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blender-archive/source/blender/gpu/intern/gpu_context.cc
2021-05-06 08:09:05 +10:00

197 lines
4.1 KiB
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
*/
/* TODO Create cmake option. */
#define WITH_OPENGL_BACKEND 1
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GHOST_C-api.h"
#include "gpu_backend.hh"
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
#include "gpu_matrix_private.h"
#ifdef WITH_OPENGL_BACKEND
# include "gl_backend.hh"
# include "gl_context.hh"
#endif
#include <mutex>
#include <vector>
using namespace blender::gpu;
static thread_local Context *active_ctx = nullptr;
/* -------------------------------------------------------------------- */
/** \name gpu::Context methods
* \{ */
namespace blender::gpu {
Context::Context()
{
thread_ = pthread_self();
is_active_ = false;
matrix_state = GPU_matrix_state_create();
}
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)
{
if (GPUBackend::get() == nullptr) {
/* TODO move where it make sense. */
GPU_backend_init(GPU_BACKEND_OPENGL);
}
Context *ctx = GPUBackend::get()->context_alloc(ghost_window);
GPU_context_active_set(wrap(ctx));
return wrap(ctx);
}
/* to be called after GPU_context_active_set(ctx_to_destroy) */
void GPU_context_discard(GPUContext *ctx_)
{
Context *ctx = unwrap(ctx_);
delete ctx;
active_ctx = nullptr;
}
/* ctx can be NULL */
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(void)
{
return wrap(Context::get());
}
/* -------------------------------------------------------------------- */
/** \name Main context global mutex
*
* Used to avoid crash on some old drivers.
* \{ */
static std::mutex main_context_mutex;
void GPU_context_main_lock(void)
{
main_context_mutex.lock();
}
void GPU_context_main_unlock(void)
{
main_context_mutex.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Backend selection
* \{ */
static GPUBackend *g_backend;
void GPU_backend_init(eGPUBackendType backend_type)
{
BLI_assert(g_backend == nullptr);
switch (backend_type) {
#if WITH_OPENGL_BACKEND
case GPU_BACKEND_OPENGL:
g_backend = new GLBackend;
break;
#endif
default:
BLI_assert(0);
break;
}
}
void GPU_backend_exit(void)
{
/* TODO assert no resource left. Currently UI textures are still not freed in their context
* correctly. */
delete g_backend;
g_backend = nullptr;
}
GPUBackend *GPUBackend::get()
{
return g_backend;
}
/** \} */