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blender-archive/source/blender/gpu/opengl/gl_backend.hh
Jeroen Bakker fda65ad5ca GPU: Renderdoc Frame Capturing
This PR uses renderdoc for frame capturing when enabled.
It enabled an easier workflow for frame capturing.

- Capture GPU API calls from test cases
- Capture GPU API calls from background threads
- Capture GPU API calls from background rendering.

Renderdoc is an important GPU debugger used by the Eevee/
Viewport module. Previously we needed to change code in
order to record background rendering, that could on its own
lead to other side-effects.

The integration with renderdoc can be enabled using
`WITH_RENDERDOC=On` compiler option. `GPU_debug_capture_begin`
and `GPU_debug_capture_end` can be added to the section
of the code you want to debug. When running Blender inside
renderdoc this part will automatically be captured.

All GPU test cases are now guarded by these calls. In order
to capture the test cases you need to start the test cases
from renderdoc and the captured GPU API calls will appear
where each capture is a single test case.

Pull Request: blender/blender#105921
2023-03-23 16:37:52 +01:00

177 lines
3.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_backend.hh"
#include "BLI_vector.hh"
#ifdef WITH_RENDERDOC
# include "renderdoc_api.hh"
#endif
#include "gl_batch.hh"
#include "gl_compute.hh"
#include "gl_context.hh"
#include "gl_drawlist.hh"
#include "gl_framebuffer.hh"
#include "gl_index_buffer.hh"
#include "gl_query.hh"
#include "gl_shader.hh"
#include "gl_storage_buffer.hh"
#include "gl_texture.hh"
#include "gl_uniform_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender {
namespace gpu {
class GLBackend : public GPUBackend {
private:
GLSharedOrphanLists shared_orphan_list_;
#ifdef WITH_RENDERDOC
renderdoc::api::Renderdoc renderdoc_;
#endif
public:
GLBackend()
{
/* platform_init needs to go first. */
GLBackend::platform_init();
GLBackend::capabilities_init();
GLTexture::samplers_init();
}
~GLBackend()
{
GLBackend::platform_exit();
}
void delete_resources() override
{
/* Delete any resources with context active. */
GLTexture::samplers_free();
}
static GLBackend *get()
{
return static_cast<GLBackend *>(GPUBackend::get());
}
void samplers_update() override
{
GLTexture::samplers_update();
};
Context *context_alloc(void *ghost_window, void * /*ghost_context*/) override
{
return new GLContext(ghost_window, shared_orphan_list_);
};
Batch *batch_alloc() override
{
return new GLBatch();
};
DrawList *drawlist_alloc(int list_length) override
{
return new GLDrawList(list_length);
};
Fence *fence_alloc() override
{
return new GLFence();
};
FrameBuffer *framebuffer_alloc(const char *name) override
{
return new GLFrameBuffer(name);
};
IndexBuf *indexbuf_alloc() override
{
return new GLIndexBuf();
};
PixelBuffer *pixelbuf_alloc(uint size) override
{
return new GLPixelBuffer(size);
};
QueryPool *querypool_alloc() override
{
return new GLQueryPool();
};
Shader *shader_alloc(const char *name) override
{
return new GLShader(name);
};
Texture *texture_alloc(const char *name) override
{
return new GLTexture(name);
};
UniformBuf *uniformbuf_alloc(int size, const char *name) override
{
return new GLUniformBuf(size, name);
};
StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) override
{
return new GLStorageBuf(size, usage, name);
};
VertBuf *vertbuf_alloc() override
{
return new GLVertBuf();
};
GLSharedOrphanLists &shared_orphan_list_get()
{
return shared_orphan_list_;
};
void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override
{
GLContext::get()->state_manager_active_get()->apply_state();
GLCompute::dispatch(groups_x_len, groups_y_len, groups_z_len);
}
void compute_dispatch_indirect(StorageBuf *indirect_buf) override
{
GLContext::get()->state_manager_active_get()->apply_state();
dynamic_cast<GLStorageBuf *>(indirect_buf)->bind_as(GL_DISPATCH_INDIRECT_BUFFER);
/* This barrier needs to be here as it only work on the currently bound indirect buffer. */
glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
glDispatchComputeIndirect((GLintptr)0);
/* Unbind. */
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
}
/* Render Frame Coordination */
void render_begin(void) override{};
void render_end(void) override{};
void render_step(void) override{};
bool debug_capture_begin();
void debug_capture_end();
private:
static void platform_init();
static void platform_exit();
static void capabilities_init();
};
} // namespace gpu
} // namespace blender