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blender-archive/source/blender/gpu/intern/gpu_init_exit.c
Clément Foucault 5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00

95 lines
2.1 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Jason Wilkins
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file source/blender/gpu/intern/gpu_init_exit.c
* \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 "GPU_texture.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_fix_linking();
}
void GPU_exit(void)
{
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;
}