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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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "../intern/gpu_context_private.hh"
#include "glew-mx.h"
#include <iostream>
#include <mutex>
#include <unordered_set>
#include <vector>
// TODO(fclem) this requires too much refactor for now.
// namespace blender {
// namespace gpu {
class GLContext : public GPUContext {
public:
GLContext();
~GLContext(){};
void activate(void) override;
void deactivate(void) override;
void draw_batch(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count) override;
void draw_primitive(GPUPrimType prim_type, int v_count) override;
void batch_add(GPUBatch *batch) override;
void batch_remove(GPUBatch *batch) override;
/* TODO remove */
GLuint tex_alloc(void) override;
GLuint vao_alloc(void) override;
GLuint buf_alloc(void) override;
GLuint fbo_alloc(void) override;
void vao_free(GLuint vao_id) override;
void fbo_free(GLuint fbo_id) override;
void buf_free(GLuint buf_id) override;
void tex_free(GLuint tex_id) override;
GLuint default_framebuffer_get(void) override
{
return default_framebuffer_;
};
private:
void orphans_add(std::vector<GLuint> *orphan_list, GLuint id);
void orphans_clear(void);
/**
* Batches & Framebuffers are not shared accross contexts.
* For this reason we keep a list of them per GPUBatch & GPUFramebuffer.
* However this list needs to be updated in the case a GPUContext is destroyed.
*/
std::unordered_set<GPUBatch *> batches;
std::unordered_set<GPUFrameBuffer *> framebuffers;
std::vector<GLuint> orphaned_vertarrays_;
std::vector<GLuint> orphaned_framebuffers_;
std::vector<GLuint> orphaned_buffers_;
std::vector<GLuint> orphaned_textures_;
/** Mutex for the above structures. */
/** todo: try spinlock instead */
std::mutex orphans_mutex_;
GLuint default_vao_;
GLuint default_framebuffer_;
};
// } // namespace gpu
// } // namespace blender
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