With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
326 lines
8.3 KiB
C++
326 lines
8.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "BLI_assert.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "GPU_framebuffer.h"
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#include "GHOST_C-api.h"
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#include "gpu_context_private.hh"
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#include "gpu_immediate_private.hh"
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#include "gl_debug.hh"
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#include "gl_immediate.hh"
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#include "gl_state.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_backend.hh" /* TODO: remove. */
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#include "gl_context.hh"
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using namespace blender;
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Constructor / Destructor
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* \{ */
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GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
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: shared_orphan_list_(shared_orphan_list)
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{
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if (G.debug & G_DEBUG_GPU) {
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debug::init_gl_callbacks();
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}
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float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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glGenBuffers(1, &default_attr_vbo_);
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glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
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glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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state_manager = new GLStateManager();
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imm = new GLImmediate();
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ghost_window_ = ghost_window;
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if (ghost_window) {
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GLuint default_fbo = GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window);
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GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window);
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int w = GHOST_GetWidthRectangle(bounds);
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int h = GHOST_GetHeightRectangle(bounds);
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GHOST_DisposeRectangle(bounds);
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if (default_fbo != 0) {
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/* Bind default framebuffer, otherwise state might be undefined because of
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* detect_mip_render_workaround(). */
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glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
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front_left = new GLFrameBuffer("front_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
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back_left = new GLFrameBuffer("back_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
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}
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else {
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front_left = new GLFrameBuffer("front_left", this, GL_FRONT_LEFT, 0, w, h);
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back_left = new GLFrameBuffer("back_left", this, GL_BACK_LEFT, 0, w, h);
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}
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GLboolean supports_stereo_quad_buffer = GL_FALSE;
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glGetBooleanv(GL_STEREO, &supports_stereo_quad_buffer);
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if (supports_stereo_quad_buffer) {
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front_right = new GLFrameBuffer("front_right", this, GL_FRONT_RIGHT, 0, w, h);
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back_right = new GLFrameBuffer("back_right", this, GL_BACK_RIGHT, 0, w, h);
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}
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}
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else {
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/* For off-screen contexts. Default frame-buffer is NULL. */
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back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
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}
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active_fb = back_left;
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static_cast<GLStateManager *>(state_manager)->active_fb = static_cast<GLFrameBuffer *>(
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active_fb);
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}
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GLContext::~GLContext()
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{
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BLI_assert(orphaned_framebuffers_.is_empty());
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BLI_assert(orphaned_vertarrays_.is_empty());
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/* For now don't allow GPUFrameBuffers to be reuse in another context. */
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BLI_assert(framebuffers_.is_empty());
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/* Delete VAO's so the batch can be reused in another context. */
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for (GLVaoCache *cache : vao_caches_) {
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cache->clear();
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}
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glDeleteBuffers(1, &default_attr_vbo_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Activate / Deactivate context
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* \{ */
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void GLContext::activate()
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{
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/* Make sure no other context is already bound to this thread. */
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BLI_assert(is_active_ == false);
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is_active_ = true;
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thread_ = pthread_self();
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/* Clear accumulated orphans. */
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orphans_clear();
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if (ghost_window_) {
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/* Get the correct framebuffer size for the internal framebuffers. */
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GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window_);
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int w = GHOST_GetWidthRectangle(bounds);
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int h = GHOST_GetHeightRectangle(bounds);
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GHOST_DisposeRectangle(bounds);
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if (front_left) {
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front_left->size_set(w, h);
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}
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if (back_left) {
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back_left->size_set(w, h);
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}
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if (front_right) {
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front_right->size_set(w, h);
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}
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if (back_right) {
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back_right->size_set(w, h);
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}
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}
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/* Not really following the state but we should consider
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* no ubo bound when activating a context. */
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bound_ubo_slots = 0;
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immActivate();
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}
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void GLContext::deactivate()
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{
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immDeactivate();
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is_active_ = false;
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}
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void GLContext::begin_frame()
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{
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/* No-op. */
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}
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void GLContext::end_frame()
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{
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/* No-op. */
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Flush, Finish & sync
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* \{ */
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void GLContext::flush()
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{
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glFlush();
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}
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void GLContext::finish()
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{
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glFinish();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Safe object deletion
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*
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* GPU objects can be freed when the context is not bound.
