Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* GPUBackend derived class contain allocators that do not need a context bound.
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* The backend is init at startup and is accessible using GPU_backend_get() */
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#pragma once
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#include "GPU_vertex_buffer.h"
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namespace blender {
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namespace gpu {
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class Context;
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class Batch;
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class DrawList;
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class Fence;
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class FrameBuffer;
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class IndexBuf;
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class PixelBuffer;
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class QueryPool;
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class Shader;
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class Texture;
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class UniformBuf;
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class StorageBuf;
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class VertBuf;
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class GPUBackend {
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public:
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virtual ~GPUBackend() = default;
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virtual void delete_resources() = 0;
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static GPUBackend *get();
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virtual void samplers_update() = 0;
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virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
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virtual void compute_dispatch_indirect(StorageBuf *indirect_buf) = 0;
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virtual Context *context_alloc(void *ghost_window, void *ghost_context) = 0;
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virtual Batch *batch_alloc() = 0;
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virtual DrawList *drawlist_alloc(int list_length) = 0;
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virtual Fence *fence_alloc() = 0;
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virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
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virtual IndexBuf *indexbuf_alloc() = 0;
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virtual PixelBuffer *pixelbuf_alloc(uint size) = 0;
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virtual QueryPool *querypool_alloc() = 0;
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virtual Shader *shader_alloc(const char *name) = 0;
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virtual Texture *texture_alloc(const char *name) = 0;
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virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
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virtual StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) = 0;
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virtual VertBuf *vertbuf_alloc() = 0;
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/* Render Frame Coordination --
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* Used for performing per-frame actions globally */
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virtual void render_begin() = 0;
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virtual void render_end() = 0;
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virtual void render_step() = 0;
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};
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} // namespace gpu
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} // namespace blender
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