111 lines
2.9 KiB
C++
111 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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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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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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* 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(void);
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virtual void activate(void) = 0;
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virtual void deactivate(void) = 0;
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/* Will push all pending commands to the GPU. */
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virtual void flush(void) = 0;
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/* Will wait until the GPU has finished executing all command. */
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virtual void finish(void) = 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(void){};
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bool is_active_on_thread(void);
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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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