Nomenclature/Direct State Access: Difference between revisions
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(Adding page about DSA nomenclature. It's a subpage so that it can be included in the nomenclature article as well as the DSA page.) |
("Prefix" is the wrong term for these things, due to proper OpenGL nomenclature.) |
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The {{pagelink|Nomenclature}} for {{pagelink|Direct State Access}} is a bit more consistent than the non-DSA naming. | The {{pagelink|Nomenclature}} for {{pagelink|Direct State Access}} is a bit more consistent than the non-DSA naming. As with non-DSA functions, they follow the standard Verb-Object-Command syntax. However, there were several non-DSA functions that affected some object's state without naming the Object type in its function. In the case of DSA, ''all'' DSA functions consistently use this nomenclature (even if it makes the function name unwieldy). | ||
The | The difference is that DSA functions use a different Object name from the non-DSA functions. What is inconsistent is that some DSA functions will prefix the Object name with {{code|Named}}, while others do not. Fortunately, all functions within a particular object group will consistently use the same convention. | ||
{|class="wikitable" | {|class="wikitable" | ||
!OpenGL Object Type | !OpenGL Object Type | ||
!Context | !Context Object Name | ||
!DSA | !DSA Object Name | ||
|- | |- | ||
|[[Texture|Texture Object]] | |[[Texture|Texture Object]] | ||
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|} | |} | ||
:<sup>1</sup>: Transform feedback state consists only of the buffers bound to {{enum|GL_TRANSFORM_FEEDBACK_BUFFER}} with {{apifunc|glBindBufferRange}}, as well as a captured primitive count. As such, they | :<sup>1</sup>: Transform feedback state consists only of the buffers bound to {{enum|GL_TRANSFORM_FEEDBACK_BUFFER}} with {{apifunc|glBindBufferRange}}, as well as a captured primitive count. As such, they did not need a formal object name. DSA creates functions specifically for setting their state, so they do need an object name.</br> | ||
:<sup>2</sup>: These object types already used DSA-style functions. | :<sup>2</sup>: These object types already used DSA-style functions. | ||
Revision as of 06:03, 11 May 2015
The Nomenclature for Direct State Access is a bit more consistent than the non-DSA naming. As with non-DSA functions, they follow the standard Verb-Object-Command syntax. However, there were several non-DSA functions that affected some object's state without naming the Object type in its function. In the case of DSA, all DSA functions consistently use this nomenclature (even if it makes the function name unwieldy).
The difference is that DSA functions use a different Object name from the non-DSA functions. What is inconsistent is that some DSA functions will prefix the Object name with Named, while others do not. Fortunately, all functions within a particular object group will consistently use the same convention.
OpenGL Object Type | Context Object Name | DSA Object Name |
---|---|---|
Texture Object | "Tex" | "Texture" |
Framebuffer Object | "Framebuffer" | "NamedFramebuffer" |
Buffer Object | "Buffer" | "NamedBuffer" |
Transform Feedback Object | N/A1 | "TransformFeedback" |
Vertex Array Object | "VertexAttrib" | "VertexArray" |
Sampler Object | N/A2 | "Sampler" |
Query Object | N/A2 | "Query" |
- 1: Transform feedback state consists only of the buffers bound to GL_TRANSFORM_FEEDBACK_BUFFER with glBindBufferRange, as well as a captured primitive count. As such, they did not need a formal object name. DSA creates functions specifically for setting their state, so they do need an object name.
- 2: These object types already used DSA-style functions.