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
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* GPUBackend derived class contain allocators that do not need a context bound.
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* The backend is init at startup and is accessible using GPU_backend_get() */
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#pragma once
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namespace blender {
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namespace gpu {
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class Context;
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class Batch;
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class DrawList;
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class FrameBuffer;
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class IndexBuf;
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class QueryPool;
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class Shader;
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class Texture;
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class UniformBuf;
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class VertBuf;
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class GPUBackend {
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public:
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virtual ~GPUBackend() = default;
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static GPUBackend *get();
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virtual void samplers_update() = 0;
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virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
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virtual Context *context_alloc(void *ghost_window) = 0;
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virtual Batch *batch_alloc() = 0;
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virtual DrawList *drawlist_alloc(int list_length) = 0;
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virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
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virtual IndexBuf *indexbuf_alloc() = 0;
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virtual QueryPool *querypool_alloc() = 0;
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virtual Shader *shader_alloc(const char *name) = 0;
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virtual Texture *texture_alloc(const char *name) = 0;
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virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
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virtual VertBuf *vertbuf_alloc() = 0;
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};
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} // namespace gpu
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} // namespace blender
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