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/*
* 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.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage GL objects for multiple context and threads.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_context.h"
#include "gpu_framebuffer_private.hh"
#include "gpu_immediate_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_state_private.hh"
#include <mutex>
#include <pthread.h>
#include <string.h>
#include <unordered_set>
#include <vector>
struct GPUMatrixState;
struct GPUContext {
public:
/** State management */
blender::gpu::Shader *shader = NULL;
blender::gpu::FrameBuffer *active_fb = NULL;
GPUMatrixState *matrix_state = NULL;
blender::gpu::GPUStateManager *state_manager = NULL;
blender::gpu::Immediate *imm = NULL;
/**
* All 4 window frame-buffers.
* None of them are valid in an off-screen context.
* Right frame-buffers are only available if using stereo rendering.
* Front frame-buffers contains (in principle, but not always) the last frame color.
* Default frame-buffer is back_left.
*/
blender::gpu::FrameBuffer *back_left = NULL;
blender::gpu::FrameBuffer *front_left = NULL;
blender::gpu::FrameBuffer *back_right = NULL;
blender::gpu::FrameBuffer *front_right = NULL;
protected:
/** Thread on which this context is active. */
pthread_t thread_;
bool is_active_;
/** Avoid including GHOST headers. Can be NULL for off-screen contexts. */
void *ghost_window_;
public:
GPUContext();
virtual ~GPUContext();
virtual void activate(void) = 0;
virtual void deactivate(void) = 0;
virtual void memory_statistics_get(int *total_mem, int *free_mem) = 0;
bool is_active_on_thread(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
};
/* These require a OpenGL ctx bound. */
GLuint GPU_buf_alloc(void);
GLuint GPU_tex_alloc(void);
GLuint GPU_vao_alloc(void);
GLuint GPU_fbo_alloc(void);
/* These can be called any threads even without OpenGL ctx. */
void GPU_buf_free(GLuint buf_id);
void GPU_tex_free(GLuint tex_id);
/* These two need the ctx the id was created with. */
void GPU_vao_free(GLuint vao_id, GPUContext *ctx);
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx);
void gpu_context_active_framebuffer_set(GPUContext *ctx, struct GPUFrameBuffer *fb);
struct GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx);
struct GPUMatrixState *gpu_context_active_matrix_state_get(void);
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