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blender-archive/source/blender/gpu/intern/gpu_context_private.h

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage GL objects for multiple context and threads.
*/
#pragma once
#include "GPU_context.h"
/* TODO cleanup this ifdef */
#ifdef __cplusplus
# include <mutex>
# include <pthread.h>
# include <string.h>
# include <unordered_set>
# include <vector>
struct GPUFrameBuffer;
struct GPUContext {
GLuint default_vao;
GLuint default_framebuffer;
GPUFrameBuffer *current_fbo;
std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
# ifdef DEBUG
std::unordered_set<GPUFrameBuffer *>
framebuffers; /* Framebuffers that have FBO from this context */
# endif
struct GPUMatrixState *matrix_state;
std::vector<GLuint> orphaned_vertarray_ids;
std::vector<GLuint> orphaned_framebuffer_ids;
std::mutex orphans_mutex; /* todo: try spinlock instead */
# if TRUST_NO_ONE
pthread_t thread; /* Thread on which this context is active. */
bool thread_is_used;
# endif
GPUContext()
{
# if TRUST_NO_ONE
thread_is_used = false;
# endif
current_fbo = 0;
};
virtual ~GPUContext(){};
};
#endif
#ifdef __cplusplus
extern "C" {
#endif
GLuint GPU_vao_default(void);
GLuint GPU_framebuffer_default(void);
/* These require a gl ctx bound. */
GLuint GPU_buf_alloc(void);
GLuint GPU_tex_alloc(void);
GLuint GPU_vao_alloc(void);
GLuint GPU_fbo_alloc(void);
/* These can be called any threads even without gl ctx. */
void GPU_buf_free(GLuint buf_id);
void GPU_tex_free(GLuint tex_id);
/* These two need the ctx the id was created with. */
void GPU_vao_free(GLuint vao_id, GPUContext *ctx);
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx);
void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch);
void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch);
void gpu_context_add_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
void gpu_context_remove_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
void gpu_context_active_framebuffer_set(GPUContext *ctx, struct GPUFrameBuffer *fb);
struct GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx);
struct GPUMatrixState *gpu_context_active_matrix_state_get(void);
#ifdef __cplusplus
}
#endif