Python GPU: Add reference of PyObject GPU object to the GPU object itself

Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.

This also allows for more secure access to existing GPU objects.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11044
This commit is contained in:
Germano Cavalcante
2021-04-29 14:48:59 -03:00
committed by Germano Cavalcante
parent c96506d54a
commit 04b6296e81
12 changed files with 143 additions and 25 deletions

View File

@@ -24,6 +24,7 @@
#pragma once
#define PROGRAM_NO_OPTI 0
#define USE_PY_REFERENCES 1
#if defined(NDEBUG)
# define TRUST_NO_ONE 0

View File

@@ -209,6 +209,11 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
void (*callback)(void *userData, int level),
void *userData);
#if USE_PY_REFERENCES
void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb);
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref);
#endif
void GPU_framebuffer_push(GPUFrameBuffer *fb);
GPUFrameBuffer *GPU_framebuffer_pop(void);
uint GPU_framebuffer_stack_level_get(void);

View File

@@ -269,6 +269,12 @@ bool GPU_texture_cube(const GPUTexture *tex);
bool GPU_texture_depth(const GPUTexture *tex);
bool GPU_texture_stencil(const GPUTexture *tex);
bool GPU_texture_integer(const GPUTexture *tex);
#if USE_PY_REFERENCES
void **GPU_texture_py_reference_get(GPUTexture *tex);
void GPU_texture_py_reference_set(GPUTexture *tex, void **py_ref);
#endif
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size);

View File

@@ -71,6 +71,12 @@ FrameBuffer::~FrameBuffer()
reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
}
}
#if USE_PY_REFERENCES
if (this->py_ref) {
*this->py_ref = nullptr;
}
#endif
}
/** \} */
@@ -473,6 +479,19 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
unwrap(gpu_fb)->recursive_downsample(max_lvl, callback, userData);
}
#if USE_PY_REFERENCES
void **GPU_framebuffer_py_reference_get(GPUFrameBuffer *gpu_fb)
{
return unwrap(gpu_fb)->py_ref;
}
void GPU_framebuffer_py_reference_set(GPUFrameBuffer *gpu_fb, void **py_ref)
{
BLI_assert(ref == nullptr || unwrap(gpu_fb)->py_ref == nullptr);
unwrap(gpu_fb)->py_ref = py_ref;
}
#endif
/** \} */
/* -------------------------------------------------------------------- */

View File

@@ -100,6 +100,15 @@ class FrameBuffer {
bool scissor_test_ = false;
bool dirty_state_ = true;
#if USE_PY_REFERENCES
public:
/**
* Reference of a pointer that needs to be cleaned when deallocating the frame-buffer.
* Points to #BPyGPUFrameBuffer.fb
*/
void **py_ref = nullptr;
#endif
public:
FrameBuffer(const char *name);
virtual ~FrameBuffer();

View File

@@ -60,6 +60,12 @@ Texture::~Texture()
fb_[i]->attachment_remove(fb_attachment_[i]);
}
}
#if USE_PY_REFERENCES
if (this->py_ref) {
*this->py_ref = nullptr;
}
#endif
}
bool Texture::init_1D(int w, int layers, eGPUTextureFormat format)
@@ -581,6 +587,19 @@ bool GPU_texture_array(const GPUTexture *tex)
return (reinterpret_cast<const Texture *>(tex)->type_get() & GPU_TEXTURE_ARRAY) != 0;
}
#if USE_PY_REFERENCES
void **GPU_texture_py_reference_get(GPUTexture *tex)
{
return unwrap(tex)->py_ref;
}
void GPU_texture_py_reference_set(GPUTexture *tex, void **py_ref)
{
BLI_assert(py_ref == nullptr || unwrap(tex)->py_ref == nullptr);
unwrap(tex)->py_ref = py_ref;
}
#endif
/* TODO remove */
int GPU_texture_opengl_bindcode(const GPUTexture *tex)
{

View File

@@ -80,6 +80,13 @@ class Texture {
int refcount = 1;
/** Width & Height (of source data), optional. */
int src_w = 0, src_h = 0;
#if USE_PY_REFERENCES
/**
* Reference of a pointer that needs to be cleaned when deallocating the texture.
* Points to #BPyGPUTexture.tex
*/
void **py_ref = nullptr;
#endif
protected:
/* ---- Texture format (immutable after init). ---- */