Difference between revisions of "Nomenclature/Direct State Access"

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("Prefix" is the wrong term for these things, due to proper OpenGL nomenclature.)
(Updating to match the Nomenclature page description. Also, fixed VAO name.)
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|-
 
|-
 
|[[Transform Feedback Object]]
 
|[[Transform Feedback Object]]
|N/A<sup>1</sup>
+
|"TransformFeedback"<sup>1</sup>
 
|"TransformFeedback"
 
|"TransformFeedback"
 
|-
 
|-
 
|[[Vertex Array Object]]
 
|[[Vertex Array Object]]
|"VertexAttrib"
+
|N/A<sup>2</sup>
 
|"VertexArray"
 
|"VertexArray"
 
|-
 
|-
 
|[[Sampler Object]]
 
|[[Sampler Object]]
|N/A<sup>2</sup>
+
|N/A<sup>3</sup>
 
|"Sampler"
 
|"Sampler"
 
|-
 
|-
 
|[[Query Object]]
 
|[[Query Object]]
|N/A<sup>2</sup>
+
|N/A<sup>3</sup>
 
|"Query"
 
|"Query"
 
|}
 
|}
  
:<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>1</sup>: Transform feedback objects have a lot of functions that use TF objects in rendering operations. But the actual state in them consists only of the buffers bound to {{enum|GL_TRANSFORM_FEEDBACK_BUFFER}} with {{apifunc|glBindBufferRange}}, as well as a captured primitive count. As such, while they had a formal {{code|Object}} name, it was only used for functions taht used the object, rather than state accessing ones. So the existing name could be appropriated to use DSA functions.</br>
:<sup>2</sup>: These object types already used DSA-style functions.
+
:<sup>2</sup>: The functions that manipulate this object were so inconsistently named that there was never really a consistent object name for them.
 +
:<sup>3</sup>: These object types already used DSA-style functions.

Revision as of 06:28, 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 "TransformFeedback"1 "TransformFeedback"
Vertex Array Object N/A2 "VertexArray"
Sampler Object N/A3 "Sampler"
Query Object N/A3 "Query"
1: Transform feedback objects have a lot of functions that use TF objects in rendering operations. But the actual state in them consists only of the buffers bound to GL_TRANSFORM_FEEDBACK_BUFFER with glBindBufferRange, as well as a captured primitive count. As such, while they had a formal Object name, it was only used for functions taht used the object, rather than state accessing ones. So the existing name could be appropriated to use DSA functions.
2: The functions that manipulate this object were so inconsistently named that there was never really a consistent object name for them.
3: These object types already used DSA-style functions.