Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths. Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly. Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14293
254 lines
4.9 KiB
C++
254 lines
4.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 by Mike Erwin. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Manage GL vertex array IDs in a thread-safe way
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* Use these instead of glGenBuffers & its friends
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* - alloc must be called from a thread that is bound
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* to the context that will be used for drawing with
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* this VAO.
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* - free can be called from any thread
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*/
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/* TODO: Create cmake option. */
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#if WITH_OPENGL
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#define WITH_OPENGL_BACKEND 1
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#endif
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#include "BLI_assert.h"
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#include "BLI_utildefines.h"
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#include "GPU_context.h"
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#include "GPU_framebuffer.h"
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#include "GHOST_C-api.h"
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#include "gpu_backend.hh"
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#include "gpu_batch_private.hh"
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#include "gpu_context_private.hh"
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#include "gpu_matrix_private.h"
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#ifdef WITH_OPENGL_BACKEND
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# include "gl_backend.hh"
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# include "gl_context.hh"
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#endif
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#ifdef WITH_METAL_BACKEND
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# include "mtl_backend.hh"
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#endif
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#include <mutex>
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#include <vector>
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using namespace blender::gpu;
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static thread_local Context *active_ctx = nullptr;
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/* -------------------------------------------------------------------- */
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/** \name gpu::Context methods
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* \{ */
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namespace blender::gpu {
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Context::Context()
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{
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thread_ = pthread_self();
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is_active_ = false;
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matrix_state = GPU_matrix_state_create();
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}
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Context::~Context()
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{
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GPU_matrix_state_discard(matrix_state);
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delete state_manager;
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delete front_left;
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delete back_left;
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delete front_right;
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delete back_right;
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delete imm;
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}
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bool Context::is_active_on_thread()
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{
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return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
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}
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Context *Context::get()
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{
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return active_ctx;
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}
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} // namespace blender::gpu
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/** \} */
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/* -------------------------------------------------------------------- */
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GPUContext *GPU_context_create(void *ghost_window)
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{
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if (GPUBackend::get() == nullptr) {
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/* TODO: move where it make sense. */
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GPU_backend_init(GPU_BACKEND_OPENGL);
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}
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Context *ctx = GPUBackend::get()->context_alloc(ghost_window);
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GPU_context_active_set(wrap(ctx));
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return wrap(ctx);
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}
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void GPU_context_discard(GPUContext *ctx_)
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{
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Context *ctx = unwrap(ctx_);
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delete ctx;
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active_ctx = nullptr;
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}
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void GPU_context_active_set(GPUContext *ctx_)
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{
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Context *ctx = unwrap(ctx_);
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if (active_ctx) {
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active_ctx->deactivate();
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}
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active_ctx = ctx;
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if (ctx) {
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ctx->activate();
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}
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}
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GPUContext *GPU_context_active_get()
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{
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return wrap(Context::get());
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}
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/* -------------------------------------------------------------------- */
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/** \name Main context global mutex
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*
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* Used to avoid crash on some old drivers.
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* \{ */
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static std::mutex main_context_mutex;
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void GPU_context_main_lock()
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{
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main_context_mutex.lock();
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}
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void GPU_context_main_unlock()
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{
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main_context_mutex.unlock();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name GPU Begin/end work blocks
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*
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* Used to explicitly define a per-frame block within which GPU work will happen.
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* Used for global autoreleasepool flushing in Metal
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* \{ */
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void GPU_render_begin() {
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GPUBackend* backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_begin();
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}
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void GPU_render_end() {
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GPUBackend* backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_end();
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}
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void GPU_render_step() {
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GPUBackend* backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_step();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Backend selection
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* \{ */
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static GPUBackend *g_backend;
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bool GPU_backend_supported(eGPUBackendType type)
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{
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switch (type) {
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case GPU_BACKEND_OPENGL:
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#ifdef WITH_OPENGL_BACKEND
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return true;
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#else
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return false;
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#endif
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case GPU_BACKEND_METAL:
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#ifdef WITH_METAL_BACKEND
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return MTLBackend::metal_is_supported();
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#else
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return false;
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#endif
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default:
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BLI_assert(false && "No backend specified");
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return false;
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}
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}
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void GPU_backend_init(eGPUBackendType backend_type)
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{
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BLI_assert(g_backend == nullptr);
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BLI_assert(GPU_backend_supported(backend_type));
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switch (backend_type) {
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#ifdef WITH_OPENGL_BACKEND
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case GPU_BACKEND_OPENGL:
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g_backend = new GLBackend;
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break;
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#endif
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#ifdef WITH_METAL_BACKEND
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case GPU_BACKEND_METAL:
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g_backend = new MTLBackend;
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break;
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#endif
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default:
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BLI_assert(0);
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break;
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}
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}
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void GPU_backend_exit()
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{
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/* TODO: assert no resource left. Currently UI textures are still not freed in their context
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* correctly. */
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delete g_backend;
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g_backend = nullptr;
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}
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eGPUBackendType GPU_backend_get_type()
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{
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#ifdef WITH_OPENGL_BACKEND
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if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_OPENGL;
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}
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#endif
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#ifdef WITH_METAL_BACKEND
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if (g_backend && dynamic_cast<MTLBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_METAL;
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}
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#endif
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return GPU_BACKEND_NONE;
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}
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GPUBackend *GPUBackend::get()
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{
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return g_backend;
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}
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/** \} */
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