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blender-archive/source/blender/gpu/intern/gpu_framebuffer.cc
Germano Cavalcante 04b6296e81 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
2021-04-30 10:42:13 -03:00

716 lines
20 KiB
C++

/*
* 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) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "BLI_utildefines.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_private.h"
#include "gpu_texture_private.hh"
#include "gpu_framebuffer_private.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Constructor / Destructor
* \{ */
FrameBuffer::FrameBuffer(const char *name)
{
if (name) {
BLI_strncpy(name_, name, sizeof(name_));
}
else {
name_[0] = '\0';
}
/* Force config on first use. */
dirty_attachments_ = true;
dirty_state_ = true;
for (GPUAttachment &attachment : attachments_) {
attachment.tex = nullptr;
attachment.mip = -1;
attachment.layer = -1;
}
}
FrameBuffer::~FrameBuffer()
{
for (GPUAttachment &attachment : attachments_) {
if (attachment.tex != nullptr) {
reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
}
}
#if USE_PY_REFERENCES
if (this->py_ref) {
*this->py_ref = nullptr;
}
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attachments Management
* \{ */
void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment)
{
if (new_attachment.mip == -1) {
return; /* GPU_ATTACHMENT_LEAVE */
}
if (type >= GPU_FB_MAX_ATTACHMENT) {
fprintf(stderr,
"GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n",
type - GPU_FB_COLOR_ATTACHMENT0,
GPU_FB_MAX_COLOR_ATTACHMENT);
return;
}
if (new_attachment.tex) {
if (new_attachment.layer > 0) {
BLI_assert(GPU_texture_cube(new_attachment.tex) || GPU_texture_array(new_attachment.tex));
}
if (GPU_texture_stencil(new_attachment.tex)) {
BLI_assert(ELEM(type, GPU_FB_DEPTH_STENCIL_ATTACHMENT));
}
else if (GPU_texture_depth(new_attachment.tex)) {
BLI_assert(ELEM(type, GPU_FB_DEPTH_ATTACHMENT));
}
}
GPUAttachment &attachment = attachments_[type];
if (attachment.tex == new_attachment.tex && attachment.layer == new_attachment.layer &&
attachment.mip == new_attachment.mip) {
return; /* Exact same texture already bound here. */
}
/* Unbind previous and bind new. */
/* TODO(fclem): cleanup the casts. */
if (attachment.tex) {
reinterpret_cast<Texture *>(attachment.tex)->detach_from(this);
}
attachment = new_attachment;
/* Might be null if this is for unbinding. */
if (attachment.tex) {
reinterpret_cast<Texture *>(attachment.tex)->attach_to(this, type);
}
else {
/* GPU_ATTACHMENT_NONE */
}
dirty_attachments_ = true;
}
void FrameBuffer::attachment_remove(GPUAttachmentType type)
{
attachments_[type] = GPU_ATTACHMENT_NONE;
dirty_attachments_ = true;
}
void FrameBuffer::recursive_downsample(int max_lvl,
void (*callback)(void *userData, int level),
void *userData)
{
/* Bind to make sure the frame-buffer is up to date. */
this->bind(true);
/* FIXME(fclem): This assumes all mips are defined which may not be the case. */
max_lvl = min_ii(max_lvl, floor(log2(max_ii(width_, height_))));
for (int mip_lvl = 1; mip_lvl <= max_lvl; mip_lvl++) {
/* Replace attached mip-level for each attachment. */
for (GPUAttachment &attachment : attachments_) {
Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
if (tex != nullptr) {
/* Some Intel HDXXX have issue with rendering to a mipmap that is below
* the texture GL_TEXTURE_MAX_LEVEL. So even if it not correct, in this case
* we allow GL_TEXTURE_MAX_LEVEL to be one level lower. In practice it does work! */
int mip_max = (GPU_mip_render_workaround()) ? mip_lvl : (mip_lvl - 1);
/* Restrict fetches only to previous level. */
tex->mip_range_set(mip_lvl - 1, mip_max);
/* Bind next level. */
attachment.mip = mip_lvl;
}
}
/* Update the internal attachments and viewport size. */
dirty_attachments_ = true;
this->bind(true);
callback(userData, mip_lvl);
}
for (GPUAttachment &attachment : attachments_) {
if (attachment.tex != nullptr) {
/* Reset mipmap level range. */
reinterpret_cast<Texture *>(attachment.tex)->mip_range_set(0, max_lvl);
/* Reset base level. NOTE: might not be the one bound at the start of this function. */
attachment.mip = 0;
}
}
dirty_attachments_ = true;
}
/** \} */
} // namespace blender::gpu
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
using namespace blender;
using namespace blender::gpu;
GPUFrameBuffer *GPU_framebuffer_create(const char *name)
{
/* We generate the FB object later at first use in order to
* create the frame-buffer in the right opengl context. */
return wrap(GPUBackend::get()->framebuffer_alloc(name));
}
void GPU_framebuffer_free(GPUFrameBuffer *gpu_fb)
{
delete unwrap(gpu_fb);
}
/* ---------- Binding ----------- */
void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)
{
const bool enable_srgb = true;
unwrap(gpu_fb)->bind(enable_srgb);
}
/**
* Workaround for binding a SRGB frame-buffer without doing the SRGB transform.
