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blender-archive/source/blender/gpu/GPU_context.h
Thomas Dinges 697b447c20 Metal: MTLContext implementation and immediate mode rendering support.
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.

This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.

The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.

Authored by Apple: Michael Parkin-White

Ref T96261

(The diff is based on 043f59cb3b)

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15953
2022-09-22 17:32:43 +02:00

67 lines
2.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage VAOs for multiple context and threads.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_common.h"
#include "GPU_platform.h"
#ifdef __cplusplus
extern "C" {
#endif
/* GPU back-ends abstract the differences between different APIs. #GPU_context_create
* automatically initializes the back-end, and #GPU_context_discard frees it when there
* are no more contexts. */
bool GPU_backend_supported(void);
eGPUBackendType GPU_backend_get_type(void);
/** Opaque type hiding blender::gpu::Context. */
typedef struct GPUContext GPUContext;
GPUContext *GPU_context_create(void *ghost_window, void *ghost_context);
/**
* To be called after #GPU_context_active_set(ctx_to_destroy).
*/
void GPU_context_discard(GPUContext *);
/**
* Ctx can be NULL.
*/
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get(void);
/* Begin and end frame are used to mark the singular boundary representing the lifetime of a whole
* frame. This also acts as a divisor for ensuring workload submission and flushing, especially for
* background rendering when there is no call to present.
* This is required by explicit-API's where there is no implicit workload flushing. */
void GPU_context_begin_frame(GPUContext *ctx);
void GPU_context_end_frame(GPUContext *ctx);
/* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
* contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
* compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
* threads should use the draw manager opengl context and make sure that they are the only one
* using it by locking the main context using these two functions. */
void GPU_context_main_lock(void);
void GPU_context_main_unlock(void);
/* GPU Begin/end work blocks */
void GPU_render_begin(void);
void GPU_render_end(void);
/* For operations which need to run exactly once per frame -- even if there are no render updates.
*/
void GPU_render_step(void);
#ifdef __cplusplus
}
#endif