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()
		
			
				
	
	
		
			138 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			2.9 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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 * Copyright 2020, 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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#pragma once
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#include "gpu_backend.hh"
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#include "BLI_vector.hh"
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#include "gl_batch.hh"
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#include "gl_context.hh"
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#include "gl_drawlist.hh"
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#include "gl_framebuffer.hh"
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#include "gl_index_buffer.hh"
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#include "gl_query.hh"
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#include "gl_shader.hh"
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#include "gl_texture.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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 private:
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  GLSharedOrphanLists shared_orphan_list_;
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 public:
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  GLBackend()
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  {
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    /* platform_init needs to go first. */
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    GLBackend::platform_init();
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    GLBackend::capabilities_init();
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    GLTexture::samplers_init();
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  }
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  ~GLBackend()
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  {
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    GLTexture::samplers_free();
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    GLBackend::platform_exit();
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  }
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  static GLBackend *get(void)
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  {
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    return static_cast<GLBackend *>(GPUBackend::get());
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  }
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  void samplers_update(void) override
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  {
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    GLTexture::samplers_update();
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  };
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  Context *context_alloc(void *ghost_window) override
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  {
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    return new GLContext(ghost_window, shared_orphan_list_);
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  };
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  Batch *batch_alloc(void) override
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  {
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    return new GLBatch();
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  };
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  DrawList *drawlist_alloc(int list_length) override
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  {
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    return new GLDrawList(list_length);
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  };
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  FrameBuffer *framebuffer_alloc(const char *name) override
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  {
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    return new GLFrameBuffer(name);
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  };
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  IndexBuf *indexbuf_alloc(void) override
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  {
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    return new GLIndexBuf();
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  };
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  QueryPool *querypool_alloc(void) override
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  {
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    return new GLQueryPool();
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  };
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  Shader *shader_alloc(const char *name) override
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  {
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    return new GLShader(name);
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  };
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  Texture *texture_alloc(const char *name) override
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  {
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    return new GLTexture(name);
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  };
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  UniformBuf *uniformbuf_alloc(int size, const char *name) override
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  {
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    return new GLUniformBuf(size, name);
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  };
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  VertBuf *vertbuf_alloc(void) override
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  {
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    return new GLVertBuf();
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  };
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  GLSharedOrphanLists &shared_orphan_list_get(void)
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  {
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    return shared_orphan_list_;
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  };
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 private:
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  static void platform_init(void);
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  static void platform_exit(void);
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  static void capabilities_init(void);
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};
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}  // namespace gpu
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}  // namespace blender
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