*/
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
{
const bool enable_srgb = false;
unwrap(gpu_fb)->bind(enable_srgb);
}
/**
* For stereo rendering.
*/
void GPU_backbuffer_bind(eGPUBackBuffer buffer)
{
Context *ctx = Context::get();
if (buffer == GPU_BACKBUFFER_LEFT) {
ctx->back_left->bind(false);
}
else {
ctx->back_right->bind(false);
}
}
void GPU_framebuffer_restore(void)
{
Context::get()->back_left->bind(false);
}
GPUFrameBuffer *GPU_framebuffer_active_get(void)
{
Context *ctx = Context::get();
return wrap(ctx ? ctx->active_fb : nullptr);
}
/* Returns the default frame-buffer. Will always exists even if it's just a dummy. */
GPUFrameBuffer *GPU_framebuffer_back_get(void)
{
Context *ctx = Context::get();
return wrap(ctx ? ctx->back_left : nullptr);
}
bool GPU_framebuffer_bound(GPUFrameBuffer *gpu_fb)
{
return (gpu_fb == GPU_framebuffer_active_get());
}
/* ---------- Attachment Management ----------- */
bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
{
return unwrap(gpu_fb)->check(err_out);
}
void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot)
{
Texture *tex = reinterpret_cast<Texture *>(attachment.tex);
GPUAttachmentType type = tex->attachment_type(slot);
unwrap(gpu_fb)->attachment_set(type, attachment);
}
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
{
GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
{
unwrap(tex)->detach_from(unwrap(fb));
}
/**
* First GPUAttachment in *config is always the depth/depth_stencil buffer.
* Following GPUAttachments are color buffers.
* Setting GPUAttachment.mip to -1 will leave the texture in this slot.
* Setting GPUAttachment.tex to NULL will detach the texture in this slot.
*/
void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
const GPUAttachment *config,
int config_len)
{
FrameBuffer *fb = unwrap(gpu_fb);
const GPUAttachment &depth_attachment = config[0];
Span<GPUAttachment> color_attachments(config + 1, config_len - 1);
if (depth_attachment.mip == -1) {
/* GPU_ATTACHMENT_LEAVE */
}
else if (depth_attachment.tex == nullptr) {
/* GPU_ATTACHMENT_NONE: Need to clear both targets. */
fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment);
fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment);
}
else {
GPUAttachmentType type = GPU_texture_stencil(depth_attachment.tex) ?
GPU_FB_DEPTH_STENCIL_ATTACHMENT :
GPU_FB_DEPTH_ATTACHMENT;
fb->attachment_set(type, depth_attachment);
}
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
for (const GPUAttachment &attachment : color_attachments) {
fb->attachment_set(type, attachment);
++type;
}
}
/* ---------- Viewport & Scissor Region ----------- */
/**
* Viewport and scissor size is stored per frame-buffer.
* It is only reset to its original dimensions explicitly OR when binding the frame-buffer after
* modifying its attachments.
*/
void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int width, int height)
{
int viewport_rect[4] = {x, y, width, height};
unwrap(gpu_fb)->viewport_set(viewport_rect);
}
void GPU_framebuffer_viewport_get(GPUFrameBuffer *gpu_fb, int r_viewport[4])
{
unwrap(gpu_fb)->viewport_get(r_viewport);
}
/**
* Reset to its attachment(s) size.
*/
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *gpu_fb)
{
unwrap(gpu_fb)->viewport_reset();
}
/* ---------- Frame-buffer Operations ----------- */
void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb,
eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil)
{
unwrap(gpu_fb)->clear(buffers, clear_col, clear_depth, clear_stencil);
}
/**
* Clear all textures attached to this frame-buffer with a different color.
