Files
blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.cpp
Dalai Felinto 6b9ab1f7a2 Unifying access to GLEW from the Blender Game Engine
Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine in blender2.8.
2017-05-11 16:08:03 +02:00

83 lines
2.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015, Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Blender Foundation.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GPU_glew.h"
#include <stdio.h>
#include "RAS_OpenGLSync.h"
RAS_OpenGLSync::RAS_OpenGLSync()
:m_sync(NULL)
{
}
RAS_OpenGLSync::~RAS_OpenGLSync()
{
Destroy();
}
bool RAS_OpenGLSync::Create(RAS_SYNC_TYPE type)
{
if (m_sync) {
printf("RAS_OpenGLSync::Create(): sync already exists, destroy first\n");
return false;
}
if (type != RAS_SYNC_TYPE_FENCE) {
printf("RAS_OpenGLSync::Create(): only RAS_SYNC_TYPE_FENCE are currently supported\n");
return false;
}
if (!GLEW_ARB_sync) {
printf("RAS_OpenGLSync::Create(): ARB_sync extension is needed to create sync object\n");
return false;
}
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
if (!m_sync) {
printf("RAS_OpenGLSync::Create(): glFenceSync() failed");
return false;
}
return true;
}
void RAS_OpenGLSync::Destroy()
{
if (m_sync) {
glDeleteSync(m_sync);
m_sync = NULL;
}
}
void RAS_OpenGLSync::Wait()
{
if (m_sync) {
// this is needed to ensure that the sync is in the GPU
glFlush();
// block until the operation have completed
glWaitSync(m_sync, 0, GL_TIMEOUT_IGNORED);
}
}