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blender-archive/source/blender/gpu/intern/gpu_context.cpp
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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) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Manage GL vertex array IDs in a thread-safe way
* Use these instead of glGenBuffers & its friends
* - alloc must be called from a thread that is bound
* to the context that will be used for drawing with
* this vao.
* - free can be called from any thread
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "gpu_batch_private.h"
#include "gpu_context_private.h"
#include <vector>
#include <string.h>
#include <pthread.h>
#include <mutex>
#include <unordered_set>
#if TRUST_NO_ONE
#if 0
extern "C" {
extern int BLI_thread_is_main(void); /* Blender-specific function */
}
static bool thread_is_main() {
/* "main" here means the GL context's thread */
return BLI_thread_is_main();
}
#endif
#endif
static std::vector<GLuint> orphaned_buffer_ids;
static std::vector<GLuint> orphaned_texture_ids;
static std::mutex orphans_mutex;
struct GPUContext {
GLuint default_vao;
GPUFrameBuffer *current_fbo;
std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
#ifdef DEBUG
std::unordered_set<GPUFrameBuffer *> framebuffers; /* Framebuffers that have FBO from this context */
#endif
std::vector<GLuint> orphaned_vertarray_ids;
std::vector<GLuint> orphaned_framebuffer_ids;
std::mutex orphans_mutex; /* todo: try spinlock instead */
#if TRUST_NO_ONE
pthread_t thread; /* Thread on which this context is active. */
bool thread_is_used;
#endif
GPUContext() {
#if TRUST_NO_ONE
thread_is_used = false;
#endif
current_fbo = 0;
}
};
#if defined(_MSC_VER) && (_MSC_VER == 1800)
#define thread_local __declspec(thread)
thread_local GPUContext *active_ctx = NULL;
#else
static thread_local GPUContext *active_ctx = NULL;
#endif
static void orphans_add(GPUContext *ctx, std::vector<GLuint> *orphan_list, GLuint id)
{
std::mutex *mutex = (ctx) ? &ctx->orphans_mutex : &orphans_mutex;
mutex->lock();
orphan_list->emplace_back(id);
mutex->unlock();
}
static void orphans_clear(GPUContext *ctx)
{
BLI_assert(ctx); /* need at least an active context */
BLI_assert(pthread_equal(pthread_self(), ctx->thread)); /* context has been activated by another thread! */
ctx->orphans_mutex.lock();
if (!ctx->orphaned_vertarray_ids.empty()) {
uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size();
glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data());
ctx->orphaned_vertarray_ids.clear();
}
if (!ctx->orphaned_framebuffer_ids.empty()) {
uint orphan_len = (uint)ctx->orphaned_framebuffer_ids.size();
glDeleteFramebuffers(orphan_len, ctx->orphaned_framebuffer_ids.data());
ctx->orphaned_framebuffer_ids.clear();
}
ctx->orphans_mutex.unlock();
orphans_mutex.lock();
if (!orphaned_buffer_ids.empty()) {
uint orphan_len = (uint)orphaned_buffer_ids.size();
glDeleteBuffers(orphan_len, orphaned_buffer_ids.data());
orphaned_buffer_ids.clear();
}
if (!orphaned_texture_ids.empty()) {
uint orphan_len = (uint)orphaned_texture_ids.size();
glDeleteTextures(orphan_len, orphaned_texture_ids.data());
orphaned_texture_ids.clear();
}
orphans_mutex.unlock();
}
GPUContext *GPU_context_create(void)
{
/* BLI_assert(thread_is_main()); */
GPUContext *ctx = new GPUContext;
glGenVertexArrays(1, &ctx->default_vao);
GPU_context_active_set(ctx);
return ctx;
}
/* to be called after GPU_context_active_set(ctx_to_destroy) */
