Files
test/intern/cycles/session/display_driver.h
Campbell Barton 43af16a4c1 Cleanup: spelling in comments, correct comment block formatting
Also use doxygen comments more consistently.
2025-05-01 11:44:33 +10:00

168 lines
5.6 KiB
C++

/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "util/half.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
/* Info about the display device that will be used for graphics interop, so it
* can be verified if interop is compatible with the rendering device. */
class GraphicsInteropDevice {
public:
enum Type {
NONE,
OPENGL,
VULKAN,
METAL,
};
Type type = NONE;
vector<uint8_t> uuid;
};
/* Handle to a native graphics API pixel buffer. If supported, the rendering device
* may write directly to this buffer instead of calling map_texture_buffer() and
* unmap_texture_buffer().
*
* This must be a pixel buffer with the specified with and height, and half float
* with RGBA channels. */
class GraphicsInteropBuffer {
public:
/* Dimensions of the buffer, in pixels. */
int width = 0;
int height = 0;
/* The handle is expected to be:
* - OpenGL: pixel buffer object ID.
* - Vulkan on Windows: opaque handle for VkBuffer.
* - Vulkan on Unix: opaque file descriptor for VkBuffer.
* - Metal: pixel buffer unified memory pointer. */
GraphicsInteropDevice::Type type = GraphicsInteropDevice::NONE;
int64_t handle = 0;
/* Actual size of the memory, which must be `>= width * height sizeof(half4)`. */
size_t size = 0;
/* Clear the entire buffer before doing partial write to it. */
bool need_clear = false;
/* Enforce re-creation of the graphics interop object.
*
* When this field is true then the graphics interop will be re-created no matter what the
* rest of the configuration is.
* When this field is false the graphics interop will be re-created if the PBO or buffer size
* did change.
*
* This allows to ensure graphics interop is re-created when there is a possibility that an
* underlying PBO was re-allocated but did not change its ID. */
bool need_recreate = false;
};
/* Display driver for efficient interactive display of renders.
*
* Host applications implement this interface for viewport rendering. For best performance, we
* recommend:
* - Allocating a texture on the GPU to be interactively updated
* - Using the graphics interop mechanism to avoid CPU-GPU copying overhead
* - Using a dedicated or thread-safe graphics API context for updates, to avoid
* blocking the host application.
*/
class DisplayDriver {
public:
DisplayDriver() = default;
virtual ~DisplayDriver() = default;
/* Render buffer parameters. */
struct Params {
public:
/* Render resolution, ignoring progressive resolution changes.
* The texture buffer should be allocated with this size. */
int2 size = make_int2(0, 0);
/* For border rendering, the full resolution of the render, and the offset within that larger
* render. */
int2 full_size = make_int2(0, 0);
int2 full_offset = make_int2(0, 0);
bool modified(const Params &other) const
{
return !(full_offset == other.full_offset && full_size == other.full_size &&
size == other.size);
}
};
virtual void next_tile_begin() = 0;
/* Update the render from the rendering thread.
*
* Cycles periodically updates the render to be displayed. For multithreaded updates with
* potentially multiple rendering devices, it will call these methods as follows.
*
* if (driver.update_begin(params, width, height)) {
* parallel_for_each(rendering_device) {
* buffer = driver.map_texture_buffer();
* if (buffer) {
* fill(buffer);
* driver.unmap_texture_buffer();
* }
* }
* driver.update_end();
* }
*
* The parameters may dynamically change due to camera changes in the scene, and resources should
* be re-allocated accordingly.
*
* The width and height passed to update_begin() are the effective render resolution taking into
* account progressive resolution changes, which may be equal to or smaller than the params.size.
* For efficiency, changes in this resolution should be handled without re-allocating resources,
* but rather by using a subset of the full resolution buffer. */
virtual bool update_begin(const Params &params, const int width, const int height) = 0;
virtual void update_end() = 0;
/* Optionally flush outstanding display commands before ending the render loop. */
virtual void flush(){};
virtual half4 *map_texture_buffer() = 0;
virtual void unmap_texture_buffer() = 0;
virtual GraphicsInteropDevice graphics_interop_get_device()
{
return GraphicsInteropDevice();
}
virtual GraphicsInteropBuffer graphics_interop_get_buffer()
{
return GraphicsInteropBuffer();
}
/* (De)activate graphics context required for editing or deleting the graphics interop
* object.
*
* For example, destruction of the CUDA object associated with an OpenGL requires the
* OpenGL context to be active. */
virtual void graphics_interop_activate(){};
virtual void graphics_interop_deactivate(){};
/* Clear the display buffer by filling it with zeros. */
virtual void clear() = 0;
/* Draw the render using the native graphics API.
*
* Note that this may be called in parallel to updates. The implementation is responsible for
* mutex locking or other mechanisms to avoid conflicts.
*
* The parameters may have changed since the last update. The implementation is responsible for
* deciding to skip or adjust render display for such changes.
*
* Host application drawing the render buffer should use Session.draw(), which will
* call this method. */
virtual void draw(const Params &params) = 0;
};
CCL_NAMESPACE_END