DRW: Rename ogl_context to gl_context
authorClément Foucault <foucault.clem@gmail.com>
Mon, 11 Jun 2018 09:38:26 +0000 (11:38 +0200)
committerClément Foucault <foucault.clem@gmail.com>
Mon, 11 Jun 2018 11:55:02 +0000 (13:55 +0200)
We might not use opengl forever :)

source/blender/draw/intern/draw_manager.c
source/blender/draw/intern/draw_manager.h
source/blender/draw/intern/draw_manager_shader.c

index 75649f7..65702a6 100644 (file)
@@ -100,7 +100,7 @@ extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
 
 static void drw_state_prepare_clean_for_draw(DRWManager *dst)
 {
-       memset(dst, 0x0, offsetof(DRWManager, ogl_context));
+       memset(dst, 0x0, offsetof(DRWManager, gl_context));
 }
 
 /* This function is used to reset draw manager to a state
@@ -110,7 +110,7 @@ static void drw_state_prepare_clean_for_draw(DRWManager *dst)
 #ifdef DEBUG
 static void drw_state_ensure_not_reused(DRWManager *dst)
 {
-       memset(dst, 0xff, offsetof(DRWManager, ogl_context));
+       memset(dst, 0xff, offsetof(DRWManager, gl_context));
 }
 #endif
 
@@ -1180,7 +1180,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
                /* XXX Really nasty locking. But else this could
                 * be executed by the material previews thread
                 * while rendering a viewport. */
-               BLI_mutex_lock(&DST.ogl_context_mutex);
+               BLI_mutex_lock(&DST.gl_context_mutex);
 
                /* Reset before using it. */
                drw_state_prepare_clean_for_draw(&DST);
@@ -1208,7 +1208,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
 
                drw_engines_disable();
 
-               BLI_mutex_unlock(&DST.ogl_context_mutex);
+               BLI_mutex_unlock(&DST.gl_context_mutex);
        }
 }
 
@@ -1460,7 +1460,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
        RenderData *r = &scene->r;
        Render *render = engine->re;
 
-       if (G.background && DST.ogl_context == NULL) {
+       if (G.background && DST.gl_context == NULL) {
                WM_init_opengl();
        }
 
@@ -2152,14 +2152,14 @@ void DRW_engines_free(void)
 
 void DRW_opengl_context_create(void)
 {
-       BLI_assert(DST.ogl_context == NULL); /* Ensure it's called once */
+       BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
 
-       BLI_mutex_init(&DST.ogl_context_mutex);
+       BLI_mutex_init(&DST.gl_context_mutex);
        if (!G.background) {
                immDeactivate();
        }
        /* This changes the active context. */
-       DST.ogl_context = WM_opengl_context_create();
+       DST.gl_context = WM_opengl_context_create();
        /* Be sure to create gawain.context too. */
        DST.gwn_context = GWN_context_create();
        if (!G.background) {
@@ -2174,28 +2174,28 @@ void DRW_opengl_context_create(void)
 void DRW_opengl_context_destroy(void)
 {
        BLI_assert(BLI_thread_is_main());
-       if (DST.ogl_context != NULL) {
-               WM_opengl_context_activate(DST.ogl_context);
+       if (DST.gl_context != NULL) {
+               WM_opengl_context_activate(DST.gl_context);
                GWN_context_active_set(DST.gwn_context);
                GWN_context_discard(DST.gwn_context);
-               WM_opengl_context_dispose(DST.ogl_context);
-               BLI_mutex_end(&DST.ogl_context_mutex);
+               WM_opengl_context_dispose(DST.gl_context);
+               BLI_mutex_end(&DST.gl_context_mutex);
        }
 }
 
 void DRW_opengl_context_enable(void)
 {
-       if (DST.ogl_context != NULL) {
+       if (DST.gl_context != NULL) {
                /* IMPORTANT: We dont support immediate mode in render mode!
                 * This shall remain in effect until immediate mode supports
                 * multiple threads. */
-               BLI_mutex_lock(&DST.ogl_context_mutex);
+               BLI_mutex_lock(&DST.gl_context_mutex);
                if (BLI_thread_is_main()) {
                        if (!G.background) {
                                immDeactivate();
                        }
                }
-               WM_opengl_context_activate(DST.ogl_context);
+               WM_opengl_context_activate(DST.gl_context);
                GWN_context_active_set(DST.gwn_context);
                if (BLI_thread_is_main()) {
                        if (!G.background) {
@@ -2208,7 +2208,7 @@ void DRW_opengl_context_enable(void)
 
