Files
test/source/blender/gpu/GPU_context.h
Jason Fielder 309ea31485 Metal: Initial Implementation of Metal Backend for GPU Module.
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.

Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.

Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14293
2022-03-22 12:54:34 +01:00

59 lines
1.6 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage VAOs for multiple context and threads.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_common.h"
#include "GPU_platform.h"
#ifdef __cplusplus
extern "C" {
#endif
void GPU_backend_init(eGPUBackendType backend);
void GPU_backend_exit(void);
bool GPU_backend_supported(eGPUBackendType type);
eGPUBackendType GPU_backend_get_type(void);
/** Opaque type hiding blender::gpu::Context. */
typedef struct GPUContext GPUContext;
GPUContext *GPU_context_create(void *ghost_window);
/**
* To be called after #GPU_context_active_set(ctx_to_destroy).
*/
void GPU_context_discard(GPUContext *);
/**
* Ctx can be NULL.
*/
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get(void);
/* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
* contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
* compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
* threads should use the draw manager opengl context and make sure that they are the only one
* using it by locking the main context using these two functions. */
void GPU_context_main_lock(void);
void GPU_context_main_unlock(void);
/* GPU Begin/end work blocks */
void GPU_render_begin();
void GPU_render_end();
/* For operations which need to run exactly once per frame -- even if there are no render updates. */
void GPU_render_step();
#ifdef __cplusplus
}
#endif