Adds two modes of GPU frame capture support for enhanced debugging. GPU frame capture begin/end allow instantaneous frame capture of all GPU commands within the capture boundary. GPU frame capture scopes allow several user-defined capture regions which can wrap key parts of code. These scopes are exposed to connected GPU tools allowing the user to manually trigger a capture of a known scope at the desired time. This is currently integrated with the Metal backend for support with Xcode. Related to #105591 Pull Request: blender/blender#105717
113 lines
3.1 KiB
C++
113 lines
3.1 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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* This interface allow GPU to manage GL objects for multiple context and threads.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_context.h"
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#include "gpu_debug_private.hh"
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#include "gpu_framebuffer_private.hh"
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#include "gpu_immediate_private.hh"
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#include "gpu_shader_private.hh"
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#include "gpu_state_private.hh"
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#include <pthread.h>
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struct GPUMatrixState;
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namespace blender::gpu {
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class Context {
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public:
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/** State management */
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Shader *shader = nullptr;
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FrameBuffer *active_fb = nullptr;
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GPUMatrixState *matrix_state = nullptr;
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StateManager *state_manager = nullptr;
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Immediate *imm = nullptr;
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/**
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* All 4 window frame-buffers.
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* None of them are valid in an off-screen context.
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* Right frame-buffers are only available if using stereo rendering.
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* Front frame-buffers contains (in principle, but not always) the last frame color.
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* Default frame-buffer is back_left.
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*/
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FrameBuffer *back_left = nullptr;
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FrameBuffer *front_left = nullptr;
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FrameBuffer *back_right = nullptr;
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FrameBuffer *front_right = nullptr;
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DebugStack debug_stack;
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bool debug_is_capturing = false;
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/* GPUContext counter used to assign a unique ID to each GPUContext.
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* NOTE(Metal): This is required by the Metal Backend, as a bug exists in the global OS shader
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* cache wherein compilation of identical source from two distinct threads can result in an
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* invalid cache collision, result in a broken shader object. Appending the unique context ID
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* onto compiled sources ensures the source hashes are different. */
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static int context_counter;
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int context_id = 0;
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protected:
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/** Thread on which this context is active. */
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pthread_t thread_;
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bool is_active_;
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/** Avoid including GHOST headers. Can be nullptr for off-screen contexts. */
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void *ghost_window_;
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public:
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Context();
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virtual ~Context();
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static Context *get();
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virtual void activate() = 0;
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virtual void deactivate() = 0;
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virtual void begin_frame() = 0;
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virtual void end_frame() = 0;
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/* Will push all pending commands to the GPU. */
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virtual void flush() = 0;
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/* Will wait until the GPU has finished executing all command. */
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virtual void finish() = 0;
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virtual void memory_statistics_get(int *total_mem, int *free_mem) = 0;
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virtual void debug_group_begin(const char *, int){};
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virtual void debug_group_end(){};
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/* Returns true if capture successfully started. */
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virtual bool debug_capture_begin() = 0;
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virtual void debug_capture_end() = 0;
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virtual void *debug_capture_scope_create(const char *name) = 0;
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virtual bool debug_capture_scope_begin(void *scope) = 0;
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virtual void debug_capture_scope_end(void *scope) = 0;
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bool is_active_on_thread();
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};
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/* Syntactic sugar. */
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static inline GPUContext *wrap(Context *ctx)
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{
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return reinterpret_cast<GPUContext *>(ctx);
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}
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static inline Context *unwrap(GPUContext *ctx)
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{
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return reinterpret_cast<Context *>(ctx);
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}
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static inline const Context *unwrap(const GPUContext *ctx)
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{
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return reinterpret_cast<const Context *>(ctx);
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}
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} // namespace blender::gpu
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