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
95 lines
2.2 KiB
C++
95 lines
2.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 by Mike Erwin. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* This interface allow GPU to manage GL objects for multiple context and threads.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_context.h"
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#include "gpu_debug_private.hh"
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#include "gpu_framebuffer_private.hh"
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#include "gpu_immediate_private.hh"
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#include "gpu_shader_private.hh"
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#include "gpu_state_private.hh"
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#include <pthread.h>
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struct GPUMatrixState;
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namespace blender::gpu {
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class Context {
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public:
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/** State management */
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Shader *shader = NULL;
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FrameBuffer *active_fb = NULL;
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GPUMatrixState *matrix_state = NULL;
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StateManager *state_manager = NULL;
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Immediate *imm = NULL;
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/**
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* All 4 window frame-buffers.
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* None of them are valid in an off-screen context.
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* Right frame-buffers are only available if using stereo rendering.
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* Front frame-buffers contains (in principle, but not always) the last frame color.
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* Default frame-buffer is back_left.
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*/
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FrameBuffer *back_left = NULL;
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FrameBuffer *front_left = NULL;
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FrameBuffer *back_right = NULL;
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FrameBuffer *front_right = NULL;
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DebugStack debug_stack;
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protected:
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/** Thread on which this context is active. */
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pthread_t thread_;
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bool is_active_;
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/** Avoid including GHOST headers. Can be NULL for off-screen contexts. */
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void *ghost_window_;
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public:
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Context();
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virtual ~Context();
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static Context *get();
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virtual void activate() = 0;
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virtual void deactivate() = 0;
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/* Will push all pending commands to the GPU. */
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virtual void flush() = 0;
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/* Will wait until the GPU has finished executing all command. */
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virtual void finish() = 0;
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virtual void memory_statistics_get(int *total_mem, int *free_mem) = 0;
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virtual void debug_group_begin(const char *, int){};
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virtual void debug_group_end(){};
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bool is_active_on_thread();
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};
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/* Syntactic sugar. */
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static inline GPUContext *wrap(Context *ctx)
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{
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return reinterpret_cast<GPUContext *>(ctx);
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}
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static inline Context *unwrap(GPUContext *ctx)
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{
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return reinterpret_cast<Context *>(ctx);
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}
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static inline const Context *unwrap(const GPUContext *ctx)
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{
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return reinterpret_cast<const Context *>(ctx);
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}
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} // namespace blender::gpu
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