void GPU_context_discard(GPUContext *ctx)
{
/* Make sure no other thread has locked it. */
BLI_assert(ctx == active_ctx);
BLI_assert(pthread_equal(pthread_self(), ctx->thread));
BLI_assert(ctx->orphaned_vertarray_ids.empty());
#ifdef DEBUG
/* For now don't allow GPUFrameBuffers to be reuse in another ctx. */
BLI_assert(ctx->framebuffers.empty());
#endif
/* delete remaining vaos */
while (!ctx->batches.empty()) {
/* this removes the array entry */
GPU_batch_vao_cache_clear(*ctx->batches.begin());
}
glDeleteVertexArrays(1, &ctx->default_vao);
delete ctx;
active_ctx = NULL;
}
/* ctx can be NULL */
void GPU_context_active_set(GPUContext *ctx)
{
#if TRUST_NO_ONE
if (active_ctx) {
active_ctx->thread_is_used = false;
}
/* Make sure no other context is already bound to this thread. */
if (ctx) {
/* Make sure no other thread has locked it. */
assert(ctx->thread_is_used == false);
ctx->thread = pthread_self();
ctx->thread_is_used = true;
}
#endif
if (ctx) {
orphans_clear(ctx);
}
active_ctx = ctx;
}
GPUContext *GPU_context_active_get(void)
{
return active_ctx;
}
GLuint GPU_vao_default(void)
{
BLI_assert(active_ctx); /* need at least an active context */
BLI_assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
return active_ctx->default_vao;
}
GLuint GPU_vao_alloc(void)
{
GLuint new_vao_id = 0;
orphans_clear(active_ctx);
glGenVertexArrays(1, &new_vao_id);
return new_vao_id;
}
GLuint GPU_fbo_alloc(void)
{
GLuint new_fbo_id = 0;
orphans_clear(active_ctx);
glGenFramebuffers(1, &new_fbo_id);
return new_fbo_id;
}
GLuint GPU_buf_alloc(void)
{
GLuint new_buffer_id = 0;
orphans_clear(active_ctx);
glGenBuffers(1, &new_buffer_id);
return new_buffer_id;
}
GLuint GPU_tex_alloc(void)
{
GLuint new_texture_id = 0;
orphans_clear(active_ctx);
glGenTextures(1, &new_texture_id);
return new_texture_id;
}
void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
{
BLI_assert(ctx);
if (ctx == active_ctx) {
glDeleteVertexArrays(1, &vao_id);
}
else {
orphans_add(ctx, &ctx->orphaned_vertarray_ids, vao_id);
}
}
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx)
{
BLI_assert(ctx);
if (ctx == active_ctx) {
glDeleteFramebuffers(1, &fbo_id);
}
else {
orphans_add(ctx, &ctx->orphaned_framebuffer_ids, fbo_id);
}
}
void GPU_buf_free(GLuint buf_id)
{
if (active_ctx) {
glDeleteBuffers(1, &buf_id);
}
else {
orphans_add(NULL, &orphaned_buffer_ids, buf_id);
}
}
void GPU_tex_free(GLuint tex_id)
{
if (active_ctx) {
glDeleteTextures(1, &tex_id);
}
else {
orphans_add(NULL, &orphaned_texture_ids, tex_id);
}
}
/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
* which are not shared across contexts. So we need to keep track of
* ownership. */
void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
ctx->orphans_mutex.lock();
ctx->batches.emplace(batch);
ctx->orphans_mutex.unlock();
}
void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
{
BLI_assert(ctx);
ctx->orphans_mutex.lock();
ctx->batches.erase(batch);
ctx->orphans_mutex.unlock();
}
void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
ctx->orphans_mutex.lock();
ctx->framebuffers.emplace(fb);
ctx->orphans_mutex.unlock();
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
BLI_assert(ctx);
ctx->orphans_mutex.lock();
ctx->framebuffers.erase(fb);
ctx->orphans_mutex.unlock();
#else
UNUSED_VARS(ctx, fb);
#endif
}
void gpu_context_active_framebuffer_set(GPUContext *ctx, GPUFrameBuffer *fb)
{
ctx->current_fbo = fb;
}
GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx)
{
return ctx->current_fbo;
}