Age | Commit message (Collapse) | Author |
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Debug groups makes it easier to view from where an error comes from.
The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
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This makes the GPUContext follow the same naming convention as the rest
of the module.
Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
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Part of the Vulkan task T68990
Isolate the few remaining gl functions.
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This makes it easier to follow.
Also removes the GL related functions inside gpu_context.cc.
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This is part of the Vulkan task T68990
This is a simple cleanup.
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These are not used anymore and can be replicated using the GPUBatch API.
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This is part of the Vulkan backend task T68990.
This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
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This is to ensure the FrameBuffer extents are always up to date.
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This is now handled by FrameBuffer wrapping.
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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.
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This is in preparation of the Framebuffer GL backend.
This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.
This is part of T68990.
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This avoids the misleading inheritance.
Also cleanup by setting the blender::gpu::Shader as active shader to
avoid some casting.
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This isolate most GL calls to the GL backend. Still a few remains.
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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.
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This remove the use of batch->program and replace it with batch->shader.
This will allow GL abstraction latter.
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