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. # Conflicts: # source/blender/gpu/intern/gpu_context.cc
58 lines
1.4 KiB
C++
58 lines
1.4 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_context.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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GPUContext *context_alloc(void *ghost_window)
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{
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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/* TODO remove */
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void buf_free(GLuint buf_id);
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void tex_free(GLuint tex_id);
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void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, unsigned int id)
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{
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list_mutex.lock();
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orphan_list.append(id);
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list_mutex.unlock();
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}
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};
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} // namespace gpu
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} // namespace blender
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