Files
test/source/blender/gpu/opengl/gl_context.hh
Clément Foucault 581073533f GPU: Shader: Add orphan list to allow delayed deletion
This avoid crashes when a thread without GL context tries
to free a shader.

Fix #145966
Fix #144526

Pull Request: https://projects.blender.org/blender/blender/pulls/146720
2025-09-25 12:28:14 +02:00

178 lines
4.6 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "GPU_framebuffer.hh"
#include "BKE_global.hh"
#include "BLI_set.hh"
#include "BLI_vector.hh"
#include "gl_state.hh"
#include <mutex>
namespace blender {
namespace gpu {
class GLVaoCache;
class GLSharedOrphanLists {
class OrphanList {
/** Mutex for the below structures. */
std::mutex mutex_;
/** Buffers and textures are shared across context. Any context can free them. */
Vector<GLuint> handles_;
public:
void clear(FunctionRef<void(GLuint, GLuint *)> free_fn);
void append(GLuint handle);
};
public:
/** Shaders, Buffers and textures are shared across context. */
OrphanList textures;
OrphanList buffers;
OrphanList shaders;
OrphanList programs;
void orphans_clear();
};
class GLContext : public Context {
public:
/** Capabilities. */
static GLint max_cubemap_size;
static GLint max_ubo_binds;
static GLint max_ssbo_binds;
/** Extensions. */
static bool debug_layer_support;
static bool direct_state_access_support;
static bool explicit_location_support;
static bool framebuffer_fetch_support;
static bool layered_rendering_support;
static bool native_barycentric_support;
static bool multi_bind_support;
static bool multi_bind_image_support;
static bool stencil_texturing_support;
static bool texture_barrier_support;
static bool texture_filter_anisotropic_support;
/** Workarounds. */
static bool debug_layer_workaround;
static bool unused_fb_slot_workaround;
static bool generate_mipmap_workaround;
/** VBO for missing vertex attribute binding. Avoid undefined behavior on some implementation. */
GLuint default_attr_vbo_;
/** Used for debugging purpose. Bit-flags of all bound slots. */
uint16_t bound_ubo_slots;
uint16_t bound_ssbo_slots;
private:
/**
* #Batch & #GPUFramebuffer have references to the context they are from, in the case the
* context is destroyed, we need to remove any reference to it.
*/
Set<GLVaoCache *> vao_caches_;
Set<gpu::FrameBuffer *> framebuffers_;
/** Mutex for the below structures. */
std::mutex lists_mutex_;
/** VertexArrays and framebuffers are not shared across context. */
Vector<GLuint> orphaned_vertarrays_;
Vector<GLuint> orphaned_framebuffers_;
/** #GLBackend owns this data. */
GLSharedOrphanLists &shared_orphan_list_;
struct TimeQuery {
std::string name;
union {
GLuint handles[2];
struct {
GLuint handle_start, handle_end;
};
};
bool finished;
int64_t cpu_start;
int64_t cpu_end;
};
struct FrameQueries {
Vector<TimeQuery> queries;
};
Vector<FrameQueries> frame_timings;
void process_frame_timings();
public:
GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list);
~GLContext();
static void check_error(const char *info);
void activate() override;
void deactivate() override;
void begin_frame() override;
void end_frame() override;
void flush() override;
void finish() override;
void memory_statistics_get(int *r_total_mem, int *r_free_mem) override;
static GLContext *get()
{
return static_cast<GLContext *>(Context::get());
}
static GLStateManager *state_manager_active_get()
{
GLContext *ctx = GLContext::get();
return static_cast<GLStateManager *>(ctx->state_manager);
};
/* These need to be called with the context the id was created with. */
void vao_free(GLuint vao_id);
void fbo_free(GLuint fbo_id);
/* These can be called by any threads even without OpenGL ctx. Deletion will be delayed. */
static void buffer_free(GLuint buf_id);
static void texture_free(GLuint tex_id);
static void shader_free(GLuint shader_id);
static void program_free(GLuint program_id);
void vao_cache_register(GLVaoCache *cache);
void vao_cache_unregister(GLVaoCache *cache);
void debug_group_begin(const char *name, int index) override;
void debug_group_end() override;
bool debug_capture_begin(const char *title) override;
void debug_capture_end() override;
void *debug_capture_scope_create(const char *name) override;
bool debug_capture_scope_begin(void *scope) override;
void debug_capture_scope_end(void *scope) override;
void debug_unbind_all_ubo() override;
void debug_unbind_all_ssbo() override;
private:
static void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
void orphans_clear();
MEM_CXX_CLASS_ALLOC_FUNCS("GLContext")
};
} // namespace gpu
} // namespace blender