 void DRW_opengl_context_disable(void)
 {
-       if (DST.ogl_context != NULL) {
+       if (DST.gl_context != NULL) {
 #ifdef __APPLE__
                /* Need to flush before disabling draw context, otherwise it does not
                 * always finish drawing and viewport can be empty or partially drawn */
@@ -2219,11 +2219,11 @@ void DRW_opengl_context_disable(void)
                        wm_window_reset_drawable();
                }
                else {
-                       WM_opengl_context_release(DST.ogl_context);
+                       WM_opengl_context_release(DST.gl_context);
                        GWN_context_active_set(NULL);
                }
 
-               BLI_mutex_unlock(&DST.ogl_context_mutex);
+               BLI_mutex_unlock(&DST.gl_context_mutex);
        }
 }
 
index 7cb6aef..e811e9e 100644 (file)
@@ -369,11 +369,11 @@ typedef struct DRWManager {
 
        /* ---------- Nothing after this point is cleared after use ----------- */
 
-       /* ogl_context serves as the offset for clearing only
+       /* gl_context serves as the offset for clearing only
         * the top portion of the struct so DO NOT MOVE IT! */
-       void *ogl_context;                /* Unique ghost context used by the draw manager. */
+       void *gl_context;                /* Unique ghost context used by the draw manager. */
        Gwn_Context *gwn_context;
-       ThreadMutex ogl_context_mutex;    /* Mutex to lock the drw manager and avoid concurent context usage. */
+       ThreadMutex gl_context_mutex;    /* Mutex to lock the drw manager and avoid concurent context usage. */
 
        /** GPU Resource State: Memory storage between drawing. */
        struct {
index 0b6974b..edc65af 100644 (file)
@@ -71,7 +71,7 @@ typedef struct DRWShaderCompiler {
        DRWDeferredShader *mat_compiling;
        ThreadMutex compilation_lock;
 
-       void *ogl_context;
+       void *gl_context;
 
        int shaders_done; /* To compute progress. */
 } DRWShaderCompiler;
@@ -93,9 +93,9 @@ static void drw_deferred_shader_queue_free(ListBase *queue)
 static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, short *do_update, float *progress)
 {
        DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
-       void *ogl_context = comp->ogl_context;
+       void *gl_context = comp->gl_context;
 
-       WM_opengl_context_activate(ogl_context);
+       WM_opengl_context_activate(gl_context);
 
        while (true) {
                BLI_spin_lock(&comp->list_lock);
@@ -134,7 +134,7 @@ static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop,
                drw_deferred_shader_free(comp->mat_compiling);
        }
 
-       WM_opengl_context_release(ogl_context);
+       WM_opengl_context_release(gl_context);
 }
 
 static void drw_deferred_shader_compilation_free(void *custom_data)
@@ -146,9 +146,9 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
        BLI_spin_end(&comp->list_lock);
        BLI_mutex_end(&comp->compilation_lock);
 
-       if (comp->ogl_context) {
+       if (comp->gl_context) {
                /* Only destroy if the job owns the context. */
-               WM_opengl_context_dispose(comp->ogl_context);
+               WM_opengl_context_dispose(comp->gl_context);
        }
 
        MEM_freeN(comp);
@@ -189,16 +189,16 @@ static void drw_deferred_shader_add(GPUMaterial *mat)
                BLI_movelisttolist(&comp->queue, &old_comp->queue);
                BLI_spin_unlock(&old_comp->list_lock);
                /* Do not recreate context, just pass ownership. */
-               comp->ogl_context = old_comp->ogl_context;
-               old_comp->ogl_context = NULL;
+               comp->gl_context = old_comp->gl_context;
+               old_comp->gl_context = NULL;
        }
 
        BLI_addtail(&comp->queue, dsh);
 
        /* Create only one context. */
-       if (comp->ogl_context == NULL) {
-               comp->ogl_context = WM_opengl_context_create();
-               WM_opengl_context_activate(DST.ogl_context);
+       if (comp->gl_context == NULL) {
+               comp->gl_context = WM_opengl_context_create();
+               WM_opengl_context_activate(DST.gl_context);
        }
 
        WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);