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2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2018-07-19GPU: Add GC to FBOs and UBOs and centralize all GCsClément Foucault
GPUFrameBuffers were being free when no context was attached or in the wrong gl context. This make sure this does not happen again. You can now safely free any gl resource from any thread (well as long as it's not used anymore!).
2018-06-11Fix crash with OpenGL rendering in multiple threads on macOS.Edmund Kapusniak
On macOS we must always go through BLI_thread_local_get/set(). Differential Revision: https://developer.blender.org/D3470
2015-07-02Make OpenGL debug contexts a flag --debug-gpu instead of a compile timeAntony Riakiotakis
option. This makes sense, since contexts get created at runtime, there is little reason to require recompilation for this. Only works on linux currently, will be doing more OSs later
2015-03-16CleanupCampbell Barton
2015-02-23Debug GPU functionality from soc-viewport_fx by Jason WilkinsAntony Riakiotakis
patch number D706 with changes: - WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging system functions) but leaves the checks we had intact. Old patch added the debug functionality only if we had the flag on to save some performance. Rationale here is that we might not want to recompile blender just to get the extra information, and having users start blender with a -d flag to get the extra information is also useful for bug reports. Those checks already existed and most expensive ones are hidden behind a debug mode check so performance should not be that bad. - Did some cleanup of existing functionality: When things go wrong blender side, just print the error, don't check for GL errors first. - Did not port changes needed for GLES to regular glew.h - Got rid of duplicate or very similar new functionality. Generally, code is more moving things around/cleanup and should work exactly as before apart from the debug context, so it's safe to add even now. It also provides a nice substitute function for glu error descriptions