298 lines
5.7 KiB
C++
298 lines
5.7 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 "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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#include "gpu_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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static std::mutex backend_users_mutex;
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static int num_backend_users = 0;
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static void gpu_backend_create();
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static void gpu_backend_discard();
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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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{
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std::scoped_lock lock(backend_users_mutex);
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if (num_backend_users == 0) {
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/* Automatically create backend when first context is created. */
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gpu_backend_create();
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}
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num_backend_users++;
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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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std::scoped_lock lock(backend_users_mutex);
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num_backend_users--;
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BLI_assert(num_backend_users >= 0);
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if (num_backend_users == 0) {
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/* Discard backend when last context is discarded. */
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gpu_backend_discard();
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}
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}
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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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void GPU_context_begin_frame(GPUContext *ctx)
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{
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blender::gpu::Context *_ctx = unwrap(ctx);
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if (_ctx) {
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_ctx->begin_frame();
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}
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}
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void GPU_context_end_frame(GPUContext *ctx)
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{
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blender::gpu::Context *_ctx = unwrap(ctx);
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if (_ctx) {
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_ctx->end_frame();
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}
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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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{
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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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{
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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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{
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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 const eGPUBackendType g_backend_type = GPU_BACKEND_OPENGL;
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static GPUBackend *g_backend = nullptr;
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bool GPU_backend_supported(void)
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{
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switch (g_backend_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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static void gpu_backend_create()
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{
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BLI_assert(g_backend == nullptr);
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BLI_assert(GPU_backend_supported());
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switch (g_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_delete_resources()
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{
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BLI_assert(g_backend);
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g_backend->delete_resources();
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}
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void gpu_backend_discard()
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{
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/* TODO: assert no resource left. */
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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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