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blender-archive/source/blender/gpu/intern/gpu_context.cc
Jeroen Bakker 3655eb7ff0 Blender: Add command line argument to switch gpu backends.
Add command line argument to switch gpu backend. Add `--gpu-backend` option to
override the gpu backend selected by Blender.

Values for this option that will be available in releases for now are:
* opengl: Force blender to select OpenGL backend.

During development and depending on compile options additional values can exist:
* metal: Force Blender to select Metal backend.

When this option isn't provided the internal logic for GPU backend selection will be used.
Note that this is at the time of writing the same as always selecting the opengl backend.

Reviewed By: fclem, brecht, MichaelPW

Differential Revision: https://developer.blender.org/D16297
2022-10-19 15:13:26 +02:00

319 lines
6.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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
*/
/* TODO: Create cmake option. */
#if WITH_OPENGL
# define WITH_OPENGL_BACKEND 1
#endif
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "gpu_backend.hh"
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
#include "gpu_private.h"
#ifdef WITH_OPENGL_BACKEND
# include "gl_backend.hh"
# include "gl_context.hh"
#endif
#ifdef WITH_METAL_BACKEND
# include "mtl_backend.hh"
#endif
#include <mutex>
#include <vector>
using namespace blender::gpu;
static thread_local Context *active_ctx = nullptr;
static std::mutex backend_users_mutex;
static int num_backend_users = 0;
static void gpu_backend_create();
static void gpu_backend_discard();
/* -------------------------------------------------------------------- */
/** \name gpu::Context methods
* \{ */
namespace blender::gpu {
int Context::context_counter = 0;
Context::Context()
{
thread_ = pthread_self();
is_active_ = false;
matrix_state = GPU_matrix_state_create();
context_id = Context::context_counter;
Context::context_counter++;
}
Context::~Context()
{
GPU_matrix_state_discard(matrix_state);
delete state_manager;
delete front_left;
delete back_left;
delete front_right;
delete back_right;
delete imm;
}
bool Context::is_active_on_thread()
{
return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
}
Context *Context::get()
{
return active_ctx;
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
GPUContext *GPU_context_create(void *ghost_window, void *ghost_context)
{
{
std::scoped_lock lock(backend_users_mutex);
if (num_backend_users == 0) {
/* Automatically create backend when first context is created. */
gpu_backend_create();
}
num_backend_users++;
}
Context *ctx = GPUBackend::get()->context_alloc(ghost_window, ghost_context);
GPU_context_active_set(wrap(ctx));
return wrap(ctx);
}
void GPU_context_discard(GPUContext *ctx_)
{
Context *ctx = unwrap(ctx_);
delete ctx;
active_ctx = nullptr;
{
std::scoped_lock lock(backend_users_mutex);
num_backend_users--;
BLI_assert(num_backend_users >= 0);
if (num_backend_users == 0) {
/* Discard backend when last context is discarded. */
gpu_backend_discard();
}
}
}
void GPU_context_active_set(GPUContext *ctx_)
{
Context *ctx = unwrap(ctx_);
if (active_ctx) {
active_ctx->deactivate();
}
active_ctx = ctx;
if (ctx) {
ctx->activate();
}
}
GPUContext *GPU_context_active_get()
{
return wrap(Context::get());
}
void GPU_context_begin_frame(GPUContext *ctx)
{
blender::gpu::Context *_ctx = unwrap(ctx);
if (_ctx) {
_ctx->begin_frame();
}
}
void GPU_context_end_frame(GPUContext *ctx)
{
blender::gpu::Context *_ctx = unwrap(ctx);
if (_ctx) {
_ctx->end_frame();
}
}
/* -------------------------------------------------------------------- */
/** \name Main context global mutex
*
* Used to avoid crash on some old drivers.
* \{ */
static std::mutex main_context_mutex;
void GPU_context_main_lock()
{
main_context_mutex.lock();
}
void GPU_context_main_unlock()
{
main_context_mutex.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU Begin/end work blocks
*
* Used to explicitly define a per-frame block within which GPU work will happen.
* Used for global autoreleasepool flushing in Metal
* \{ */
void GPU_render_begin()
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
/* WORKAROUND: Currently a band-aid for the heist production. Has no side effect for GL backend
* but should be fixed for Metal. */
if (backend) {
backend->render_begin();
}
}
void GPU_render_end()
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
backend->render_end();
}
void GPU_render_step()
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
backend->render_step();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Backend selection
* \{ */
/* NOTE: To enable Metal API, we need to temporarily change this to `GPU_BACKEND_METAL`.
* Until a global switch is added, Metal also needs to be enabled in GHOST_ContextCGL:
* `m_useMetalForRendering = true`. */
static eGPUBackendType g_backend_type = GPU_BACKEND_OPENGL;
static GPUBackend *g_backend = nullptr;
void GPU_backend_type_selection_set(const eGPUBackendType backend)
{
g_backend_type = backend;
}
eGPUBackendType GPU_backend_type_selection_get()
{
return g_backend_type;
}
bool GPU_backend_supported(void)
{
switch (g_backend_type) {
case GPU_BACKEND_OPENGL:
#ifdef WITH_OPENGL_BACKEND
return true;
#else
return false;
#endif
case GPU_BACKEND_METAL:
#ifdef WITH_METAL_BACKEND
return MTLBackend::metal_is_supported();
#else
return false;
#endif
default:
BLI_assert(false && "No backend specified");
return false;
}
}
static void gpu_backend_create()
{
BLI_assert(g_backend == nullptr);
BLI_assert(GPU_backend_supported());
switch (g_backend_type) {
#ifdef WITH_OPENGL_BACKEND
case GPU_BACKEND_OPENGL:
g_backend = new GLBackend;
break;
#endif
#ifdef WITH_METAL_BACKEND
case GPU_BACKEND_METAL:
g_backend = new MTLBackend;
break;
#endif
default:
BLI_assert(0);
break;
}
}
void gpu_backend_delete_resources()
{
BLI_assert(g_backend);
g_backend->delete_resources();
}
void gpu_backend_discard()
{
/* TODO: assert no resource left. */
delete g_backend;
g_backend = nullptr;
}
eGPUBackendType GPU_backend_get_type()
{
#ifdef WITH_OPENGL_BACKEND
if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_OPENGL;
}
#endif
#ifdef WITH_METAL_BACKEND
if (g_backend && dynamic_cast<MTLBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_METAL;
}
#endif
return GPU_BACKEND_NONE;
}
GPUBackend *GPUBackend::get()
{
return g_backend;
}
/** \} */