/* SPDX-License-Identifier: GPL-2.0-or-later * 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_storage_buffer.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() { return static_cast(GPUBackend::get()); } void samplers_update() override { GLTexture::samplers_update(); }; Context *context_alloc(void *ghost_window) override { return new GLContext(ghost_window, shared_orphan_list_); }; Batch *batch_alloc() 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() override { return new GLIndexBuf(); }; QueryPool *querypool_alloc() 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); }; StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) override { return new GLStorageBuf(size, usage, name); }; VertBuf *vertbuf_alloc() override { return new GLVertBuf(); }; GLSharedOrphanLists &shared_orphan_list_get() { 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); } void compute_dispatch_indirect(StorageBuf *indirect_buf) override { GLContext::get()->state_manager_active_get()->apply_state(); dynamic_cast(indirect_buf)->bind_as(GL_DISPATCH_INDIRECT_BUFFER); /* This barrier needs to be here as it only work on the currently bound indirect buffer. */ glMemoryBarrier(GL_DRAW_INDIRECT_BUFFER); glDispatchComputeIndirect((GLintptr)0); /* Unbind. */ glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); } /* Render Frame Coordination */ void render_begin(void) override{}; void render_end(void) override{}; void render_step(void) override{}; private: static void platform_init(); static void platform_exit(); static void capabilities_init(); }; } // namespace gpu } // namespace blender