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blender-archive/source/blender/gpu/opengl/gl_backend.hh
Clément Foucault 171b36683a GPUExtensions: GL backend isolation
This is part of the Vulkan task T68990.

This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
  commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
  inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
2020-09-07 19:37:04 +02:00

137 lines
2.9 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
*/
#pragma once
#include "gpu_backend.hh"
#include "BLI_vector.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_drawlist.hh"
#include "gl_framebuffer.hh"
#include "gl_index_buffer.hh"
#include "gl_shader.hh"
#include "gl_texture.hh"
#include "gl_uniform_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender {
namespace gpu {
class GLBackend : public GPUBackend {
private:
GLSharedOrphanLists shared_orphan_list_;
public:
GLBackend()
{
/* platform_init needs to go first. */
GLBackend::platform_init();
GLBackend::capabilities_init();
GLTexture::samplers_init();
}
~GLBackend()
{
GLTexture::samplers_free();
GLBackend::platform_exit();
}
static GLBackend *get(void)
{
return static_cast<GLBackend *>(GPUBackend::get());
}
void samplers_update(void) override
{
GLTexture::samplers_update();
};
GPUContext *context_alloc(void *ghost_window) override
{
return new GLContext(ghost_window, shared_orphan_list_);
};
Batch *batch_alloc(void) override
{
return new GLBatch();
};
DrawList *drawlist_alloc(int list_length) override
{
return new GLDrawList(list_length);
};
FrameBuffer *framebuffer_alloc(const char *name) override
{
return new GLFrameBuffer(name);
};
IndexBuf *indexbuf_alloc(void) override
{
return new GLIndexBuf();
};
Shader *shader_alloc(const char *name) override
{
return new GLShader(name);
};
Texture *texture_alloc(const char *name) override
{
return new GLTexture(name);
};
UniformBuf *uniformbuf_alloc(int size, const char *name) override
{
return new GLUniformBuf(size, name);
};
VertBuf *vertbuf_alloc(void) override
{
return new GLVertBuf();
};
/* TODO remove */
void buf_free(GLuint buf_id);
void tex_free(GLuint tex_id);
void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, unsigned int id)
{
list_mutex.lock();
orphan_list.append(id);
list_mutex.unlock();
}
private:
static void platform_init(void);
static void platform_exit(void);
static void capabilities_init(void);
};
} // namespace gpu
} // namespace blender