diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-11 12:38:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-11 14:55:02 +0300 |
commit | 1463ec68962380b015d7cbf3f65eadbd06ff3c4a (patch) | |
tree | a5020a995f4d608a80220d63faf09ed4e5f38feb /source | |
parent | 228ba8475a17b2d0d87e5ef1f6b026027c1406cf (diff) |
DRW: Rename ogl_context to gl_context
We might not use opengl forever :)
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 36 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.h | 6 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_shader.c | 22 |
3 files changed, 32 insertions, 32 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 75649f7eebb..65702a65541 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -100,7 +100,7 @@ extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */ static void drw_state_prepare_clean_for_draw(DRWManager *dst) { - memset(dst, 0x0, offsetof(DRWManager, ogl_context)); + memset(dst, 0x0, offsetof(DRWManager, gl_context)); } /* This function is used to reset draw manager to a state @@ -110,7 +110,7 @@ static void drw_state_prepare_clean_for_draw(DRWManager *dst) #ifdef DEBUG static void drw_state_ensure_not_reused(DRWManager *dst) { - memset(dst, 0xff, offsetof(DRWManager, ogl_context)); + memset(dst, 0xff, offsetof(DRWManager, gl_context)); } #endif @@ -1180,7 +1180,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx) /* XXX Really nasty locking. But else this could * be executed by the material previews thread * while rendering a viewport. */ - BLI_mutex_lock(&DST.ogl_context_mutex); + BLI_mutex_lock(&DST.gl_context_mutex); /* Reset before using it. */ drw_state_prepare_clean_for_draw(&DST); @@ -1208,7 +1208,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx) drw_engines_disable(); - BLI_mutex_unlock(&DST.ogl_context_mutex); + BLI_mutex_unlock(&DST.gl_context_mutex); } } @@ -1460,7 +1460,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph) RenderData *r = &scene->r; Render *render = engine->re; - if (G.background && DST.ogl_context == NULL) { + if (G.background && DST.gl_context == NULL) { WM_init_opengl(); } @@ -2152,14 +2152,14 @@ void DRW_engines_free(void) void DRW_opengl_context_create(void) { - BLI_assert(DST.ogl_context == NULL); /* Ensure it's called once */ + BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */ - BLI_mutex_init(&DST.ogl_context_mutex); + BLI_mutex_init(&DST.gl_context_mutex); if (!G.background) { immDeactivate(); } /* This changes the active context. */ - DST.ogl_context = WM_opengl_context_create(); + DST.gl_context = WM_opengl_context_create(); /* Be sure to create gawain.context too. */ DST.gwn_context = GWN_context_create(); if (!G.background) { @@ -2174,28 +2174,28 @@ void DRW_opengl_context_create(void) void DRW_opengl_context_destroy(void) { BLI_assert(BLI_thread_is_main()); - if (DST.ogl_context != NULL) { - WM_opengl_context_activate(DST.ogl_context); + if (DST.gl_context != NULL) { + WM_opengl_context_activate(DST.gl_context); GWN_context_active_set(DST.gwn_context); GWN_context_discard(DST.gwn_context); - WM_opengl_context_dispose(DST.ogl_context); - BLI_mutex_end(&DST.ogl_context_mutex); + WM_opengl_context_dispose(DST.gl_context); + BLI_mutex_end(&DST.gl_context_mutex); } } void DRW_opengl_context_enable(void) { - if (DST.ogl_context != NULL) { + if (DST.gl_context != NULL) { /* IMPORTANT: We dont support immediate mode in render mode! * This shall remain in effect until immediate mode supports * multiple threads. */ - BLI_mutex_lock(&DST.ogl_context_mutex); + BLI_mutex_lock(&DST.gl_context_mutex); if (BLI_thread_is_main()) { if (!G.background) { immDeactivate(); } } - WM_opengl_context_activate(DST.ogl_context); + WM_opengl_context_activate(DST.gl_context); GWN_context_active_set(DST.gwn_context); if (BLI_thread_is_main()) { if (!G.background) { @@ -2208,7 +2208,7 @@ void DRW_opengl_context_enable(void) void DRW_opengl_context_disable(void) { - if (DST.ogl_context != NULL) { + if (DST.gl_context != NULL) { #ifdef __APPLE__ /* Need to flush before disabling draw context, otherwise it does not * always finish drawing and viewport can be empty or partially drawn */ @@ -2219,11 +2219,11 @@ void DRW_opengl_context_disable(void) wm_window_reset_drawable(); } else { - WM_opengl_context_release(DST.ogl_context); + WM_opengl_context_release(DST.gl_context); GWN_context_active_set(NULL); } - BLI_mutex_unlock(&DST.ogl_context_mutex); + BLI_mutex_unlock(&DST.gl_context_mutex); } } diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 7cb6aef818b..e811e9ea8a9 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -369,11 +369,11 @@ typedef struct DRWManager { /* ---------- Nothing after this point is cleared after use ----------- */ - /* ogl_context serves as the offset for clearing only + /* gl_context serves as the offset for clearing only * the top portion of the struct so DO NOT MOVE IT! */ - void *ogl_context; /* Unique ghost context used by the draw manager. */ + void *gl_context; /* Unique ghost context used by the draw manager. */ Gwn_Context *gwn_context; - ThreadMutex ogl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */ + ThreadMutex gl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */ /** GPU Resource State: Memory storage between drawing. */ struct { diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 0b6974b7b36..edc65afd465 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -71,7 +71,7 @@ typedef struct DRWShaderCompiler { DRWDeferredShader *mat_compiling; ThreadMutex compilation_lock; - void *ogl_context; + void *gl_context; int shaders_done; /* To compute progress. */ } DRWShaderCompiler; @@ -93,9 +93,9 @@ static void drw_deferred_shader_queue_free(ListBase *queue) static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, short *do_update, float *progress) { DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data; - void *ogl_context = comp->ogl_context; + void *gl_context = comp->gl_context; - WM_opengl_context_activate(ogl_context); + WM_opengl_context_activate(gl_context); while (true) { BLI_spin_lock(&comp->list_lock); @@ -134,7 +134,7 @@ static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, drw_deferred_shader_free(comp->mat_compiling); } - WM_opengl_context_release(ogl_context); + WM_opengl_context_release(gl_context); } static void drw_deferred_shader_compilation_free(void *custom_data) @@ -146,9 +146,9 @@ static void drw_deferred_shader_compilation_free(void *custom_data) BLI_spin_end(&comp->list_lock); BLI_mutex_end(&comp->compilation_lock); - if (comp->ogl_context) { + if (comp->gl_context) { /* Only destroy if the job owns the context. */ - WM_opengl_context_dispose(comp->ogl_context); + WM_opengl_context_dispose(comp->gl_context); } MEM_freeN(comp); @@ -189,16 +189,16 @@ static void drw_deferred_shader_add(GPUMaterial *mat) BLI_movelisttolist(&comp->queue, &old_comp->queue); BLI_spin_unlock(&old_comp->list_lock); /* Do not recreate context, just pass ownership. */ - comp->ogl_context = old_comp->ogl_context; - old_comp->ogl_context = NULL; + comp->gl_context = old_comp->gl_context; + old_comp->gl_context = NULL; } BLI_addtail(&comp->queue, dsh); /* Create only one context. */ - if (comp->ogl_context == NULL) { - comp->ogl_context = WM_opengl_context_create(); - WM_opengl_context_activate(DST.ogl_context); + if (comp->gl_context == NULL) { + comp->gl_context = WM_opengl_context_create(); + WM_opengl_context_activate(DST.gl_context); } WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free); |