This just set a global object responsible for allocating new objects in a thread safe way without needing any GPUContext bound to this thread. This also introduce the GLContext which will contain all the GL related functions for the current context.
105 lines
2.2 KiB
C
105 lines
2.2 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "GPU_init_exit.h" /* interface */
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#include "BKE_global.h"
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#include "BLI_sys_types.h"
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#include "GPU_batch.h"
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#include "GPU_buffers.h"
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#include "GPU_context.h"
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#include "GPU_immediate.h"
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#include "intern/gpu_codegen.h"
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#include "intern/gpu_material_library.h"
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#include "intern/gpu_private.h"
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/**
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* although the order of initialization and shutdown should not matter
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* (except for the extensions), I chose alphabetical and reverse alphabetical order
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*/
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static bool initialized = false;
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void GPU_init(void)
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{
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/* can't avoid calling this multiple times, see wm_window_ghostwindow_add */
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if (initialized) {
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return;
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}
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initialized = true;
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gpu_platform_init();
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gpu_extensions_init(); /* must come first */
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gpu_codegen_init();
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gpu_material_library_init();
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gpu_framebuffer_module_init();
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if (G.debug & G_DEBUG_GPU) {
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gpu_debug_init();
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}
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gpu_batch_init();
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if (!G.background) {
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immInit();
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}
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#ifndef GPU_STANDALONE
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gpu_pbvh_init();
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#endif
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}
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void GPU_exit(void)
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{
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#ifndef GPU_STANDALONE
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gpu_pbvh_exit();
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#endif
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if (!G.background) {
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immDestroy();
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}
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gpu_batch_exit();
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if (G.debug & G_DEBUG_GPU) {
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gpu_debug_exit();
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}
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gpu_framebuffer_module_exit();
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gpu_material_library_exit();
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gpu_codegen_exit();
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gpu_extensions_exit();
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gpu_platform_exit(); /* must come last */
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GPU_backend_exit();
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initialized = false;
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}
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bool GPU_is_init(void)
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{
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return initialized;
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}
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