Render: Create a separate gl context for rendering.

This should take care of all the threading stability issues some people
are reporting.
This commit is contained in:
2018-06-11 13:54:31 +02:00
parent 128926a41b
commit b7bf8b3757
5 changed files with 81 additions and 2 deletions

View File

@@ -1464,8 +1464,24 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
WM_init_opengl();
}
void *re_gl_context = RE_gl_context_get(render);
void *re_gwn_context = NULL;
/* Changing Context */
DRW_opengl_context_enable();
if (re_gl_context != NULL) {
/* TODO get rid of the blocking. Only here because of the static global DST. */
BLI_mutex_lock(&DST.gl_context_mutex);
WM_opengl_context_activate(re_gl_context);
re_gwn_context = RE_gwn_context_get(render);
if (GWN_context_active_get() == NULL) {
GWN_context_active_set(re_gwn_context);
}
DRW_shape_cache_reset(); /* XXX fix that too. */
}
else {
DRW_opengl_context_enable();
}
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
@@ -1533,7 +1549,17 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
GPU_framebuffer_restore();
/* Changing Context */
DRW_opengl_context_disable();
if (re_gl_context != NULL) {
DRW_shape_cache_reset(); /* XXX fix that too. */
glFlush();
GWN_context_active_set(NULL);
WM_opengl_context_release(re_gl_context);
/* TODO get rid of the blocking. */
BLI_mutex_unlock(&DST.gl_context_mutex);
}
else {
DRW_opengl_context_disable();
}
#ifdef DEBUG
/* Avoid accidental reuse. */

View File

@@ -1015,6 +1015,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
RE_current_scene_update_cb(re, rj, current_scene_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
RE_gl_context_create(re);
rj->re = re;
G.is_break = false;

View File

@@ -311,6 +311,11 @@ void RE_draw_lock_cb (struct Render *re, void *handle, void (*f)(void *handle,
void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
void RE_current_scene_update_cb(struct Render *re, void *handle, void (*f)(void *handle, struct Scene *scene));
void RE_gl_context_create(Render *re);
void RE_gl_context_destroy(Render *re);
void *RE_gl_context_get(Render *re);
void *RE_gwn_context_get(Render *re);
/* should move to kernel once... still unsure on how/where */
float RE_filter_value(int type, float x);

View File

@@ -157,6 +157,10 @@ struct Render {
void **movie_ctx_arr;
char viewname[MAX_NAME];
/* TODO replace by a whole draw manager. */
void *gl_context;
void *gwn_context;
};
/* **************** defines ********************* */

View File

@@ -94,6 +94,9 @@
#include "RE_pipeline.h"
#include "RE_render_ext.h"
#include "../../../windowmanager/WM_api.h" /* XXX */
#include "../../../intern/gawain/gawain/gwn_context.h"
#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
#endif
@@ -1020,6 +1023,40 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
re->tbh = handle;
}
/* ********* GL Context ******** */
void RE_gl_context_create(Render *re)
{
/* Needs to be created in the main ogl thread. */
re->gl_context = WM_opengl_context_create();
}
void RE_gl_context_destroy(Render *re)
{
/* Needs to be called from the thread which used the ogl context for rendering. */
if (re->gwn_context) {
GWN_context_active_set(re->gwn_context);
GWN_context_discard(re->gwn_context);
re->gwn_context = NULL;
}
if (re->gl_context) {
WM_opengl_context_dispose(re->gl_context);
re->gl_context = NULL;
}
}
void *RE_gl_context_get(Render *re)
{
return re->gl_context;
}
void *RE_gwn_context_get(Render *re)
{
if (re->gwn_context == NULL) {
re->gwn_context = GWN_context_create();
}
return re->gwn_context;
}
/* ********* add object data (later) ******** */
@@ -2224,6 +2261,9 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *single_la
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
/* Destroy the opengl context in the correct thread. */
RE_gl_context_destroy(re);
/* UGLY WARNING */
G.is_rendering = false;
}
@@ -2779,6 +2819,9 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
BKE_sound_reset_scene_specs(scene);
/* Destroy the opengl context in the correct thread. */
RE_gl_context_destroy(re);
/* UGLY WARNING */
G.is_rendering = false;
}