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blender-archive/source/blender/gpu/intern/gpu_backend.hh
Clément Foucault 48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00

66 lines
1.9 KiB
C++

/*
* 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.
*
* 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(){};
static GPUBackend *get(void);
virtual void samplers_update(void) = 0;
virtual Context *context_alloc(void *ghost_window) = 0;
virtual Batch *batch_alloc(void) = 0;
virtual DrawList *drawlist_alloc(int list_length) = 0;
virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
virtual IndexBuf *indexbuf_alloc(void) = 0;
virtual QueryPool *querypool_alloc(void) = 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(void) = 0;
};
} // namespace gpu
} // namespace blender