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blender-archive/source/blender/gpu/intern/gpu_context.cc

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/*
* 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) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Manage GL vertex array IDs in a thread-safe way
* Use these instead of glGenBuffers & its friends
* - alloc must be called from a thread that is bound
* to the context that will be used for drawing with
* this vao.
* - free can be called from any thread
*/
/* TODO Create cmake option. */
#define WITH_OPENGL_BACKEND 1
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GHOST_C-api.h"
#include "gpu_backend.hh"
#include "gpu_batch_private.h"
#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
#ifdef WITH_OPENGL_BACKEND
# include "gl_backend.hh"
# include "gl_context.hh"
#endif
#include <mutex>
#include <vector>
using namespace blender::gpu;
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static thread_local GPUContext *active_ctx = NULL;
/* -------------------------------------------------------------------- */
/** \name GPUContext methods
* \{ */
GPUContext::GPUContext()
{
thread_ = pthread_self();
is_active_ = false;
matrix_state = GPU_matrix_state_create();
}
GPUContext::~GPUContext()
{
GPU_matrix_state_discard(matrix_state);
}
bool GPUContext::is_active_on_thread(void)
{
return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
}
/** \} */
/* -------------------------------------------------------------------- */
GPUContext *GPU_context_create(void *ghost_window)
{
if (gpu_backend_get() == NULL) {
/* TODO move where it make sense. */
GPU_backend_init(GPU_BACKEND_OPENGL);
}
GPUContext *ctx = gpu_backend_get()->context_alloc(ghost_window);
GPU_context_active_set(ctx);
return ctx;
}
/* to be called after GPU_context_active_set(ctx_to_destroy) */
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void GPU_context_discard(GPUContext *ctx)
{
delete ctx;
active_ctx = NULL;
}
/* ctx can be NULL */
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void GPU_context_active_set(GPUContext *ctx)
{
if (active_ctx) {
active_ctx->deactivate();
}
active_ctx = ctx;
if (ctx) {
ctx->activate();
}
}
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GPUContext *GPU_context_active_get(void)
{
return active_ctx;
}
GLuint GPU_vao_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
return static_cast<GLContext *>(active_ctx)->default_vao_;
}
GLuint GPU_framebuffer_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;
glGenVertexArrays(1, &new_vao_id);
return new_vao_id;
}
GLuint GPU_fbo_alloc(void)
{
GLuint new_fbo_id = 0;
glGenFramebuffers(1, &new_fbo_id);
return new_fbo_id;
}
GLuint GPU_buf_alloc(void)
{
GLuint new_buffer_id = 0;
glGenBuffers(1, &new_buffer_id);
return new_buffer_id;
}
GLuint GPU_tex_alloc(void)
{
GLuint new_texture_id = 0;
glGenTextures(1, &new_texture_id);
return new_texture_id;
}
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void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
{
static_cast<GLContext *>(ctx)->vao_free(vao_id);
}
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx)
{
static_cast<GLContext *>(ctx)->fbo_free(fbo_id);
}
void GPU_buf_free(GLuint buf_id)
{
/* TODO avoid using backend */
GPUBackend *backend = gpu_backend_get();
static_cast<GLBackend *>(backend)->buf_free(buf_id);
}
void GPU_tex_free(GLuint tex_id)
{
/* TODO avoid using backend */
GPUBackend *backend = gpu_backend_get();
static_cast<GLBackend *>(backend)->tex_free(tex_id);
}
/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
* which are not shared across contexts. So we need to keep track of
* ownership. */
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void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->batch_register(batch);
}
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void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->batch_unregister(batch);
}
void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->framebuffer_register(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
static_cast<GLContext *>(ctx)->framebuffer_unregister(fb);
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_active_framebuffer_set(GPUContext *ctx, GPUFrameBuffer *fb)
{
ctx->current_fbo = fb;
}
GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx)
{
return ctx->current_fbo;
}
struct GPUMatrixState *gpu_context_active_matrix_state_get()
{
BLI_assert(active_ctx);
return active_ctx->matrix_state;
}
/* -------------------------------------------------------------------- */
/** \name Main context global mutex
*
* Used to avoid crash on some old drivers.
* \{ */
static std::mutex main_context_mutex;
void GPU_context_main_lock(void)
{
main_context_mutex.lock();
}
void GPU_context_main_unlock(void)
{
main_context_mutex.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Backend selection
* \{ */
static GPUBackend *g_backend;
void GPU_backend_init(eGPUBackendType backend_type)
{
BLI_assert(g_backend == NULL);
switch (backend_type) {
#if WITH_OPENGL_BACKEND
case GPU_BACKEND_OPENGL:
g_backend = new GLBackend;
break;
#endif
default:
BLI_assert(0);
break;
}
}
void GPU_backend_exit(void)
{
if (g_backend) {
/* TODO assert no resource left. Currently UI textures are still not freed in their context
* correctly. */
delete g_backend;
}
}
GPUBackend *gpu_backend_get(void)
{
return g_backend;
}
/** \} */