*/
void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4])
{
unwrap(gpu_fb)->clear_multi(clear_cols);
}
void GPU_clear_color(float red, float green, float blue, float alpha)
{
float clear_col[4] = {red, green, blue, alpha};
Context::get()->active_fb->clear(GPU_COLOR_BIT, clear_col, 0.0f, 0x0);
}
void GPU_clear_depth(float depth)
{
float clear_col[4] = {0};
Context::get()->active_fb->clear(GPU_DEPTH_BIT, clear_col, depth, 0x0);
}
void GPU_framebuffer_read_depth(
GPUFrameBuffer *gpu_fb, int x, int y, int w, int h, eGPUDataFormat format, void *data)
{
int rect[4] = {x, y, w, h};
unwrap(gpu_fb)->read(GPU_DEPTH_BIT, format, rect, 1, 1, data);
}
void GPU_framebuffer_read_color(GPUFrameBuffer *gpu_fb,
int x,
int y,
int w,
int h,
int channels,
int slot,
eGPUDataFormat format,
void *data)
{
int rect[4] = {x, y, w, h};
unwrap(gpu_fb)->read(GPU_COLOR_BIT, format, rect, channels, slot, data);
}
/* TODO(fclem): rename to read_color. */
void GPU_frontbuffer_read_pixels(
int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data)
{
int rect[4] = {x, y, w, h};
Context::get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data);
}
/* read_slot and write_slot are only used for color buffers. */
/* TODO(fclem): port as texture operation. */
void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
int read_slot,
GPUFrameBuffer *gpufb_write,
int write_slot,
eGPUFrameBufferBits blit_buffers)
{
FrameBuffer *fb_read = unwrap(gpufb_read);
FrameBuffer *fb_write = unwrap(gpufb_write);
BLI_assert(blit_buffers != 0);
FrameBuffer *prev_fb = Context::get()->active_fb;
#ifndef NDEBUG
GPUTexture *read_tex, *write_tex;
if (blit_buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
read_tex = fb_read->depth_tex();
write_tex = fb_write->depth_tex();
}
else {
read_tex = fb_read->color_tex(read_slot);
write_tex = fb_write->color_tex(write_slot);
}
if (blit_buffers & GPU_DEPTH_BIT) {
BLI_assert(GPU_texture_depth(read_tex) && GPU_texture_depth(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
if (blit_buffers & GPU_STENCIL_BIT) {
BLI_assert(GPU_texture_stencil(read_tex) && GPU_texture_stencil(write_tex));
BLI_assert(GPU_texture_format(read_tex) == GPU_texture_format(write_tex));
}
#endif
fb_read->blit_to(blit_buffers, read_slot, fb_write, write_slot, 0, 0);
/* FIXME(fclem) sRGB is not saved. */
prev_fb->bind(true);
}
/**
* Use this if you need to custom down-sample your texture and use the previous mip-level as
* input. This function only takes care of the correct texture handling. It execute the callback
* for each texture level.
*/
void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
int max_lvl,
void (*callback)(void *userData, int level),
void *userData)
{
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
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-Buffer Stack
*
* Keeps track of frame-buffer binding operation to restore previously bound frame-buffers.
* \{ */
#define FRAMEBUFFER_STACK_DEPTH 16
static struct {
GPUFrameBuffer *framebuffers[FRAMEBUFFER_STACK_DEPTH];
uint top;
} FrameBufferStack = {{nullptr}};
void GPU_framebuffer_push(GPUFrameBuffer *fb)
{
BLI_assert(FrameBufferStack.top < FRAMEBUFFER_STACK_DEPTH);
FrameBufferStack.framebuffers[FrameBufferStack.top] = fb;
FrameBufferStack.top++;
}
GPUFrameBuffer *GPU_framebuffer_pop(void)
{
BLI_assert(FrameBufferStack.top > 0);
FrameBufferStack.top--;
return FrameBufferStack.framebuffers[FrameBufferStack.top];
}
uint GPU_framebuffer_stack_level_get(void)
{
return FrameBufferStack.top;
}
#undef FRAMEBUFFER_STACK_DEPTH
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUOffScreen
*
* Container that holds a frame-buffer and its textures.
* Might be bound to multiple contexts.
* \{ */
#define MAX_CTX_FB_LEN 3
struct GPUOffScreen {
struct {
Context *ctx;
GPUFrameBuffer *fb;
} framebuffers[MAX_CTX_FB_LEN];
GPUTexture *color;
GPUTexture *depth;
};
/**
* Returns the correct frame-buffer for the current context.
