gln
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Shall we drop the identifier in several gl calls?
We may consider dropping the identifier, which is superfluous
glGenBuffers, glBindBuffers, glCreateBuffers, glDeleteBuffers
and others, would become
glGen, glBind, glCreate, glDelete
Since we use inline classes, the compiler can figure it out without any problems
Another alternative is to just add them in parallel and keep both versions together. This has also the plus to be coherent with vkk, which in turn "borrowed" this from Vulkan-hpp
template<typename Dispatch>
VULKAN_HPP_INLINE void Device::destroyAccelerationStructureNV( AccelerationStructureNV accelerationStructure, const AllocationCallbacks* pAllocator, Dispatch const &d) const
{
d.vkDestroyAccelerationStructureNV( m_device, static_cast<VkAccelerationStructureNV>( accelerationStructure ), reinterpret_cast<const VkAllocationCallbacks*>( pAllocator ) );
}
template<typename Dispatch>
VULKAN_HPP_INLINE void Device::destroy( AccelerationStructureNV accelerationStructure, const AllocationCallbacks* pAllocator, Dispatch const &d) const
{
d.vkDestroyAccelerationStructureNV( m_device, static_cast<VkAccelerationStructureNV>( accelerationStructure ), reinterpret_cast<const VkAllocationCallbacks*>( pAllocator ) );
}
Althought in vulkan those are just extension-function/object-oriented calls, which we already have
GlBuffer(s)::gen/create/bind/delete