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
82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. */
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/** \file
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* \ingroup draw
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*/
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#pragma once
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#include "GPU_batch.h"
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#include "MEM_guardedalloc.h"
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/* Common */
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// #define DRW_DEBUG_MESH_CACHE_REQUEST
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#ifdef DRW_DEBUG_MESH_CACHE_REQUEST
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# define DRW_ADD_FLAG_FROM_VBO_REQUEST(flag, vbo, value) \
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(flag |= DRW_vbo_requested(vbo) ? (printf(" VBO requested " #vbo "\n") ? value : value) : 0)
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# define DRW_ADD_FLAG_FROM_IBO_REQUEST(flag, ibo, value) \
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(flag |= DRW_ibo_requested(ibo) ? (printf(" IBO requested " #ibo "\n") ? value : value) : 0)
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#else
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# define DRW_ADD_FLAG_FROM_VBO_REQUEST(flag, vbo, value) \
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(flag |= DRW_vbo_requested(vbo) ? (value) : 0)
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# define DRW_ADD_FLAG_FROM_IBO_REQUEST(flag, ibo, value) \
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(flag |= DRW_ibo_requested(ibo) ? (value) : 0)
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#endif
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BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch)
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{
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/* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */
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if (*batch == NULL) {
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*batch = GPU_batch_calloc();
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}
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return *batch;
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}
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BLI_INLINE bool DRW_batch_requested(GPUBatch *batch, GPUPrimType prim_type)
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{
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/* Batch has been requested if it has been created but not initialized. */
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if (batch != NULL && batch->verts[0] == NULL) {
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/* HACK. We init without a valid VBO and let the first vbo binding
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* fill verts[0]. */
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GPU_batch_init_ex(batch, prim_type, (GPUVertBuf *)1, NULL, (eGPUBatchFlag)0);
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batch->verts[0] = NULL;
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return true;
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}
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return false;
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}
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BLI_INLINE void DRW_ibo_request(GPUBatch *batch, GPUIndexBuf **ibo)
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{
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if (*ibo == NULL) {
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*ibo = GPU_indexbuf_calloc();
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}
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if (batch != NULL) {
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GPU_batch_elembuf_set(batch, *ibo, false);
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}
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}
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BLI_INLINE bool DRW_ibo_requested(GPUIndexBuf *ibo)
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{
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/* TODO: do not rely on data uploaded. This prevents multi-threading.
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* (need access to a OpenGL context). */
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return (ibo != NULL && !GPU_indexbuf_is_init(ibo));
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}
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BLI_INLINE void DRW_vbo_request(GPUBatch *batch, GPUVertBuf **vbo)
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{
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if (*vbo == NULL) {
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*vbo = GPU_vertbuf_calloc();
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}
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if (batch != NULL) {
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/* HACK we set VBO's that may not yet be valid. */
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GPU_batch_vertbuf_add(batch, *vbo);
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}
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}
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BLI_INLINE bool DRW_vbo_requested(GPUVertBuf *vbo)
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{
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return (vbo != NULL && (GPU_vertbuf_get_status(vbo) & GPU_VERTBUF_INIT) == 0);
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}
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