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authorClément Foucault <foucault.clem@gmail.com>2018-06-11 12:38:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-11 14:55:02 +0300
commit1463ec68962380b015d7cbf3f65eadbd06ff3c4a (patch)
treea5020a995f4d608a80220d63faf09ed4e5f38feb /source
parent228ba8475a17b2d0d87e5ef1f6b026027c1406cf (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.c36
-rw-r--r--source/blender/draw/intern/draw_manager.h6
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c22
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);