This adds the possibility to read the stencil buffer inside shaders. This is only available on GL 4.3 so use it accordingly.
148 lines
3.9 KiB
C++
148 lines
3.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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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 below 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();
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};
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class GLContext : public Context {
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public:
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/** Capabilities. */
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static GLint max_cubemap_size;
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static GLint max_texture_3d_size;
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static GLint max_ubo_size;
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static GLint max_ubo_binds;
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static GLint max_ssbo_size;
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static GLint max_ssbo_binds;
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/** Extensions. */
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static bool base_instance_support;
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static bool clear_texture_support;
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static bool copy_image_support;
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static bool debug_layer_support;
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static bool direct_state_access_support;
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static bool explicit_location_support;
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static bool geometry_shader_invocations;
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static bool fixed_restart_index_support;
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static bool layered_rendering_support;
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static bool native_barycentric_support;
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static bool multi_bind_support;
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static bool multi_draw_indirect_support;
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static bool shader_draw_parameters_support;
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static bool stencil_texturing_support;
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static bool texture_cube_map_array_support;
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static bool texture_filter_anisotropic_support;
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static bool texture_gather_support;
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static bool texture_storage_support;
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static bool vertex_attrib_binding_support;
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/** Workarounds. */
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static bool debug_layer_workaround;
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static bool unused_fb_slot_workaround;
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static bool generate_mipmap_workaround;
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static float derivative_signs[2];
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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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/** Used for debugging purpose. Bitflags of all bound slots. */
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uint16_t bound_ubo_slots;
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private:
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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 below 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 owns 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() override;
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void deactivate() override;
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void flush() override;
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void finish() override;
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void memory_statistics_get(int *total_mem, int *free_mem) override;
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static GLContext *get()
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{
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return static_cast<GLContext *>(Context::get());
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}
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static GLStateManager *state_manager_active_get()
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{
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GLContext *ctx = GLContext::get();
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return static_cast<GLStateManager *>(ctx->state_manager);
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};
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/* These need to be called with the context the id was created with. */
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void vao_free(GLuint vao_id);
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void fbo_free(GLuint fbo_id);
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/* These can be called by any threads even without OpenGL ctx. Deletion will be delayed. */
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static void buf_free(GLuint buf_id);
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static void tex_free(GLuint tex_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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void debug_group_begin(const char *name, int index) override;
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void debug_group_end() override;
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private:
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static void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
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void orphans_clear();
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MEM_CXX_CLASS_ALLOC_FUNCS("GLContext")
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};
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} // namespace gpu
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} // namespace blender
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