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gl_backend.hh « opengl « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* 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()
  {
    GLBackend::platform_exit();
  }

  void delete_resources() override
  {
    /* Delete any resources with context active. */
    GLTexture::samplers_free();
  }

  static GLBackend *get()
  {
    return static_cast<GLBackend *>(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<GLStorageBuf *>(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_COMMAND_BARRIER_BIT);

    glDispatchComputeIndirect((GLintptr)0);
    /* Unbind. */
    glBindBuffer(GL_DISPATCH_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