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blender-archive/source/blender/gpu/intern/gpu_vertex_array_id.cpp

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/*
* ***** 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) 2016 by Mike Erwin.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Clément Foucault
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/gpu_vertex_array_id.cpp
* \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
*/
#include "gpu_batch_private.h"
#include "GPU_vertex_array_id.h"
#include "GPU_context.h"
#include <vector>
#include <string.h>
#include <pthread.h>
#include <mutex>
#include <unordered_set>
#if TRUST_NO_ONE
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#if 0
extern "C" {
extern int BLI_thread_is_main(void); /* Blender-specific function */
}
static bool thread_is_main() {
/* "main" here means the GL context's thread */
return BLI_thread_is_main();
}
#endif
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#endif
struct GPUContext {
GLuint default_vao;
std::unordered_set<GPUBatch*> batches; /* Batches that have VAOs from this context */
std::vector<GLuint> orphaned_vertarray_ids;
std::mutex orphans_mutex; /* todo: try spinlock instead */
#if TRUST_NO_ONE
pthread_t thread; /* Thread on which this context is active. */
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bool thread_is_used;
GPUContext() {
thread_is_used = false;
}
#endif
};
#if defined(_MSC_VER) && (_MSC_VER == 1800)
#define thread_local __declspec(thread)
thread_local GPUContext* active_ctx = NULL;
#else
static thread_local GPUContext* active_ctx = NULL;
#endif
static void clear_orphans(GPUContext* ctx)
{
ctx->orphans_mutex.lock();
if (!ctx->orphaned_vertarray_ids.empty()) {
uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size();
glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data());
ctx->orphaned_vertarray_ids.clear();
}
ctx->orphans_mutex.unlock();
}
GPUContext* GPU_context_create(void)
{
#if TRUST_NO_ONE
/* assert(thread_is_main()); */
#endif
GPUContext* ctx = new GPUContext;
glGenVertexArrays(1, &ctx->default_vao);
GPU_context_active_set(ctx);
return ctx;
}
/* to be called after GPU_context_active_set(ctx_to_destroy) */
void GPU_context_discard(GPUContext* ctx)
{
#if TRUST_NO_ONE
/* Make sure no other thread has locked it. */
assert(ctx == active_ctx);
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assert(pthread_equal(pthread_self(), ctx->thread));
assert(ctx->orphaned_vertarray_ids.empty());
#endif
/* delete remaining vaos */
while (!ctx->batches.empty()) {
/* this removes the array entry */
GPU_batch_vao_cache_clear(*ctx->batches.begin());
}
glDeleteVertexArrays(1, &ctx->default_vao);
delete ctx;
active_ctx = NULL;
}
/* ctx can be NULL */
void GPU_context_active_set(GPUContext* ctx)
{
#if TRUST_NO_ONE
if (active_ctx) {
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active_ctx->thread_is_used = false;
}
/* Make sure no other context is already bound to this thread. */
if (ctx) {
/* Make sure no other thread has locked it. */
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assert(ctx->thread_is_used == false);
ctx->thread = pthread_self();
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ctx->thread_is_used = true;
}
#endif
if (ctx) {
clear_orphans(ctx);
}
active_ctx = ctx;
}
GPUContext* GPU_context_active_get(void)
{
return active_ctx;
}
GLuint GPU_vao_default(void)
{
#if TRUST_NO_ONE
assert(active_ctx); /* need at least an active context */
assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
#endif
return active_ctx->default_vao;
}
GLuint GPU_vao_alloc(void)
{
#if TRUST_NO_ONE
assert(active_ctx); /* need at least an active context */
assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
#endif
clear_orphans(active_ctx);
GLuint new_vao_id = 0;
glGenVertexArrays(1, &new_vao_id);
return new_vao_id;
}
/* this can be called from multiple thread */
void GPU_vao_free(GLuint vao_id, GPUContext* ctx)
{
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#if TRUST_NO_ONE
assert(ctx);
#endif
if (ctx == active_ctx) {
glDeleteVertexArrays(1, &vao_id);
}
else {
ctx->orphans_mutex.lock();
ctx->orphaned_vertarray_ids.emplace_back(vao_id);
ctx->orphans_mutex.unlock();
}
}
void gpu_context_add_batch(GPUContext* ctx, GPUBatch* batch)
{
ctx->batches.emplace(batch);
}
void gpu_context_remove_batch(GPUContext* ctx, GPUBatch* batch)
{
ctx->orphans_mutex.lock();
ctx->batches.erase(batch);
ctx->orphans_mutex.unlock();
}