* Split GPUDisplay into two classes. PathTraceDisplay to implement the Cycles side, and DisplayDriver to implement the host application side. The DisplayDriver is now a fully abstract base class, embedded in the PathTraceDisplay. * Move copy_pixels_to_texture implementation out of the host side into the Cycles side, since it can be implemented in terms of the texture buffer mapping. * Move definition of DeviceGraphicsInteropDestination into display driver header, so that we do not need to expose private device headers in the public API. * Add more detailed comments about how the DisplayDriver should be implemented. The "driver" terminology might not be obvious, but is also used in other renderers. Differential Revision: https://developer.blender.org/D12626
132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
/*
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* Copyright 2021 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "util/util_half.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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/* Display driver for efficient interactive display of renders.
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*
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* Host applications implement this interface for viewport rendering. For best performance, we
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* recommend:
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* - Allocating a texture on the GPU to be interactively updated
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* - Using the graphics interop mechanism to avoid CPU-GPU copying overhead
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* - Using a dedicated or thread-safe graphics API context for updates, to avoid
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* blocking the host application.
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*/
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class DisplayDriver {
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public:
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DisplayDriver() = default;
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virtual ~DisplayDriver() = default;
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/* Render buffer parameters. */
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struct Params {
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public:
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/* Render resolution, ignoring progressive resolution changes.
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* The texture buffer should be allocated with this size. */
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int2 size = make_int2(0, 0);
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/* For border rendering, the full resolution of the render, and the offset within that larger
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* render. */
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int2 full_size = make_int2(0, 0);
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int2 full_offset = make_int2(0, 0);
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bool modified(const Params &other) const
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{
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return !(full_offset == other.full_offset && full_size == other.full_size &&
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size == other.size);
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}
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};
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/* Update the render from the rendering thread.
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*
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* Cycles periodically updates the render to be displayed. For multithreaded updates with
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* potentially multiple rendering devices, it will call these methods as follows.
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*
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* if (driver.update_begin(params, width, height)) {
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* parallel_for_each(rendering_device) {
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* buffer = driver.map_texture_buffer();
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* if (buffer) {
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* fill(buffer);
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* driver.unmap_texture_buffer();
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* }
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* }
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* driver.update_end();
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* }
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*
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* The parameters may dynamically change due to camera changes in the scene, and resources should
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* be re-allocated accordingly.
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*
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* The width and height passed to update_begin() are the effective render resolution taking into
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* account progressive resolution changes, which may be equal to or smaller than the params.size.
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* For efficiency, changes in this resolution should be handled without re-allocating resources,
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* but rather by using a subset of the full resolution buffer. */
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virtual bool update_begin(const Params ¶ms, int width, int height) = 0;
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virtual void update_end() = 0;
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virtual half4 *map_texture_buffer() = 0;
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virtual void unmap_texture_buffer() = 0;
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/* Optionally return a handle to a native graphics API texture buffer. If supported,
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* the rendering device may write directly to this buffer instead of calling
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* map_texture_buffer() and unmap_texture_buffer(). */
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class GraphicsInterop {
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public:
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/* Dimensions of the buffer, in pixels. */
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int buffer_width = 0;
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int buffer_height = 0;
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/* OpenGL pixel buffer object. */
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int opengl_pbo_id = 0;
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/* Clear the entire buffer before doing partial write to it. */
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bool need_clear = false;
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};
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virtual GraphicsInterop graphics_interop_get()
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{
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return GraphicsInterop();
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}
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/* (De)activate graphics context required for editing or deleting the graphics interop
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* object.
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*
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* For example, destruction of the CUDA object associated with an OpenGL requires the
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* OpenGL context to be active. */
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virtual void graphics_interop_activate(){};
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virtual void graphics_interop_deactivate(){};
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/* Clear the display buffer by filling it with zeros. */
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virtual void clear() = 0;
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/* Draw the render using the native graphics API.
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*
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* Note that this may be called in parallel to updates. The implementation is responsible for
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* mutex locking or other mechanisms to avoid conflicts.
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*
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* The parameters may have changed since the last update. The implementation is responsible for
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* deciding to skip or adjust render display for such changes.
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*
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* Host application drawing the render buffer should use Session.draw(), which will
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* call this method. */
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virtual void draw(const Params ¶ms) = 0;
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};
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CCL_NAMESPACE_END
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