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blender-archive/source/blender/gpu/opengl/gl_context.hh
Clément Foucault c766d9b9dc GPUTexture: GL Backend Isolation
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
2020-09-05 17:49:14 +02:00

107 lines
2.9 KiB
C++

/*
* 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.
*
* Copyright 2020, Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "GPU_framebuffer.h"
#include "BLI_set.hh"
#include "BLI_vector.hh"
#include "gl_state.hh"
#include "glew-mx.h"
#include <mutex>
namespace blender {
namespace gpu {
class GLVaoCache;
class GLSharedOrphanLists {
public:
/** Mutex for the bellow structures. */
std::mutex lists_mutex;
/** Buffers and textures are shared across context. Any context can free them. */
Vector<GLuint> textures;
Vector<GLuint> buffers;
public:
void orphans_clear(void);
};
class GLContext : public GPUContext {
public:
/** Used for debugging purpose. Bitflags of all bound slots. */
uint16_t bound_ubo_slots;
/* TODO(fclem) these needs to become private. */
public:
/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
GLuint default_attr_vbo_;
/**
* GPUBatch & GPUFramebuffer have references to the context they are from, in the case the
* context is destroyed, we need to remove any reference to it.
*/
Set<GLVaoCache *> vao_caches_;
Set<GPUFrameBuffer *> framebuffers_;
/** Mutex for the bellow structures. */
std::mutex lists_mutex_;
/** VertexArrays and framebuffers are not shared across context. */
Vector<GLuint> orphaned_vertarrays_;
Vector<GLuint> orphaned_framebuffers_;
/** GLBackend onws this data. */
GLSharedOrphanLists &shared_orphan_list_;
public:
GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list);
~GLContext();
static void check_error(const char *info);
void activate(void) override;
void deactivate(void) override;
static inline GLStateManager *state_manager_active_get()
{
GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
return static_cast<GLStateManager *>(ctx->state_manager);
};
/* TODO(fclem) these needs to become private. */
public:
void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
void orphans_clear(void);
void vao_free(GLuint vao_id);
void fbo_free(GLuint fbo_id);
void vao_cache_register(GLVaoCache *cache);
void vao_cache_unregister(GLVaoCache *cache);
};
} // namespace gpu
} // namespace blender