This changes the drawing paradigm a bit. The VAO configuration is done JIT-style and depends on context active shader. This is to allow more flexibility for implementations to do optimization at lower level. The vao cache is now its own class to isolate the concept. It is this class that is reference by the GLContext for ownership of the containing VAO ids.
282 lines
6.0 KiB
C++
282 lines
6.0 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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* Manage GL vertex array IDs in a thread-safe way
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* Use these instead of glGenBuffers & its friends
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* - alloc must be called from a thread that is bound
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* to the context that will be used for drawing with
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* this vao.
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* - free can be called from any thread
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*/
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/* TODO Create cmake option. */
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#define WITH_OPENGL_BACKEND 1
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#include "BLI_assert.h"
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#include "BLI_utildefines.h"
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#include "GPU_context.h"
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#include "GPU_framebuffer.h"
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#include "GHOST_C-api.h"
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#include "gpu_backend.hh"
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#include "gpu_batch_private.hh"
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#include "gpu_context_private.hh"
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#include "gpu_matrix_private.h"
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#ifdef WITH_OPENGL_BACKEND
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# include "gl_backend.hh"
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# include "gl_context.hh"
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#endif
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#include <mutex>
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#include <vector>
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using namespace blender::gpu;
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static thread_local GPUContext *active_ctx = NULL;
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/* -------------------------------------------------------------------- */
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/** \name GPUContext methods
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* \{ */
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GPUContext::GPUContext()
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{
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thread_ = pthread_self();
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is_active_ = false;
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matrix_state = GPU_matrix_state_create();
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}
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GPUContext::~GPUContext()
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{
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GPU_matrix_state_discard(matrix_state);
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}
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bool GPUContext::is_active_on_thread(void)
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{
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return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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GPUContext *GPU_context_create(void *ghost_window)
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{
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if (GPUBackend::get() == NULL) {
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/* TODO move where it make sense. */
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GPU_backend_init(GPU_BACKEND_OPENGL);
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}
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GPUContext *ctx = GPUBackend::get()->context_alloc(ghost_window);
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GPU_context_active_set(ctx);
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return ctx;
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}
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/* to be called after GPU_context_active_set(ctx_to_destroy) */
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void GPU_context_discard(GPUContext *ctx)
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{
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delete ctx;
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active_ctx = NULL;
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}
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/* ctx can be NULL */
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void GPU_context_active_set(GPUContext *ctx)
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{
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if (active_ctx) {
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active_ctx->deactivate();
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}
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active_ctx = ctx;
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if (ctx) {
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ctx->activate();
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}
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}
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GPUContext *GPU_context_active_get(void)
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{
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return active_ctx;
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}
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GLuint GPU_vao_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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return static_cast<GLContext *>(active_ctx)->default_vao_;
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}
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GLuint GPU_framebuffer_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
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}
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GLuint GPU_vao_alloc(void)
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{
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GLuint new_vao_id = 0;
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glGenVertexArrays(1, &new_vao_id);
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return new_vao_id;
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}
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GLuint GPU_fbo_alloc(void)
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{
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GLuint new_fbo_id = 0;
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glGenFramebuffers(1, &new_fbo_id);
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return new_fbo_id;
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}
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GLuint GPU_buf_alloc(void)
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{
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GLuint new_buffer_id = 0;
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glGenBuffers(1, &new_buffer_id);
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return new_buffer_id;
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}
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GLuint GPU_tex_alloc(void)
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{
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GLuint new_texture_id = 0;
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glGenTextures(1, &new_texture_id);
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return new_texture_id;
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}
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void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
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{
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static_cast<GLContext *>(ctx)->vao_free(vao_id);
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}
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void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx)
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{
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static_cast<GLContext *>(ctx)->fbo_free(fbo_id);
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}
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void GPU_buf_free(GLuint buf_id)
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{
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/* TODO avoid using backend */
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GPUBackend *backend = GPUBackend::get();
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static_cast<GLBackend *>(backend)->buf_free(buf_id);
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}
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void GPU_tex_free(GLuint tex_id)
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{
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/* TODO avoid using backend */
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GPUBackend *backend = GPUBackend::get();
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static_cast<GLBackend *>(backend)->tex_free(tex_id);
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}
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/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
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* which are not shared across contexts. So we need to keep track of
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* ownership. */
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void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
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{
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#ifdef DEBUG
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BLI_assert(ctx);
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static_cast<GLContext *>(ctx)->framebuffer_register(fb);
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#else
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UNUSED_VARS(ctx, fb);
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#endif
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}
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void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
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{
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#ifdef DEBUG
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BLI_assert(ctx);
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static_cast<GLContext *>(ctx)->framebuffer_unregister(fb);
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#else
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UNUSED_VARS(ctx, fb);
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#endif
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}
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void gpu_context_active_framebuffer_set(GPUContext *ctx, GPUFrameBuffer *fb)
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{
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ctx->current_fbo = fb;
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}
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GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx)
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{
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return ctx->current_fbo;
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}
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struct GPUMatrixState *gpu_context_active_matrix_state_get()
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{
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BLI_assert(active_ctx);
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return active_ctx->matrix_state;
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}
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/* -------------------------------------------------------------------- */
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/** \name Main context global mutex
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*
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* Used to avoid crash on some old drivers.
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* \{ */
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static std::mutex main_context_mutex;
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void GPU_context_main_lock(void)
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{
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main_context_mutex.lock();
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}
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void GPU_context_main_unlock(void)
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{
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main_context_mutex.unlock();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Backend selection
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* \{ */
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static GPUBackend *g_backend;
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void GPU_backend_init(eGPUBackendType backend_type)
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{
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BLI_assert(g_backend == NULL);
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switch (backend_type) {
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#if WITH_OPENGL_BACKEND
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case GPU_BACKEND_OPENGL:
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g_backend = new GLBackend;
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break;
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#endif
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default:
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BLI_assert(0);
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break;
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}
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}
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void GPU_backend_exit(void)
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{
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/* TODO assert no resource left. Currently UI textures are still not freed in their context
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* correctly. */
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delete g_backend;
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}
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GPUBackend *GPUBackend::get(void)
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{
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return g_backend;
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}
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/** \} */
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