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blender-archive/source/blender/gpu/intern/gpu_context_private.hh
Jason Fielder 9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.

Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.

Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15027
2022-06-27 11:45:49 +02:00

97 lines
2.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage GL objects for multiple context and threads.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_context.h"
#include "gpu_debug_private.hh"
#include "gpu_framebuffer_private.hh"
#include "gpu_immediate_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_state_private.hh"
#include <pthread.h>
struct GPUMatrixState;
namespace blender::gpu {
class Context {
public:
/** State management */
Shader *shader = NULL;
FrameBuffer *active_fb = NULL;
GPUMatrixState *matrix_state = NULL;
StateManager *state_manager = NULL;
Immediate *imm = NULL;
/**
* All 4 window frame-buffers.
* None of them are valid in an off-screen context.
* Right frame-buffers are only available if using stereo rendering.
* Front frame-buffers contains (in principle, but not always) the last frame color.
* Default frame-buffer is back_left.
*/
FrameBuffer *back_left = NULL;
FrameBuffer *front_left = NULL;
FrameBuffer *back_right = NULL;
FrameBuffer *front_right = NULL;
DebugStack debug_stack;
protected:
/** Thread on which this context is active. */
pthread_t thread_;
bool is_active_;
/** Avoid including GHOST headers. Can be NULL for off-screen contexts. */
void *ghost_window_;
public:
Context();
virtual ~Context();
static Context *get();
virtual void activate() = 0;
virtual void deactivate() = 0;
virtual void begin_frame() = 0;
virtual void end_frame() = 0;
/* Will push all pending commands to the GPU. */
virtual void flush() = 0;
/* Will wait until the GPU has finished executing all command. */
virtual void finish() = 0;
virtual void memory_statistics_get(int *total_mem, int *free_mem) = 0;
virtual void debug_group_begin(const char *, int){};
virtual void debug_group_end(){};
bool is_active_on_thread();
};
/* Syntactic sugar. */
static inline GPUContext *wrap(Context *ctx)
{
return reinterpret_cast<GPUContext *>(ctx);
}
static inline Context *unwrap(GPUContext *ctx)
{
return reinterpret_cast<Context *>(ctx);
}
static inline const Context *unwrap(const GPUContext *ctx)
{
return reinterpret_cast<const Context *>(ctx);
}
} // namespace blender::gpu