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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPUBackend derived class contain allocators that do not need a context bound.
* The backend is init at startup and is accessible using GPU_backend_get() */
#pragma once
#include "GPU_vertex_buffer.h"
namespace blender {
namespace gpu {
class Context;
class Batch;
class DrawList;
class FrameBuffer;
class IndexBuf;
class QueryPool;
class Shader;
class Texture;
class UniformBuf;
class StorageBuf;
class VertBuf;
class GPUBackend {
public:
virtual ~GPUBackend() = default;
virtual void delete_resources() = 0;
static GPUBackend *get();
virtual void samplers_update() = 0;
virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
virtual void compute_dispatch_indirect(StorageBuf *indirect_buf) = 0;
virtual Context *context_alloc(void *ghost_window) = 0;
virtual Batch *batch_alloc() = 0;
virtual DrawList *drawlist_alloc(int list_length) = 0;
virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
virtual IndexBuf *indexbuf_alloc() = 0;
virtual QueryPool *querypool_alloc() = 0;
virtual Shader *shader_alloc(const char *name) = 0;
virtual Texture *texture_alloc(const char *name) = 0;
virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
virtual StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) = 0;
virtual VertBuf *vertbuf_alloc() = 0;
/* Render Frame Coordination --
* Used for performing per-frame actions globally */
virtual void render_begin() = 0;
virtual void render_end() = 0;
virtual void render_step() = 0;
};
} // namespace gpu
} // namespace blender