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* In this case we delay the deletion until the context is bound again.
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* \{ */
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void GLSharedOrphanLists::orphans_clear()
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{
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/* Check if any context is active on this thread! */
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BLI_assert(GLContext::get());
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lists_mutex.lock();
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if (!buffers.is_empty()) {
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glDeleteBuffers((uint)buffers.size(), buffers.data());
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buffers.clear();
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}
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if (!textures.is_empty()) {
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glDeleteTextures((uint)textures.size(), textures.data());
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textures.clear();
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}
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lists_mutex.unlock();
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};
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void GLContext::orphans_clear()
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{
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/* Check if context has been activated by another thread! */
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BLI_assert(this->is_active_on_thread());
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lists_mutex_.lock();
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if (!orphaned_vertarrays_.is_empty()) {
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glDeleteVertexArrays((uint)orphaned_vertarrays_.size(), orphaned_vertarrays_.data());
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orphaned_vertarrays_.clear();
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}
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if (!orphaned_framebuffers_.is_empty()) {
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glDeleteFramebuffers((uint)orphaned_framebuffers_.size(), orphaned_framebuffers_.data());
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orphaned_framebuffers_.clear();
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}
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lists_mutex_.unlock();
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shared_orphan_list_.orphans_clear();
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};
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void GLContext::orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id)
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{
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list_mutex.lock();
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orphan_list.append(id);
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list_mutex.unlock();
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}
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void GLContext::vao_free(GLuint vao_id)
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{
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if (this == GLContext::get()) {
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glDeleteVertexArrays(1, &vao_id);
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}
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else {
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orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
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}
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}
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void GLContext::fbo_free(GLuint fbo_id)
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{
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if (this == GLContext::get()) {
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glDeleteFramebuffers(1, &fbo_id);
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}
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else {
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orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
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}
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}
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void GLContext::buf_free(GLuint buf_id)
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{
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/* Any context can free. */
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if (GLContext::get()) {
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glDeleteBuffers(1, &buf_id);
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}
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else {
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GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
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orphans_add(orphan_list.buffers, orphan_list.lists_mutex, buf_id);
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}
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}
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void GLContext::tex_free(GLuint tex_id)
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{
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/* Any context can free. */
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if (GLContext::get()) {
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glDeleteTextures(1, &tex_id);
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}
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else {
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GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
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orphans_add(orphan_list.textures, orphan_list.lists_mutex, tex_id);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Linked object deletion
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*
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* These objects contain data that are stored per context. We
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* need to do some cleanup if they are used across context or if context
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* is discarded.
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* \{ */
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void GLContext::vao_cache_register(GLVaoCache *cache)
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{
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lists_mutex_.lock();
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vao_caches_.add(cache);
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lists_mutex_.unlock();
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}
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void GLContext::vao_cache_unregister(GLVaoCache *cache)
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{
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lists_mutex_.lock();
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vao_caches_.remove(cache);
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lists_mutex_.unlock();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Memory statistics
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* \{ */
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void GLContext::memory_statistics_get(int *r_total_mem, int *r_free_mem)
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{
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/* TODO(merwin): use Apple's platform API to get this info. */
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if (epoxy_has_gl_extension("GL_NVX_gpu_memory_info")) {
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/* Returned value in Kb. */
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glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, r_total_mem);
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glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, r_free_mem);
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}
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else if (epoxy_has_gl_extension("GL_ATI_meminfo")) {
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int stats[4];
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glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
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*r_total_mem = 0;
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*r_free_mem = stats[0]; /* Total memory free in the pool. */
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}
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else {
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*r_total_mem = 0;
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*r_free_mem = 0;
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}
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}
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/** \} */
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