With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
54 lines
1.1 KiB
C++
54 lines
1.1 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 "BLI_vector.hh"
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#include "gpu_query.hh"
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#include <epoxy/gl.h>
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namespace blender::gpu {
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class GLQueryPool : public QueryPool {
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private:
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/** Contains queries object handles. */
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Vector<GLuint, QUERY_MIN_LEN> query_ids_;
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/** Type of this query pool. */
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GPUQueryType type_;
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/** Associated GL type. */
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GLenum gl_type_;
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/** Number of queries that have been issued since last initialization.
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* Should be equal to query_ids_.size(). */
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uint32_t query_issued_;
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/** Can only be initialized once. */
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bool initialized_ = false;
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public:
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~GLQueryPool();
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void init(GPUQueryType type) override;
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void begin_query() override;
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void end_query() override;
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void get_occlusion_result(MutableSpan<uint32_t> r_values) override;
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};
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static inline GLenum to_gl(GPUQueryType type)
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{
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if (type == GPU_QUERY_OCCLUSION) {
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/* TODO(fclem): try with GL_ANY_SAMPLES_PASSED. */
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return GL_SAMPLES_PASSED;
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}
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BLI_assert(0);
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return GL_SAMPLES_PASSED;
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}
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} // namespace blender::gpu
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