Suppose I set up two VAOs, using the new (as of OpenGL 4.3) glBindVertexBuffer mechanism:
glGenVertexArrays(1, &vaoIndex0);
glGenVertexArrays(1, &vaoIndex1);
...
glBindVertexArray(vaoIndex0)
glBindVertexBuffer(bindingIndex0, ...)
glEnableVertexAttribArray(0)
glVertexAttribFormat(0, ...)
glVertexAttribBinding(0, bindingIndex0)
...
glBindVertexArray(0)
...
glBindVertexArray(vaoIndex1)
glBindVertexBuffer(bindingIndex1, ...)
glEnableVertexAttribArray(0)
glVertexAttribFormat(0, ...)
glVertexAttribBinding(0, bindingIndex1)
...
glBindVertexArray(0)
And suppose the two are independent, except insofar as they exist in the same OpenGL context; they bind different buffers and will be used to draw different things.
Does bindingIndex0 need to be different from bindingIndex1? Is there any significance at all in the equality (or inequality) of the two indices?
...
EDIT:
After receiving an answer I began to understand that to someone who actually knows what a "vertex buffer binding point" is, and particularly, what its scope is, my question might seem to be asking something different than what I intended. Maybe a better phrasing would have been "Does one need to go out of one's way to prevent OpenGL vertex buffer binding point indices from being reused, even across multiple VAOs, in order to prevent conflicts?" But anyway, it seems that both questions have now been answered: No you can't reuse the "binding points", and no you don't need to avoid index conflicts in that way.
All of these calls modify VAO state. So no, you cannot reuse these settings across VAOs. You can of course set them the same in multiple VAOs, but you have to make the necessary state setup calls once when you set up each VAO.
The
bindingIndex0
andbindingIndex1
values you use in your code fragment don't have any special meaning. They just establish the connection between the buffer you bind to the binding index withglBindVertexBuffer()
, and the attributes you specify as using that binding index.The only condition is that the binding index has to be smaller than the value you can query as
MAX_VERTEX_ATTRIB_BINDINGS
, which is guaranteed to be at least 16. Since these calls modify per-VAO state, you absolutely can use the same binding indices for multiple VAOs.One way of looking at these newer state setup calls is that they introduce a level of indirection that was not previously available:
glVertexAttribPointer()
while the desired buffer is bound.glVertexAttribBinding()
. The binding index is then connected to a buffer, which is established withglBindVertexBuffer()
.In other words, in old style the connection is:
new style with these 4.3+ calls:
One advantage of this new flexibility is that you can bind a new buffer to multiple attributes with a single call. As long as all these attributes have the same buffer index, you need just one call to
glBindVertexBuffer()
to specify a new buffer for all the attributes.Semi-formal Definition
The following is not official notation at all. I just made it up. But I thought it might be useful to define the relationships more formally, by writing down some pseudo data structures.
Let's say each VAO contains two arrays to capture the connections explained above:
The two calls discussed here would then modify this structure like this:
This state is then used to obtain the buffer for a given attribute with index
attribIndex
as:This also illustrates the indirection I explained above, which shows up here as two levels of lookup into the state tables.