/* * Copyright 2021 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include "device/device_graphics_interop.h" #include "util/util_half.h" #include "util/util_thread.h" #include "util/util_types.h" CCL_NAMESPACE_BEGIN class BufferParams; /* GPUDisplay class takes care of drawing render result in a viewport. The render result is stored * in a GPU-side texture, which is updated from a path tracer and drawn by an application. * * The base GPUDisplay does some special texture state tracking, which allows render Session to * make decisions on whether reset for an updated state is possible or not. This state should only * be tracked in a base class and a particular implementation should not worry about it. * * The subclasses should only implement the pure virtual methods, which allows them to not worry * about parent method calls, which helps them to be as small and reliable as possible. */ class GPUDisplayParams { public: /* Offset of the display within a viewport. * For example, set to a lower-bottom corner of border render in Blender's viewport. */ int2 offset = make_int2(0, 0); /* Full viewport size. * * NOTE: Is not affected by the resolution divider. */ int2 full_size = make_int2(0, 0); /* Effective viewport size. * In the case of border render, size of the border rectangle. * * NOTE: Is not affected by the resolution divider. */ int2 size = make_int2(0, 0); bool modified(const GPUDisplayParams &other) const { return !(offset == other.offset && full_size == other.full_size && size == other.size); } }; class GPUDisplay { public: GPUDisplay() = default; virtual ~GPUDisplay() = default; /* Reset the display for the new state of render session. Is called whenever session is reset, * which happens on changes like viewport navigation or viewport dimension change. * * This call will configure parameters for a changed buffer and reset the texture state. */ void reset(const BufferParams &buffer_params); const GPUDisplayParams &get_params() const { return params_; } /* -------------------------------------------------------------------- * Update procedure. * * These calls indicates a desire of the caller to update content of the displayed texture. */ /* Returns true when update is ready. Update should be finished with update_end(). * * If false is returned then no update is possible, and no update_end() call is needed. * * The texture width and height denotes an actual resolution of the underlying render result. */ bool update_begin(int texture_width, int texture_height); void update_end(); /* Get currently configured texture size of the display (as configured by `update_begin()`. */ int2 get_texture_size() const; /* -------------------------------------------------------------------- * Texture update from CPU buffer. * * NOTE: The GPUDisplay should be marked for an update being in process with `update_begin()`. * * Most portable implementation, which must be supported by all platforms. Might not be the most * efficient one. */ /* Copy buffer of rendered pixels of a given size into a given position of the texture. * * This function does not acquire a lock. The reason for this is is to allow use of this function * for partial updates from different devices. In this case the caller will acquire the lock * once, update all the slices and release * the lock once. This will ensure that draw() will never use partially updated texture. */ void copy_pixels_to_texture( const half4 *rgba_pixels, int texture_x, int texture_y, int pixels_width, int pixels_height); /* -------------------------------------------------------------------- * Texture buffer mapping. * * This functionality is used to update GPU-side texture content without need to maintain CPU * side buffer on the caller. * * NOTE: The GPUDisplay should be marked for an update being in process with `update_begin()`. * * NOTE: Texture buffer can not be mapped while graphics interoperability is active. This means * that `map_texture_buffer()` is not allowed between `graphics_interop_begin()` and * `graphics_interop_end()` calls. */ /* Map pixels memory form texture to a buffer available for write from CPU. Width and height will * define a requested size of the texture to write to. * Upon success a non-null pointer is returned and the texture buffer is to be unmapped. * If an error happens during mapping, or if mapping is not supported by this GPU display a * null pointer is returned and the buffer is NOT to be unmapped. * * NOTE: Usually the implementation will rely on a GPU context of some sort, and the GPU context * is often can not be bound to two threads simultaneously, and can not be released from a * different thread. This means that the mapping API should be used from the single thread only, */ half4 *map_texture_buffer(); void unmap_texture_buffer(); /* -------------------------------------------------------------------- * Graphics interoperability. * * A special code path which allows to update texture content directly from the GPU compute * device. Complementary part of DeviceGraphicsInterop. * * NOTE: Graphics interoperability can not be used while the texture buffer is mapped. This means * that `graphics_interop_get()` is not allowed between `map_texture_buffer()` and * `unmap_texture_buffer()` calls. */ /* Get GPUDisplay graphics interoperability information which acts as a destination for the * device API. */ DeviceGraphicsInteropDestination graphics_interop_get(); /* (De)activate GPU display for graphics interoperability outside of regular display update * routines. */ virtual void graphics_interop_activate(); virtual void graphics_interop_deactivate(); /* -------------------------------------------------------------------- * Drawing. */ /* Clear the texture by filling it with all zeroes. * * This call might happen in parallel with draw, but can never happen in parallel with the * update. * * The actual zeroing can be deferred to a later moment. What is important is that after clear * and before pixels update the drawing texture will be fully empty, and that partial update * after clear will write new pixel values for an updating area, leaving everything else zeroed. * * If the GPU display supports graphics interoperability then the zeroing the display is to be * delegated to the device via the `DeviceGraphicsInteropDestination`. */ virtual void clear() = 0; /* Draw the current state of the texture. * * Returns true if this call did draw an updated state of the texture. */ bool draw(); protected: /* Implementation-specific calls which subclasses are to implement. * These `do_foo()` method corresponds to their `foo()` calls, but they are purely virtual to * simplify their particular implementation. */ virtual bool do_update_begin(const GPUDisplayParams ¶ms, int texture_width, int texture_height) = 0; virtual void do_update_end() = 0; virtual void do_copy_pixels_to_texture(const half4 *rgba_pixels, int texture_x, int texture_y, int pixels_width, int pixels_height) = 0; virtual half4 *do_map_texture_buffer() = 0; virtual void do_unmap_texture_buffer() = 0; /* Note that this might be called in parallel to do_update_begin() and do_update_end(), * the subclass is responsible for appropriate mutex locks to avoid multiple threads * editing and drawing the texture at the same time. */ virtual void do_draw(const GPUDisplayParams ¶ms) = 0; virtual DeviceGraphicsInteropDestination do_graphics_interop_get() = 0; private: thread_mutex mutex_; GPUDisplayParams params_; /* Mark texture as its content has been updated. * Used from places which knows that the texture content has been brought up-to-date, so that the * drawing knows whether it can be performed, and whether drawing happened with an up-to-date * texture state. */ void mark_texture_updated(); /* State of the update process. */ struct { /* True when update is in process, indicated by `update_begin()` / `update_end()`. */ bool is_active = false; } update_state_; /* State of the texture, which is needed for an integration with render session and interactive * updates and navigation. */ struct { /* Denotes whether possibly existing state of GPU side texture is still usable. * It will not be usable in cases like render border did change (in this case we don't want * previous texture to be rendered at all). * * However, if only navigation or object in scene did change, then the outdated state of the * texture is still usable for draw, preventing display viewport flickering on navigation and * object modifications. */ bool is_usable = false; /* Texture is considered outdated after `reset()` until the next call of * `copy_pixels_to_texture()`. */ bool is_outdated = true; /* Texture size in pixels. */ int2 size = make_int2(0, 0); } texture_state_; /* State of the texture buffer. Is tracked to perform sanity checks. */ struct { /* True when the texture buffer is mapped with `map_texture_buffer()`. */ bool is_mapped = false; } texture_buffer_state_; }; CCL_NAMESPACE_END