This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/GPU_context.h
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

55 lines
1.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage VAOs for multiple context and threads.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_common.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef enum eGPUBackendType {
GPU_BACKEND_NONE = 0,
GPU_BACKEND_OPENGL,
} eGPUBackendType;
void GPU_backend_init(eGPUBackendType backend);
void GPU_backend_exit(void);
eGPUBackendType GPU_backend_get_type(void);
/** Opaque type hiding blender::gpu::Context. */
typedef struct GPUContext GPUContext;
GPUContext *GPU_context_create(void *ghost_window);
/**
* To be called after #GPU_context_active_set(ctx_to_destroy).
*/
void GPU_context_discard(GPUContext *);
/**
* Ctx can be NULL.
*/
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get(void);
/* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
* contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
* compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
* threads should use the draw manager opengl context and make sure that they are the only one
* using it by locking the main context using these two functions. */
void GPU_context_main_lock(void);
void GPU_context_main_unlock(void);
#ifdef __cplusplus
}
#endif