A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
388 lines
8.1 KiB
C++
388 lines
8.1 KiB
C++
/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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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#if WITH_OPENGL
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# define WITH_OPENGL_BACKEND 1
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#endif
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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 "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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#include "gpu_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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#ifdef WITH_VULKAN_BACKEND
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# include "vk_backend.hh"
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#endif
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#ifdef WITH_METAL_BACKEND
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# include "mtl_backend.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 Context *active_ctx = nullptr;
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static std::mutex backend_users_mutex;
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static int num_backend_users = 0;
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static void gpu_backend_create();
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static void gpu_backend_discard();
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/* -------------------------------------------------------------------- */
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/** \name gpu::Context methods
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* \{ */
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namespace blender::gpu {
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int Context::context_counter = 0;
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Context::Context()
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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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context_id = Context::context_counter;
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Context::context_counter++;
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}
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Context::~Context()
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{
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GPU_matrix_state_discard(matrix_state);
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delete state_manager;
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delete front_left;
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delete back_left;
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delete front_right;
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delete back_right;
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delete imm;
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}
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bool Context::is_active_on_thread()
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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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Context *Context::get()
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{
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return active_ctx;
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}
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} // namespace blender::gpu
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/** \} */
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/* -------------------------------------------------------------------- */
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GPUContext *GPU_context_create(void *ghost_window, void *ghost_context)
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{
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{
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std::scoped_lock lock(backend_users_mutex);
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if (num_backend_users == 0) {
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/* Automatically create backend when first context is created. */
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gpu_backend_create();
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}
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num_backend_users++;
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}
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Context *ctx = GPUBackend::get()->context_alloc(ghost_window, ghost_context);
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GPU_context_active_set(wrap(ctx));
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return wrap(ctx);
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}
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void GPU_context_discard(GPUContext *ctx_)
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{
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Context *ctx = unwrap(ctx_);
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delete ctx;
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active_ctx = nullptr;
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{
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std::scoped_lock lock(backend_users_mutex);
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num_backend_users--;
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BLI_assert(num_backend_users >= 0);
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if (num_backend_users == 0) {
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/* Discard backend when last context is discarded. */
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gpu_backend_discard();
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}
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}
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}
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void GPU_context_active_set(GPUContext *ctx_)
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{
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Context *ctx = unwrap(ctx_);
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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()
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{
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return wrap(Context::get());
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}
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void GPU_context_begin_frame(GPUContext *ctx)
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{
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blender::gpu::Context *_ctx = unwrap(ctx);
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if (_ctx) {
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_ctx->begin_frame();
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}
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}
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void GPU_context_end_frame(GPUContext *ctx)
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{
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blender::gpu::Context *_ctx = unwrap(ctx);
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if (_ctx) {
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_ctx->end_frame();
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}
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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()
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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()
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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 GPU Begin/end work blocks
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*
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* Used to explicitly define a per-frame block within which GPU work will happen.
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* Used for global autoreleasepool flushing in Metal
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* \{ */
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void GPU_render_begin()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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/* WORKAROUND: Currently a band-aid for the heist production. Has no side effect for GL backend
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* but should be fixed for Metal. */
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if (backend) {
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backend->render_begin();
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}
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}
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void GPU_render_end()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_end();
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}
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void GPU_render_step()
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{
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GPUBackend *backend = GPUBackend::get();
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BLI_assert(backend);
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backend->render_step();
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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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/* NOTE: To enable Metal API, we need to temporarily change this to `GPU_BACKEND_METAL`.
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* Until a global switch is added, Metal also needs to be enabled in GHOST_ContextCGL:
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* `m_useMetalForRendering = true`. */
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static eGPUBackendType g_backend_type = GPU_BACKEND_OPENGL;
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static std::optional<eGPUBackendType> g_backend_type_override = std::nullopt;
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static std::optional<bool> g_backend_type_supported = std::nullopt;
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static GPUBackend *g_backend = nullptr;
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void GPU_backend_type_selection_set(const eGPUBackendType backend)
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{
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g_backend_type = backend;
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g_backend_type_supported = std::nullopt;
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}
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eGPUBackendType GPU_backend_type_selection_get()
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{
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return g_backend_type;
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}
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void GPU_backend_type_selection_set_override(const eGPUBackendType backend_type)
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{
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g_backend_type_override = backend_type;
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}
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bool GPU_backend_type_selection_is_overridden(void)
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{
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return g_backend_type_override.has_value();
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}
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bool GPU_backend_type_selection_detect(void)
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{
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blender::Vector<eGPUBackendType> backends_to_check;
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if (GPU_backend_type_selection_is_overridden()) {
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backends_to_check.append(*g_backend_type_override);
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}
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else {
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backends_to_check.append(GPU_BACKEND_OPENGL);
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}
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/* Add fallback to OpenGL when Metal backend is requested on a platform that doesn't support
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* metal. */
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if (backends_to_check[0] == GPU_BACKEND_METAL) {
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backends_to_check.append(GPU_BACKEND_OPENGL);
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}
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for (const eGPUBackendType backend_type : backends_to_check) {
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GPU_backend_type_selection_set(backend_type);
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if (GPU_backend_supported()) {
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return true;
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}
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}
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GPU_backend_type_selection_set(GPU_BACKEND_NONE);
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return false;
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}
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static bool gpu_backend_supported()
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{
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switch (g_backend_type) {
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case GPU_BACKEND_OPENGL:
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#ifdef WITH_OPENGL_BACKEND
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return true;
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#else
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return false;
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#endif
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case GPU_BACKEND_VULKAN:
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#ifdef WITH_VULKAN_BACKEND
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return true;
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#else
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return false;
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#endif
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case GPU_BACKEND_METAL:
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#ifdef WITH_METAL_BACKEND
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return MTLBackend::metal_is_supported();
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#else
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return false;
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#endif
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default:
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BLI_assert(false && "No backend specified");
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return false;
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}
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}
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bool GPU_backend_supported()
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{
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if (!g_backend_type_supported.has_value()) {
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g_backend_type_supported = gpu_backend_supported();
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}
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return *g_backend_type_supported;
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}
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static void gpu_backend_create()
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{
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BLI_assert(g_backend == nullptr);
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BLI_assert(GPU_backend_supported());
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switch (g_backend_type) {
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#ifdef 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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#ifdef WITH_VULKAN_BACKEND
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case GPU_BACKEND_VULKAN:
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g_backend = new VKBackend;
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break;
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#endif
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#ifdef WITH_METAL_BACKEND
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case GPU_BACKEND_METAL:
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g_backend = new MTLBackend;
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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_delete_resources()
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{
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BLI_assert(g_backend);
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g_backend->delete_resources();
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}
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void gpu_backend_discard()
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{
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/* TODO: assert no resource left. */
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delete g_backend;
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g_backend = nullptr;
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}
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eGPUBackendType GPU_backend_get_type()
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{
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#ifdef WITH_OPENGL_BACKEND
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if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_OPENGL;
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}
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#endif
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#ifdef WITH_METAL_BACKEND
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if (g_backend && dynamic_cast<MTLBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_METAL;
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}
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#endif
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#ifdef WITH_VULKAN_BACKEND
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if (g_backend && dynamic_cast<VKBackend *>(g_backend) != nullptr) {
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return GPU_BACKEND_VULKAN;
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}
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#endif
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return GPU_BACKEND_NONE;
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}
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GPUBackend *GPUBackend::get()
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{
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return g_backend;
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}
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/** \} */
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