This is related to the Vulkan port T68990. This is a full cleanup of the Framebuffer module and a separation of OpenGL related functions. There is some changes with how the default framebuffers are handled. Now the default framebuffers are individually wrapped inside special GLFrameBuffers. This make it easier to keep track of the currently bound framebuffer state and have some specificity for operations on these framebuffers. Another change is dropping the optimisation of only configuring the changed attachements during framebuffers update. This does not give any benefits and add some complexity to the code. This might be brought back if it has a performance impact on some systems. This also adds support for naming framebuffers but it is currently not used.
93 lines
2.1 KiB
C++
93 lines
2.1 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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* Copyright 2020, Blender Foundation.
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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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#pragma once
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#include "gpu_backend.hh"
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#include "BLI_vector.hh"
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#include "gl_batch.hh"
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#include "gl_context.hh"
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#include "gl_drawlist.hh"
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#include "gl_framebuffer.hh"
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#include "gl_shader.hh"
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#include "gl_uniform_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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private:
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GLSharedOrphanLists shared_orphan_list_;
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public:
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static GLBackend *get(void)
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{
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return static_cast<GLBackend *>(GPUBackend::get());
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}
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GPUContext *context_alloc(void *ghost_window)
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{
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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Batch *batch_alloc(void)
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{
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return new GLBatch();
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};
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DrawList *drawlist_alloc(int list_length)
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{
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return new GLDrawList(list_length);
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};
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FrameBuffer *framebuffer_alloc(const char *name)
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{
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return new GLFrameBuffer(name);
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};
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Shader *shader_alloc(const char *name)
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{
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return new GLShader(name);
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};
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UniformBuf *uniformbuf_alloc(int size, const char *name)
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{
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return new GLUniformBuf(size, name);
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};
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/* TODO remove */
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void buf_free(GLuint buf_id);
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void tex_free(GLuint tex_id);
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void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, unsigned int id)
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{
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list_mutex.lock();
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orphan_list.append(id);
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list_mutex.unlock();
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}
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};
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} // namespace gpu
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} // namespace blender
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