*/
static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs)
{
Context *ctx = Context::get();
BLI_assert(ctx);
for (auto &framebuffer : ofs->framebuffers) {
if (framebuffer.fb == nullptr) {
framebuffer.ctx = ctx;
GPU_framebuffer_ensure_config(&framebuffer.fb,
{
GPU_ATTACHMENT_TEXTURE(ofs->depth),
GPU_ATTACHMENT_TEXTURE(ofs->color),
});
}
if (framebuffer.ctx == ctx) {
return framebuffer.fb;
}
}
/* List is full, this should never happen or
* it might just slow things down if it happens
* regularly. In this case we just empty the list
* and start over. This is most likely never going
* to happen under normal usage. */
BLI_assert(0);
printf(
"Warning: GPUOffscreen used in more than 3 GPUContext. "
"This may create performance drop.\n");
for (auto &framebuffer : ofs->framebuffers) {
GPU_framebuffer_free(framebuffer.fb);
framebuffer.fb = nullptr;
}
return gpu_offscreen_fb_get(ofs);
}
GPUOffScreen *GPU_offscreen_create(
int width, int height, bool depth, bool high_bitdepth, char err_out[256])
{
GPUOffScreen *ofs = (GPUOffScreen *)MEM_callocN(sizeof(GPUOffScreen), __func__);
/* Sometimes areas can have 0 height or width and this will
* create a 1D texture which we don't want. */
height = max_ii(1, height);
width = max_ii(1, width);
ofs->color = GPU_texture_create_2d(
"ofs_color", width, height, 1, (high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, nullptr);
if (depth) {
ofs->depth = GPU_texture_create_2d(
"ofs_depth", width, height, 1, GPU_DEPTH24_STENCIL8, nullptr);
}
if ((depth && !ofs->depth) || !ofs->color) {
BLI_snprintf(err_out, 256, "GPUTexture: Texture allocation failed.");
GPU_offscreen_free(ofs);
return nullptr;
}
GPUFrameBuffer *fb = gpu_offscreen_fb_get(ofs);
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(fb, err_out)) {
GPU_offscreen_free(ofs);
return nullptr;
}
GPU_framebuffer_restore();
return ofs;
}
void GPU_offscreen_free(GPUOffScreen *ofs)
{
for (auto &framebuffer : ofs->framebuffers) {
if (framebuffer.fb) {
GPU_framebuffer_free(framebuffer.fb);
}
}
if (ofs->color) {
GPU_texture_free(ofs->color);
}
if (ofs->depth) {
GPU_texture_free(ofs->depth);
}
MEM_freeN(ofs);
}
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
{
if (save) {
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
GPU_framebuffer_push(fb);
}
unwrap(gpu_offscreen_fb_get(ofs))->bind(false);
}
void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore)
{
GPUFrameBuffer *fb = nullptr;
if (restore) {
fb = GPU_framebuffer_pop();
}
if (fb) {
GPU_framebuffer_bind(fb);
}
else {
GPU_framebuffer_restore();
}
}
void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y)
{
Context *ctx = Context::get();
FrameBuffer *ofs_fb = unwrap(gpu_offscreen_fb_get(ofs));
ofs_fb->blit_to(GPU_COLOR_BIT, 0, ctx->active_fb, 0, x, y);
}
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, eGPUDataFormat format, void *pixels)
{
BLI_assert(ELEM(format, GPU_DATA_UBYTE, GPU_DATA_FLOAT));
const int w = GPU_texture_width(ofs->color);
const int h = GPU_texture_height(ofs->color);
GPUFrameBuffer *ofs_fb = gpu_offscreen_fb_get(ofs);
GPU_framebuffer_read_color(ofs_fb, 0, 0, w, h, 4, 0, format, pixels);
}
int GPU_offscreen_width(const GPUOffScreen *ofs)
{
return GPU_texture_width(ofs->color);
}
int GPU_offscreen_height(const GPUOffScreen *ofs)
{
return GPU_texture_height(ofs->color);
}
GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs)
{
return ofs->color;
}
/**
* \note only to be used by viewport code!
*/
void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
GPUFrameBuffer **r_fb,
GPUTexture **r_color,
GPUTexture **r_depth)
{
*r_fb = gpu_offscreen_fb_get(ofs);
*r_color = ofs->color;
*r_depth = ofs->depth;
}
/** \} */