The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
177 lines
3.6 KiB
C++
177 lines
3.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_backend.hh"
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#include "BLI_vector.hh"
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#ifdef WITH_RENDERDOC
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# include "renderdoc_api.hh"
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#endif
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#include "gl_batch.hh"
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#include "gl_compute.hh"
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#include "gl_context.hh"
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#include "gl_drawlist.hh"
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#include "gl_framebuffer.hh"
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#include "gl_index_buffer.hh"
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#include "gl_query.hh"
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#include "gl_shader.hh"
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#include "gl_storage_buffer.hh"
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#include "gl_texture.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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private:
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GLSharedOrphanLists shared_orphan_list_;
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#ifdef WITH_RENDERDOC
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renderdoc::api::Renderdoc renderdoc_;
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#endif
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public:
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GLBackend()
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{
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/* platform_init needs to go first. */
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GLBackend::platform_init();
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GLBackend::capabilities_init();
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GLTexture::samplers_init();
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}
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~GLBackend()
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{
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GLBackend::platform_exit();
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}
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void delete_resources() override
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{
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/* Delete any resources with context active. */
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GLTexture::samplers_free();
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}
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static GLBackend *get()
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{
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return static_cast<GLBackend *>(GPUBackend::get());
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}
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void samplers_update() override
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{
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GLTexture::samplers_update();
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};
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Context *context_alloc(void *ghost_window, void * /*ghost_context*/) override
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{
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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Batch *batch_alloc() override
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{
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return new GLBatch();
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};
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DrawList *drawlist_alloc(int list_length) override
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{
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return new GLDrawList(list_length);
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};
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Fence *fence_alloc() override
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{
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return new GLFence();
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};
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FrameBuffer *framebuffer_alloc(const char *name) override
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{
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return new GLFrameBuffer(name);
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};
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IndexBuf *indexbuf_alloc() override
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{
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return new GLIndexBuf();
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};
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PixelBuffer *pixelbuf_alloc(uint size) override
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{
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return new GLPixelBuffer(size);
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};
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QueryPool *querypool_alloc() override
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{
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return new GLQueryPool();
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};
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Shader *shader_alloc(const char *name) override
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{
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return new GLShader(name);
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};
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Texture *texture_alloc(const char *name) override
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{
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return new GLTexture(name);
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};
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UniformBuf *uniformbuf_alloc(int size, const char *name) override
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{
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return new GLUniformBuf(size, name);
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};
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StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) override
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{
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return new GLStorageBuf(size, usage, name);
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};
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VertBuf *vertbuf_alloc() override
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{
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return new GLVertBuf();
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};
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GLSharedOrphanLists &shared_orphan_list_get()
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{
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return shared_orphan_list_;
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};
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void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override
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{
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GLContext::get()->state_manager_active_get()->apply_state();
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GLCompute::dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void compute_dispatch_indirect(StorageBuf *indirect_buf) override
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{
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GLContext::get()->state_manager_active_get()->apply_state();
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dynamic_cast<GLStorageBuf *>(indirect_buf)->bind_as(GL_DISPATCH_INDIRECT_BUFFER);
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/* This barrier needs to be here as it only work on the currently bound indirect buffer. */
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glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
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glDispatchComputeIndirect((GLintptr)0);
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/* Unbind. */
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
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}
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/* Render Frame Coordination */
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void render_begin(void) override{};
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void render_end(void) override{};
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void render_step(void) override{};
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bool debug_capture_begin();
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void debug_capture_end();
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private:
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static void platform_init();
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static void platform_exit();
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static void capabilities_init();
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};
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} // namespace gpu
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} // namespace blender
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