Files
test/source/blender/gpu/opengl/gl_context.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

326 lines
8.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation */
/** \file
* \ingroup gpu
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_framebuffer.h"
#include "GHOST_C-api.h"
#include "gpu_context_private.hh"
#include "gpu_immediate_private.hh"
#include "gl_debug.hh"
#include "gl_immediate.hh"
#include "gl_state.hh"
#include "gl_uniform_buffer.hh"
#include "gl_backend.hh" /* TODO: remove. */
#include "gl_context.hh"
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Constructor / Destructor
* \{ */
GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
: shared_orphan_list_(shared_orphan_list)
{
if (G.debug & G_DEBUG_GPU) {
debug::init_gl_callbacks();
}
float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glGenBuffers(1, &default_attr_vbo_);
glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
state_manager = new GLStateManager();
imm = new GLImmediate();
ghost_window_ = ghost_window;
if (ghost_window) {
GLuint default_fbo = GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window);
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (default_fbo != 0) {
/* Bind default framebuffer, otherwise state might be undefined because of
* detect_mip_render_workaround(). */
glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
front_left = new GLFrameBuffer("front_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
}
else {
front_left = new GLFrameBuffer("front_left", this, GL_FRONT_LEFT, 0, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_BACK_LEFT, 0, w, h);
}
GLboolean supports_stereo_quad_buffer = GL_FALSE;
glGetBooleanv(GL_STEREO, &supports_stereo_quad_buffer);
if (supports_stereo_quad_buffer) {
front_right = new GLFrameBuffer("front_right", this, GL_FRONT_RIGHT, 0, w, h);
back_right = new GLFrameBuffer("back_right", this, GL_BACK_RIGHT, 0, w, h);
}
}
else {
/* For off-screen contexts. Default frame-buffer is null. */
back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
}
active_fb = back_left;
static_cast<GLStateManager *>(state_manager)->active_fb = static_cast<GLFrameBuffer *>(
active_fb);
}
GLContext::~GLContext()
{
BLI_assert(orphaned_framebuffers_.is_empty());
BLI_assert(orphaned_vertarrays_.is_empty());
/* For now don't allow GPUFrameBuffers to be reuse in another context. */
BLI_assert(framebuffers_.is_empty());
/* Delete VAO's so the batch can be reused in another context. */
for (GLVaoCache *cache : vao_caches_) {
cache->clear();
}
glDeleteBuffers(1, &default_attr_vbo_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Activate / Deactivate context
* \{ */
void GLContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
thread_ = pthread_self();
/* Clear accumulated orphans. */
orphans_clear();
if (ghost_window_) {
/* Get the correct framebuffer size for the internal framebuffers. */
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window_);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (front_left) {
front_left->size_set(w, h);
}
if (back_left) {
back_left->size_set(w, h);
}
if (front_right) {
front_right->size_set(w, h);
}
if (back_right) {
back_right->size_set(w, h);
}
}
/* Not really following the state but we should consider
* no ubo bound when activating a context. */
bound_ubo_slots = 0;
immActivate();
}
void GLContext::deactivate()
{
immDeactivate();
is_active_ = false;
}
void GLContext::begin_frame()
{
/* No-op. */
}
void GLContext::end_frame()
{
/* No-op. */
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Flush, Finish & sync
* \{ */
void GLContext::flush()
{
glFlush();
}
void GLContext::finish()
{
glFinish();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Safe object deletion
*
* GPU objects can be freed when the context is not bound.
* In this case we delay the deletion until the context is bound again.
* \{ */
void GLSharedOrphanLists::orphans_clear()
{
/* Check if any context is active on this thread! */
BLI_assert(GLContext::get());
lists_mutex.lock();
if (!buffers.is_empty()) {
glDeleteBuffers(uint(buffers.size()), buffers.data());
buffers.clear();
}
if (!textures.is_empty()) {
glDeleteTextures(uint(textures.size()), textures.data());
textures.clear();
}
lists_mutex.unlock();
};
void GLContext::orphans_clear()
{
/* Check if context has been activated by another thread! */
BLI_assert(this->is_active_on_thread());
lists_mutex_.lock();
if (!orphaned_vertarrays_.is_empty()) {
glDeleteVertexArrays(uint(orphaned_vertarrays_.size()), orphaned_vertarrays_.data());
orphaned_vertarrays_.clear();
}
if (!orphaned_framebuffers_.is_empty()) {
glDeleteFramebuffers(uint(orphaned_framebuffers_.size()), orphaned_framebuffers_.data());
orphaned_framebuffers_.clear();
}
lists_mutex_.unlock();
shared_orphan_list_.orphans_clear();
};
void GLContext::orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id)
{
list_mutex.lock();
orphan_list.append(id);
list_mutex.unlock();
}
void GLContext::vao_free(GLuint vao_id)
{
if (this == GLContext::get()) {
glDeleteVertexArrays(1, &vao_id);
}
else {
orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
}
}
void GLContext::fbo_free(GLuint fbo_id)
{
if (this == GLContext::get()) {
glDeleteFramebuffers(1, &fbo_id);
}
else {
orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
}
}
void GLContext::buf_free(GLuint buf_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteBuffers(1, &buf_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.buffers, orphan_list.lists_mutex, buf_id);
}
}
void GLContext::tex_free(GLuint tex_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteTextures(1, &tex_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.textures, orphan_list.lists_mutex, tex_id);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Linked object deletion
*
* These objects contain data that are stored per context. We
* need to do some cleanup if they are used across context or if context
* is discarded.
* \{ */
void GLContext::vao_cache_register(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.add(cache);
lists_mutex_.unlock();
}
void GLContext::vao_cache_unregister(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.remove(cache);
lists_mutex_.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
void GLContext::memory_statistics_get(int *r_total_mem, int *r_free_mem)
{
/* TODO(merwin): use Apple's platform API to get this info. */
if (epoxy_has_gl_extension("GL_NVX_gpu_memory_info")) {
/* Returned value in Kb. */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, r_total_mem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, r_free_mem);
}
else if (epoxy_has_gl_extension("GL_ATI_meminfo")) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*r_total_mem = 0;
*r_free_mem = stats[0]; /* Total memory free in the pool. */
}
else {
*r_total_mem = 0;
*r_free_mem = 0;
}
}
/** \} */