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authorClément Foucault <foucault.clem@gmail.com>2020-08-29 02:13:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-30 14:11:02 +0300
commitf3a65a1b4aa3c7da221acdbeee20afb7ebe3b221 (patch)
tree1b7b8c90ef0ecb891b35c8fa89cf25873035d784 /source/blender/windowmanager/intern/wm_window.c
parent0850afb34e21c073eb2a4c7475eeab2684f30e43 (diff)
GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990. This is a full cleanup of the Framebuffer module and a separation of OpenGL related functions. There is some changes with how the default framebuffers are handled. Now the default framebuffers are individually wrapped inside special GLFrameBuffers. This make it easier to keep track of the currently bound framebuffer state and have some specificity for operations on these framebuffers. Another change is dropping the optimisation of only configuring the changed attachements during framebuffers update. This does not give any benefits and add some complexity to the code. This might be brought back if it has a performance impact on some systems. This also adds support for naming framebuffers but it is currently not used.
Diffstat (limited to 'source/blender/windowmanager/intern/wm_window.c')
-rw-r--r--source/blender/windowmanager/intern/wm_window.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index 69c08427c4a..4c5b7194b0a 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -1115,7 +1115,7 @@ void wm_window_clear_drawable(wmWindowManager *wm)
void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win)
{
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
if (win != wm->windrawable && win->ghostwin) {
// win->lmbut = 0; /* keeps hanging when mousepressed while other window opened */
@@ -1136,7 +1136,7 @@ void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win)
void wm_window_reset_drawable(void)
{
BLI_assert(BLI_thread_is_main());
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
wmWindowManager *wm = G_MAIN->wm.first;
if (wm == NULL) {
@@ -2487,25 +2487,25 @@ void *WM_opengl_context_create(void)
* So we should call this function only on the main thread.
*/
BLI_assert(BLI_thread_is_main());
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
return GHOST_CreateOpenGLContext(g_system);
}
void WM_opengl_context_dispose(void *context)
{
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
GHOST_DisposeOpenGLContext(g_system, (GHOST_ContextHandle)context);
}
void WM_opengl_context_activate(void *context)
{
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
GHOST_ActivateOpenGLContext((GHOST_ContextHandle)context);
}
void WM_opengl_context_release(void *context)
{
- BLI_assert(GPU_framebuffer_active_get() == NULL);
+ BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
GHOST_ReleaseOpenGLContext((GHOST_ContextHandle)context);
}