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GPU: Ensure rendering operations occur within GPU render boundaries.

This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15900
This commit is contained in:
Jason Fielder
2022-09-22 18:03:29 +02:00
committed by Clément Foucault
parent 18b45aabf9
commit e8bcca4bdc
6 changed files with 31 additions and 0 deletions

View File

@@ -591,6 +591,7 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) {
GPU_context_main_lock();
DRW_opengl_context_enable();
GPU_render_begin();
return;
}
@@ -604,10 +605,12 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
else {
DRW_opengl_context_enable();
}
GPU_render_begin();
}
static void eevee_lightbake_context_disable(EEVEE_LightBake *lbake)
{
GPU_render_end();
if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) {
DRW_opengl_context_disable();
GPU_context_main_unlock();

View File

@@ -29,6 +29,8 @@
#include "ED_paint.h"
#include "GPU_context.h"
#include "workbench_engine.h"
#include "workbench_private.h"
@@ -36,6 +38,7 @@
void workbench_engine_init(void *ved)
{
GPU_render_begin();
WORKBENCH_Data *vedata = ved;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_TextureList *txl = vedata->txl;
@@ -64,6 +67,7 @@ void workbench_engine_init(void *ved)
workbench_dof_engine_init(vedata);
workbench_antialiasing_engine_init(vedata);
workbench_volume_engine_init(vedata);
GPU_render_end();
}
void workbench_cache_init(void *ved)

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@@ -152,6 +152,7 @@ static void engine_depsgraph_free(RenderEngine *engine)
/* Need GPU context since this might free GPU buffers. */
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
if (use_gpu_context) {
GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -160,6 +161,7 @@ static void engine_depsgraph_free(RenderEngine *engine)
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
GPU_render_end();
}
}
}
@@ -756,6 +758,7 @@ static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
/* Need GPU context since this might free GPU buffers. */
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT) && reuse_depsgraph;
if (use_gpu_context) {
GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -763,6 +766,7 @@ static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
GPU_render_end();
}
}
else {
@@ -935,6 +939,7 @@ static void engine_render_view_layer(Render *re,
if (use_engine) {
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
if (use_gpu_context) {
GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -950,6 +955,7 @@ static void engine_render_view_layer(Render *re,
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
GPU_render_end();
}
}

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@@ -2391,6 +2391,9 @@ void RE_RenderAnim(Render *re,
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
{
/* Ensure within GPU render boundary. */
GPU_render_begin();
Object *camera;
int winx, winy;
@@ -2411,6 +2414,9 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
RE_engine_free(re->engine);
re->engine = nullptr;
}
/* Close GPU render boundary. */
GPU_render_end();
}
/* NOTE: repeated win/disprect calc... solve that nicer, also in compo. */

View File

@@ -56,6 +56,8 @@
#include "ED_util.h"
#include "ED_view3d.h"
#include "GPU_context.h"
#include "RNA_access.h"
#include "UI_interface.h"
@@ -484,11 +486,15 @@ static void wm_event_execute_timers(bContext *C)
void wm_event_do_notifiers(bContext *C)
{
/* Ensure insiude render boundary. */
GPU_render_begin();
/* Run the timer before assigning `wm` in the unlikely case a timer loads a file, see T80028. */
wm_event_execute_timers(C);
wmWindowManager *wm = CTX_wm_manager(C);
if (wm == nullptr) {
GPU_render_end();
return;
}
@@ -691,6 +697,8 @@ void wm_event_do_notifiers(bContext *C)
/* Auto-run warning. */
wm_test_autorun_warning(C);
GPU_render_end();
}
static bool wm_event_always_pass(const wmEvent *event)

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@@ -580,6 +580,7 @@ static void wm_window_ghostwindow_add(wmWindowManager *wm,
if (ghostwin) {
win->gpuctx = GPU_context_create(ghostwin, NULL);
GPU_render_begin();
/* needed so we can detect the graphics card below */
GPU_init();
@@ -621,6 +622,7 @@ static void wm_window_ghostwindow_add(wmWindowManager *wm,
GPU_clear_color(0.55f, 0.55f, 0.55f, 1.0f);
// GHOST_SetWindowState(ghostwin, GHOST_kWindowStateModified);
GPU_render_end();
}
else {
wm_window_set_drawable(wm, prev_windrawable, false);
@@ -1504,6 +1506,7 @@ static bool wm_window_timer(const bContext *C)
void wm_window_process_events(const bContext *C)
{
BLI_assert(BLI_thread_is_main());
GPU_render_begin();
bool has_event = GHOST_ProcessEvents(g_system, false); /* `false` is no wait. */
@@ -1516,6 +1519,7 @@ void wm_window_process_events(const bContext *C)
* processing/dispatching but also handling. */
has_event |= wm_xr_events_handle(CTX_wm_manager(C));
#endif
GPU_render_end();
/* When there is no event, sleep 5 milliseconds not to use too much CPU when idle.
*