Unlike OpenGL and Metal, this handle is not shared, but rather Cycles has to take ownership of it. This required a fair amount of refactoring to ensure the handle is closed, ownership is properly transferred, and the handle is recreated once when the pixel buffer is modified.
194 lines
6.3 KiB
C++
194 lines
6.3 KiB
C++
/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "util/half.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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/* Info about the display device that will be used for graphics interop, so it
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* can be verified if interop is compatible with the rendering device. */
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class GraphicsInteropDevice {
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public:
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enum Type {
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NONE,
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OPENGL,
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VULKAN,
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METAL,
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};
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Type type = NONE;
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vector<uint8_t> uuid;
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};
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/* Handle to a native graphics API pixel buffer. If supported, the rendering device
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* may write directly to this buffer instead of calling map_texture_buffer() and
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* unmap_texture_buffer().
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*
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* This must be a pixel buffer with the specified with and height, and half float
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* with RGBA channels. */
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class GraphicsInteropBuffer {
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public:
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GraphicsInteropBuffer() = default;
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~GraphicsInteropBuffer();
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GraphicsInteropBuffer(const GraphicsInteropBuffer &other) = delete;
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GraphicsInteropBuffer &operator=(const GraphicsInteropBuffer &other) = delete;
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GraphicsInteropBuffer(GraphicsInteropBuffer &&other) = delete;
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GraphicsInteropBuffer &operator=(GraphicsInteropBuffer &&other) = delete;
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/* Display Driver API. */
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/* Assign handle. For Vulkan, this transfers ownership of the handle. */
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void assign(GraphicsInteropDevice::Type type, int64_t handle, size_t size);
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/* Is a handle assigned? */
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bool is_empty() const;
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/* Zero memory. */
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void zero();
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/* Clear handle. */
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void clear();
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/* Device graphics interop API. */
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/* Get type of handle. */
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GraphicsInteropDevice::Type get_type() const;
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/* Get size of buffer. */
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size_t get_size() const;
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/* Is there a new handle to take ownership of? */
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bool has_new_handle() const;
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/* Take ownership of the handle. */
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int64_t take_handle();
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/* Take ownership of zeroing the buffer. */
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bool take_zero();
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protected:
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/* The handle is expected to be:
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* - OpenGL: pixel buffer object ID.
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* - Vulkan on Windows: opaque handle for VkBuffer.
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* - Vulkan on Unix: opaque file descriptor for VkBuffer.
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* - Metal: MTLBuffer with unified memory. */
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GraphicsInteropDevice::Type type_ = GraphicsInteropDevice::NONE;
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int64_t handle_ = 0;
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bool own_handle_ = false;
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/* Actual size of the memory, which must be `>= width * height * sizeof(half4)`. */
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size_t size_ = 0;
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/* Clear the entire buffer before doing partial write to it. */
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bool need_zero_ = false;
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};
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/* Display driver for efficient interactive display of renders.
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*
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* Host applications implement this interface for viewport rendering. For best performance, we
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* recommend:
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* - Allocating a texture on the GPU to be interactively updated
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* - Using the graphics interop mechanism to avoid CPU-GPU copying overhead
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* - Using a dedicated or thread-safe graphics API context for updates, to avoid
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* blocking the host application.
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*/
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class DisplayDriver {
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public:
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DisplayDriver() = default;
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virtual ~DisplayDriver() = default;
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/* Render buffer parameters. */
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struct Params {
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public:
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/* Render resolution, ignoring progressive resolution changes.
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* The texture buffer should be allocated with this size. */
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int2 size = make_int2(0, 0);
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/* For border rendering, the full resolution of the render, and the offset within that larger
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* render. */
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int2 full_size = make_int2(0, 0);
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int2 full_offset = make_int2(0, 0);
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bool modified(const Params &other) const
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{
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return !(full_offset == other.full_offset && full_size == other.full_size &&
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size == other.size);
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}
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};
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virtual void next_tile_begin() = 0;
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/* Update the render from the rendering thread.
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*
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* Cycles periodically updates the render to be displayed. For multithreaded updates with
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* potentially multiple rendering devices, it will call these methods as follows.
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*
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* if (driver.update_begin(params, width, height)) {
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* parallel_for_each(rendering_device) {
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* buffer = driver.map_texture_buffer();
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* if (buffer) {
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* fill(buffer);
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* driver.unmap_texture_buffer();
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* }
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* }
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* driver.update_end();
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* }
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*
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* The parameters may dynamically change due to camera changes in the scene, and resources should
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* be re-allocated accordingly.
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*
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* The width and height passed to update_begin() are the effective render resolution taking into
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* account progressive resolution changes, which may be equal to or smaller than the params.size.
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* For efficiency, changes in this resolution should be handled without re-allocating resources,
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* but rather by using a subset of the full resolution buffer. */
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virtual bool update_begin(const Params ¶ms, const int width, const int height) = 0;
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virtual void update_end() = 0;
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/* Optionally flush outstanding display commands before ending the render loop. */
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virtual void flush(){};
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virtual half4 *map_texture_buffer() = 0;
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virtual void unmap_texture_buffer() = 0;
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GraphicsInteropBuffer graphics_interop_buffer_;
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/* Graphics interop to avoid CPU - GPU transfer. See GraphicsInteropBuffer for details. */
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virtual GraphicsInteropDevice graphics_interop_get_device()
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{
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return GraphicsInteropDevice();
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}
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virtual void graphics_interop_update_buffer() {}
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GraphicsInteropBuffer &graphics_interop_get_buffer()
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{
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return graphics_interop_buffer_;
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}
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/* (De)activate graphics context required for editing or deleting the graphics interop
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* object.
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*
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* For example, destruction of the CUDA object associated with an OpenGL requires the
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* OpenGL context to be active. */
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virtual void graphics_interop_activate(){};
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virtual void graphics_interop_deactivate(){};
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/* Clear the display buffer by filling it with zeros. */
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virtual void zero() = 0;
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/* Draw the render using the native graphics API.
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*
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* Note that this may be called in parallel to updates. The implementation is responsible for
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* mutex locking or other mechanisms to avoid conflicts.
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*
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* The parameters may have changed since the last update. The implementation is responsible for
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* deciding to skip or adjust render display for such changes.
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*
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* Host application drawing the render buffer should use Session.draw(), which will
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* call this method. */
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virtual void draw(const Params ¶ms) = 0;
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};
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CCL_NAMESPACE_END
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