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authorClément Foucault <foucault.clem@gmail.com>2020-08-08 02:18:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-08 02:30:33 +0300
commitcb7ea2ccfbb5d81083313c21d6b85a9c85db67d4 (patch)
treeaf7baa1dc3438da8f349bd38c2a65f9caad50bf3 /source/blender/gpu/opengl/gl_context.hh
parent1dd737759639c63d3279be774202585de778dac5 (diff)
GPUBackend: Add new GPUBackend object to manage GL object allocations
This just set a global object responsible for allocating new objects in a thread safe way without needing any GPUContext bound to this thread. This also introduce the GLContext which will contain all the GL related functions for the current context. # Conflicts: # source/blender/gpu/intern/gpu_context.cc
Diffstat (limited to 'source/blender/gpu/opengl/gl_context.hh')
-rw-r--r--source/blender/gpu/opengl/gl_context.hh65
1 files changed, 56 insertions, 9 deletions
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
index 5daf793910c..5da288a265f 100644
--- a/source/blender/gpu/opengl/gl_context.hh
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -25,6 +25,9 @@
#include "gpu_context_private.h"
+#include "BLI_vector.hh"
+#include "BLI_set.hh"
+
#include "glew-mx.h"
#include <iostream>
@@ -32,19 +35,63 @@
#include <unordered_set>
#include <vector>
-// TODO(fclem) this requires too much refactor for now.
-// namespace blender {
-// namespace gpu {
+namespace blender {
+namespace gpu {
-class GLContext : public GPUContext {
+class GLSharedOrphanLists {
public:
- GLContext(void *ghost_window);
- ~GLContext();
+ /** 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);
+};
- private:
+class GLContext : public GPUContext {
+ /* TODO(fclem) these needs to become private. */
+ public:
+ /** Default VAO for procedural draw calls. */
+ GLuint default_vao_;
/** Default framebuffer object for some GL implementation. */
GLuint default_framebuffer_;
+ /** 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<GPUBatch *> batches_;
+ 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();
+
+ void activate(void) override;
+ void deactivate(void) override;
+
+ /* 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 batch_register(struct GPUBatch *batch);
+ void batch_unregister(struct GPUBatch *batch);
+ void framebuffer_register(struct GPUFrameBuffer *fb);
+ void framebuffer_unregister(struct GPUFrameBuffer *fb);
};
-// } // namespace gpu
-// } // namespace blender
+} // namespace gpu
+} // namespace blender