Files
test2/source/blender/gpu/vulkan/vk_context.hh
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

76 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "vk_command_buffer.hh"
#include "vk_common.hh"
#include "vk_debug.hh"
#include "vk_descriptor_pools.hh"
namespace blender::gpu {
class VKFrameBuffer;
class VKVertexAttributeObject;
class VKBatch;
class VKStateManager;
class VKContext : public Context, NonCopyable {
private:
VKCommandBuffer command_buffer_;
void *ghost_context_;
public:
VKContext(void *ghost_window, void *ghost_context);
virtual ~VKContext();
void activate() override;
void deactivate() override;
void begin_frame() override;
void end_frame() override;
void flush() override;
void finish() override;
void memory_statistics_get(int *total_mem, int *free_mem) override;
void debug_group_begin(const char *, int) override;
void debug_group_end() override;
bool debug_capture_begin() override;
void debug_capture_end() override;
void *debug_capture_scope_create(const char *name) override;
bool debug_capture_scope_begin(void *scope) override;
void debug_capture_scope_end(void *scope) override;
bool has_active_framebuffer() const;
void activate_framebuffer(VKFrameBuffer &framebuffer);
void deactivate_framebuffer();
VKFrameBuffer *active_framebuffer_get() const;
void bind_compute_pipeline();
void bind_graphics_pipeline(const GPUPrimType prim_type,
const VKVertexAttributeObject &vertex_attribute_object);
void sync_backbuffer();
static VKContext *get(void)
{
return static_cast<VKContext *>(Context::get());
}
VKCommandBuffer &command_buffer_get()
{
return command_buffer_;
}
const VKStateManager &state_manager_get() const;
VKStateManager &state_manager_get();
};
} // namespace blender::gpu