This is a massive cleanup needed for vulkan support T68990. It provides: - More meaningful enums with conversion functions. - Less hacky supports of arrays and cubemaps (all considered layered). - More inline with the stateless design of vulkan and modern GL. - Methods Fallbacks are using framebuffer functions that are wrapped instead of implementing inside the texture module. What is not in there: - API change. - Samplers support (breaks a few effects). # Conflicts: # source/blender/gpu/GPU_texture.h
107 lines
2.9 KiB
C++
107 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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* 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_context_private.hh"
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#include "GPU_framebuffer.h"
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#include "BLI_set.hh"
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#include "BLI_vector.hh"
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#include "gl_state.hh"
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#include "glew-mx.h"
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#include <mutex>
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namespace blender {
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namespace gpu {
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class GLVaoCache;
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class GLSharedOrphanLists {
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public:
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/** Mutex for the bellow structures. */
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std::mutex lists_mutex;
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/** Buffers and textures are shared across context. Any context can free them. */
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Vector<GLuint> textures;
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Vector<GLuint> buffers;
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public:
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void orphans_clear(void);
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};
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class GLContext : public GPUContext {
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public:
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/** Used for debugging purpose. Bitflags of all bound slots. */
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uint16_t bound_ubo_slots;
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/* TODO(fclem) these needs to become private. */
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public:
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/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
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GLuint default_attr_vbo_;
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/**
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* GPUBatch & GPUFramebuffer have references to the context they are from, in the case the
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* context is destroyed, we need to remove any reference to it.
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*/
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Set<GLVaoCache *> vao_caches_;
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Set<GPUFrameBuffer *> framebuffers_;
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/** Mutex for the bellow structures. */
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std::mutex lists_mutex_;
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/** VertexArrays and framebuffers are not shared across context. */
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Vector<GLuint> orphaned_vertarrays_;
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Vector<GLuint> orphaned_framebuffers_;
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/** GLBackend onws this data. */
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GLSharedOrphanLists &shared_orphan_list_;
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public:
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GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list);
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~GLContext();
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static void check_error(const char *info);
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void activate(void) override;
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void deactivate(void) override;
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static inline GLStateManager *state_manager_active_get()
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{
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GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
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return static_cast<GLStateManager *>(ctx->state_manager);
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};
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/* TODO(fclem) these needs to become private. */
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public:
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void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
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void orphans_clear(void);
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void vao_free(GLuint vao_id);
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void fbo_free(GLuint fbo_id);
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void vao_cache_register(GLVaoCache *cache);
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void vao_cache_unregister(GLVaoCache *cache);
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};
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} // namespace gpu
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} // namespace blender
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