This changes the drawing paradigm a bit. The VAO configuration is done JIT-style and depends on context active shader. This is to allow more flexibility for implementations to do optimization at lower level. The vao cache is now its own class to isolate the concept. It is this class that is reference by the GLContext for ownership of the containing VAO ids.
99 lines
2.9 KiB
C++
99 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 "glew-mx.h"
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#include "gl_batch.hh"
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#include <mutex>
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namespace blender {
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namespace gpu {
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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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/* TODO(fclem) these needs to become private. */
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public:
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/** Default VAO for procedural draw calls. */
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GLuint default_vao_;
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/** Default framebuffer object for some GL implementation. */
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GLuint default_framebuffer_;
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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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void activate(void) override;
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void deactivate(void) override;
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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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void framebuffer_register(struct GPUFrameBuffer *fb);
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void framebuffer_unregister(struct GPUFrameBuffer *fb);
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};
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} // namespace gpu
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} // namespace blender
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