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blender-archive/source/blender/gpu/intern/gpu_backend.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

51 lines
1.3 KiB
C++

/* 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
namespace blender {
namespace gpu {
class Context;
class Batch;
class DrawList;
class FrameBuffer;
class IndexBuf;
class QueryPool;
class Shader;
class Texture;
class UniformBuf;
class VertBuf;
class GPUBackend {
public:
virtual ~GPUBackend() = default;
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 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 VertBuf *vertbuf_alloc() = 0;
};
} // namespace gpu
} // namespace blender