Debug groups makes it easier to view from where an error comes from. The backend can also implement its own callback to make it easier to follow the API call structure in frame debuggers.
110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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* All rights reserved.
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*/
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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 = NULL;
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FrameBuffer *active_fb = NULL;
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GPUMatrixState *matrix_state = NULL;
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StateManager *state_manager = NULL;
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Immediate *imm = NULL;
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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 = NULL;
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FrameBuffer *front_left = NULL;
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FrameBuffer *back_right = NULL;
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FrameBuffer *front_right = NULL;
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DebugStack debug_stack;
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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 NULL 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(void);
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virtual void activate(void) = 0;
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virtual void deactivate(void) = 0;
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/* Will push all pending commands to the GPU. */
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virtual void flush(void) = 0;
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/* Will wait until the GPU has finished executing all command. */
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virtual void finish(void) = 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(void){};
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bool is_active_on_thread(void);
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};
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/* Syntacting suggar. */
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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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