/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Copyright 2020, Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include "gpu_backend.hh" #include "BLI_vector.hh" #include "gl_batch.hh" #include "gl_compute.hh" #include "gl_context.hh" #include "gl_drawlist.hh" #include "gl_framebuffer.hh" #include "gl_index_buffer.hh" #include "gl_query.hh" #include "gl_shader.hh" #include "gl_texture.hh" #include "gl_uniform_buffer.hh" #include "gl_vertex_buffer.hh" namespace blender { namespace gpu { class GLBackend : public GPUBackend { private: GLSharedOrphanLists shared_orphan_list_; public: GLBackend() { /* platform_init needs to go first. */ GLBackend::platform_init(); GLBackend::capabilities_init(); GLTexture::samplers_init(); } ~GLBackend() { GLTexture::samplers_free(); GLBackend::platform_exit(); } static GLBackend *get(void) { return static_cast(GPUBackend::get()); } void samplers_update(void) override { GLTexture::samplers_update(); }; Context *context_alloc(void *ghost_window) override { return new GLContext(ghost_window, shared_orphan_list_); }; Batch *batch_alloc(void) override { return new GLBatch(); }; DrawList *drawlist_alloc(int list_length) override { return new GLDrawList(list_length); }; FrameBuffer *framebuffer_alloc(const char *name) override { return new GLFrameBuffer(name); }; IndexBuf *indexbuf_alloc(void) override { return new GLIndexBuf(); }; QueryPool *querypool_alloc(void) override { return new GLQueryPool(); }; Shader *shader_alloc(const char *name) override { return new GLShader(name); }; Texture *texture_alloc(const char *name) override { return new GLTexture(name); }; UniformBuf *uniformbuf_alloc(int size, const char *name) override { return new GLUniformBuf(size, name); }; VertBuf *vertbuf_alloc(void) override { return new GLVertBuf(); }; GLSharedOrphanLists &shared_orphan_list_get(void) { return shared_orphan_list_; }; void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override { GLContext::get()->state_manager_active_get()->apply_state(); GLCompute::dispatch(groups_x_len, groups_y_len, groups_z_len); } private: static void platform_init(void); static void platform_exit(void); static void capabilities_init(void); }; } // namespace gpu } // namespace blender