This is related to the Vulkan port T68990. This is a full cleanup of the Framebuffer module and a separation of OpenGL related functions. There is some changes with how the default framebuffers are handled. Now the default framebuffers are individually wrapped inside special GLFrameBuffers. This make it easier to keep track of the currently bound framebuffer state and have some specificity for operations on these framebuffers. Another change is dropping the optimisation of only configuring the changed attachements during framebuffers update. This does not give any benefits and add some complexity to the code. This might be brought back if it has a performance impact on some systems. This also adds support for naming framebuffers but it is currently not used.
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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* All rights reserved.
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*/
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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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struct GPUContext;
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namespace blender {
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namespace gpu {
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class Batch;
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class DrawList;
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class FrameBuffer;
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class Shader;
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class UniformBuf;
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class GPUBackend {
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public:
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virtual ~GPUBackend(){};
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static GPUBackend *get(void);
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virtual GPUContext *context_alloc(void *ghost_window) = 0;
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virtual Batch *batch_alloc(void) = 0;
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virtual DrawList *drawlist_alloc(int list_length) = 0;
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virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
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virtual Shader *shader_alloc(const char *name) = 0;
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// virtual Texture *texture_alloc(void) = 0;
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virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
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};
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} // namespace gpu
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} // namespace blender
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