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blender-archive/source/blender/gpu/opengl/gl_backend.hh
Clément Foucault 48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00

138 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_backend.hh"
#include "BLI_vector.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_drawlist.hh"
#include "gl_framebuffer.hh"
#include "gl_index_buffer.hh"
#include "gl_query.hh"
#include "gl_shader.hh"
#include "gl_texture.hh"
#include "gl_uniform_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender {
namespace gpu {
class GLBackend : public GPUBackend {
private:
GLSharedOrphanLists shared_orphan_list_;
public:
GLBackend()
{
/* platform_init needs to go first. */
GLBackend::platform_init();
GLBackend::capabilities_init();
GLTexture::samplers_init();
}
~GLBackend()
{
GLTexture::samplers_free();
GLBackend::platform_exit();
}
static GLBackend *get(void)
{
return static_cast<GLBackend *>(GPUBackend::get());
}
void samplers_update(void) override
{
GLTexture::samplers_update();
};
Context *context_alloc(void *ghost_window) override
{
return new GLContext(ghost_window, shared_orphan_list_);
};
Batch *batch_alloc(void) override
{
return new GLBatch();
};
DrawList *drawlist_alloc(int list_length) override
{
return new GLDrawList(list_length);
};
FrameBuffer *framebuffer_alloc(const char *name) override
{
return new GLFrameBuffer(name);
};
IndexBuf *indexbuf_alloc(void) override
{
return new GLIndexBuf();
};
QueryPool *querypool_alloc(void) override
{
return new GLQueryPool();
};
Shader *shader_alloc(const char *name) override
{
return new GLShader(name);
};
Texture *texture_alloc(const char *name) override
{
return new GLTexture(name);
};
UniformBuf *uniformbuf_alloc(int size, const char *name) override
{
return new GLUniformBuf(size, name);
};
VertBuf *vertbuf_alloc(void) override
{
return new GLVertBuf();
};
GLSharedOrphanLists &shared_orphan_list_get(void)
{
return shared_orphan_list_;
};
private:
static void platform_init(void);
static void platform_exit(void);
static void capabilities_init(void);
};
} // namespace gpu
} // namespace blender