Files
test/source/blender/gpu/opengl/gl_context.cc
Clément Foucault f2ae04db10 GPU: Implement missing UBO/SSBO bind tracking
This PR adds a context function to consider all
buffer bindings obsolete. This is in order to
track missing binds and invalid lingering states
accross `draw::Pass`es.

The functions `GPU_storagebuf_debug_unbind_all`
and `GPU_uniformbuf_debug_unbind_all` do nothing
more than resetting the internal debug slot bits
to zero. This is what OpenGL backend does as it
doesn't track the bindings themselves.

Other backends might have other way to detect
missing bindings. If not they should be
implemented separately anyway.

I renamed the function to `debug_unbind_all` to
denote that it actually does something related to
debugging.

This also add SSBO binding check for OpenGL as it
was also missing.

#### Future

This error checking logic is pretty much backend
agnostic. While it would be nice to move it at
`gpu::Context` level, we don't have the resources
for that now.

Pull Request: https://projects.blender.org/blender/blender/pulls/120716
2024-04-17 11:06:39 +02:00

327 lines
8.2 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "BKE_global.hh"
#include "GPU_framebuffer.hh"
#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_GetDefaultGPUFramebuffer((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;
bound_ssbo_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)
{
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;
}
}
/** \} */