: 1 addition & 1 deletion lib/render/mayaToHydra/renderOverride.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -379,7 +379,7 @@ MStatus MtohRenderOverride::Render(const MHWRender::MDrawContext& drawContext) {
_InitHydraResources();
}

UBOBindingsSaver bindingsSaver;
GLUniformBufferBindingsSaver bindingsSaver;

_SelectionChanged();

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4 changes: 2 additions & 2 deletions lib/render/px_vp20/utils.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1082,7 +1082,7 @@ px_vp20Utils::OutputDisplayStatusToStream(
}


UBOBindingsSaver::UBOBindingsSaver()
GLUniformBufferBindingsSaver::GLUniformBufferBindingsSaver()
{
for (size_t i = 0u; i < _uniformBufferBindings.size(); ++i) {
glGetIntegeri_v(
Expand All @@ -1092,7 +1092,7 @@ UBOBindingsSaver::UBOBindingsSaver()
}
}

UBOBindingsSaver::~UBOBindingsSaver()
GLUniformBufferBindingsSaver::~GLUniformBufferBindingsSaver()
{
for (size_t i = 0u; i < _uniformBufferBindings.size(); ++i) {
glBindBufferBase(
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6 changes: 3 additions & 3 deletions lib/render/px_vp20/utils.h
Original file line number Diff line number Diff line change
Expand Up @@ -135,16 +135,16 @@ class px_vp20Utils
/// possible bindings, so instead we only do just enough to avoid issues.
/// Empirically, the problematic binding has been the material binding at
/// index 4.
class UBOBindingsSaver
class GLUniformBufferBindingsSaver
{
public:
static constexpr size_t UNIFORM_BINDINGS_TO_SAVE = 5u;

MAYAUSD_CORE_PUBLIC
UBOBindingsSaver();
GLUniformBufferBindingsSaver();

MAYAUSD_CORE_PUBLIC
~UBOBindingsSaver();
~GLUniformBufferBindingsSaver();

private:
std::array<GLint, UNIFORM_BINDINGS_TO_SAVE> _uniformBufferBindings;
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6 changes: 3 additions & 3 deletions lib/render/pxrUsdMayaGL/batchRenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -993,7 +993,7 @@ UsdMayaGLBatchRenderer::TestIntersectionCustomPrimFilter(
// Differs from viewport implementations in that it doesn't rely on
// _ComputeSelection being called first.

UBOBindingsSaver bindingsSaver;
GLUniformBufferBindingsSaver bindingsSaver;

return _TestIntersection(primFilter.collection,
primFilter.renderTags,
Expand Down Expand Up @@ -1198,7 +1198,7 @@ UsdMayaGLBatchRenderer::_ComputeSelection(

_selectResults.clear();

UBOBindingsSaver bindingsSaver;
GLUniformBufferBindingsSaver bindingsSaver;

for (const PxrMayaHdPrimFilter& primFilter : primFilters) {
TF_DEBUG(PXRUSDMAYAGL_BATCHED_SELECTION).Msg(
Expand Down Expand Up @@ -1298,7 +1298,7 @@ UsdMayaGLBatchRenderer::_Render(
GL_DEPTH_BUFFER_BIT |
GL_VIEWPORT_BIT);

UBOBindingsSaver bindingsSaver;
GLUniformBufferBindingsSaver bindingsSaver;

// hydra orients all geometry during topological processing so that
// front faces have ccw winding. We disable culling because culling
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