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blender-archive/source/blender/gpu/intern/gpu_init_exit.c
Brecht Van Lommel f6fc863acd Sculpt: multithread GPU draw buffer filling for workbench
This improves performance of some sculpt tools, particularly those that modify
many vertices like filter and mask tools, or use brushes with large radius.

For mask expand it can make updates up to 2x faster on heavy meshes, but for
most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to
solve, like normal updates.

Ref T70295

Differential Revision: https://developer.blender.org/D5926
2019-09-29 15:28:15 +02:00

94 lines
2.0 KiB
C

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