Files
test/source/blender/gpu/intern/gpu_context.cc
Clément Foucault b3dec6617a Fix: GPU: Avoid accessing GLContext after it is destroyed
This error showed up inside an ASAN build.

Candidate for backporting in 4.5 as this can happen when simply
rendering with EEVEE or Workbench.

Pull Request: https://projects.blender.org/blender/blender/pulls/146017
2025-09-10 12:17:43 +02:00

659 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Manage GL vertex array IDs in a thread-safe way
* Use these instead of glGenBuffers & its friends
* - alloc must be called from a thread that is bound
* to the context that will be used for drawing with
* this VAO.
* - free can be called from any thread
*/
#include "BKE_global.hh"
#include "BLI_assert.h"
#include "BLI_threads.h"
#include "BLI_vector_set.hh"
#include "DNA_userdef_types.h"
#include "GHOST_C-api.h"
#include "GHOST_Types.h"
#include "GPU_context.hh"
#include "GPU_batch.hh"
#include "GPU_pass.hh"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gpu_matrix_private.hh"
#include "gpu_private.hh"
#include "gpu_shader_private.hh"
#ifdef WITH_VULKAN_BACKEND
# include "vk_backend.hh"
#endif
#ifdef WITH_OPENGL_BACKEND
# include "gl_backend.hh"
# include "gl_context.hh"
#endif
#ifdef WITH_METAL_BACKEND
# include "mtl_backend.hh"
#endif
#include "dummy_backend.hh"
#include "draw_debug.hh"
#include <mutex>
using namespace blender::gpu;
static thread_local Context *active_ctx = nullptr;
static blender::Mutex backend_users_mutex;
static int num_backend_users = 0;
static void gpu_backend_create();
static void gpu_backend_discard();
/* -------------------------------------------------------------------- */
/** \name gpu::Context methods
* \{ */
namespace blender::gpu {
int Context::context_counter = 0;
Context::Context()
{
thread_ = pthread_self();
is_active_ = false;
matrix_state = GPU_matrix_state_create();
texture_pool = new TexturePool();
context_id = Context::context_counter;
Context::context_counter++;
}
Context::~Context()
{
/* Derived class should have called free_resources already. */
BLI_assert(front_left == nullptr);
BLI_assert(back_left == nullptr);
BLI_assert(front_right == nullptr);
BLI_assert(back_right == nullptr);
BLI_assert(texture_pool == nullptr);
/** IMPORTANT: Do not free resources (texture, batch, buffers) in this function. These objects
* are likely to reference the GL/VK/MTLContext which is already destroyed at this point. */
GPU_matrix_state_discard(matrix_state);
delete state_manager;
delete imm;
}
void Context::free_resources()
{
delete front_left;
delete back_left;
delete front_right;
delete back_right;
front_left = nullptr;
back_left = nullptr;
front_right = nullptr;
back_right = nullptr;
GPU_BATCH_DISCARD_SAFE(procedural_points_batch);
GPU_BATCH_DISCARD_SAFE(procedural_lines_batch);
GPU_BATCH_DISCARD_SAFE(procedural_triangles_batch);
GPU_BATCH_DISCARD_SAFE(procedural_triangle_strips_batch);
GPU_VERTBUF_DISCARD_SAFE(dummy_vbo);
delete texture_pool;
texture_pool = nullptr;
}
bool Context::is_active_on_thread()
{
return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
}
Context *Context::get()
{
return active_ctx;
}
VertBuf *Context::dummy_vbo_get()
{
if (this->dummy_vbo) {
return this->dummy_vbo;
}
/* TODO(fclem): get rid of this dummy VBO. */
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "dummy", gpu::VertAttrType::SFLOAT_32);
this->dummy_vbo = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*this->dummy_vbo, 1);
return this->dummy_vbo;
}
Batch *Context::procedural_points_batch_get()
{
if (procedural_points_batch) {
return procedural_points_batch;
}
procedural_points_batch = GPU_batch_create(GPU_PRIM_POINTS, dummy_vbo_get(), nullptr);
return procedural_points_batch;
}
Batch *Context::procedural_lines_batch_get()
{
if (procedural_lines_batch) {
return procedural_lines_batch;
}
procedural_lines_batch = GPU_batch_create(GPU_PRIM_LINES, dummy_vbo_get(), nullptr);
return procedural_lines_batch;
}
Batch *Context::procedural_triangles_batch_get()
{
if (procedural_triangles_batch) {
return procedural_triangles_batch;
}
procedural_triangles_batch = GPU_batch_create(GPU_PRIM_TRIS, dummy_vbo_get(), nullptr);
return procedural_triangles_batch;
}
Batch *Context::procedural_triangle_strips_batch_get()
{
if (procedural_triangle_strips_batch) {
return procedural_triangle_strips_batch;
}
procedural_triangle_strips_batch = GPU_batch_create(
GPU_PRIM_TRI_STRIP, dummy_vbo_get(), nullptr);
return procedural_triangle_strips_batch;
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
GPUContext *GPU_context_create(void *ghost_window, void *ghost_context)
{
{
std::scoped_lock lock(backend_users_mutex);
if (num_backend_users == 0) {
/* Automatically create backend when first context is created. */
gpu_backend_create();
}
num_backend_users++;
}
Context *ctx = GPUBackend::get()->context_alloc(ghost_window, ghost_context);
GPU_context_active_set(wrap(ctx));
blender::draw::DebugDraw::get().acquire();
return wrap(ctx);
}
void GPU_context_discard(GPUContext *ctx_)
{
Context *ctx = unwrap(ctx_);
BLI_assert(active_ctx == ctx);
blender::draw::DebugDraw::get().release();
GPUBackend *backend = GPUBackend::get();
/* Flush any remaining printf while making sure we are inside render boundaries. */
backend->render_begin();
printf_end(ctx);
backend->render_end();
delete ctx;
active_ctx = nullptr;
{
std::scoped_lock lock(backend_users_mutex);
num_backend_users--;
BLI_assert(num_backend_users >= 0);
if (num_backend_users == 0) {
/* Discard backend when last context is discarded. */
gpu_backend_discard();
}
}
}
void GPU_context_active_set(GPUContext *ctx_)
{
Context *ctx = unwrap(ctx_);
if (active_ctx) {
GPU_shader_unbind();
active_ctx->deactivate();
}
active_ctx = ctx;
if (ctx) {
ctx->activate();
/* It can happen that the previous context drew with a different color-space.
* In the case where the new context is drawing with the same shader that was previously bound
* (shader binding optimization), the uniform would not be set again because the dirty flag
* would not have been set (since the color space of this new context never changed). The
* shader would reuse the same color-space as the previous context frame-buffer (see #137855).
*/
ctx->shader_builtin_srgb_is_dirty = true;
}
}
GPUContext *GPU_context_active_get()
{
return wrap(Context::get());
}
void GPU_context_begin_frame(GPUContext *ctx)
{
blender::gpu::Context *_ctx = unwrap(ctx);
if (_ctx) {
_ctx->begin_frame();
}
}
void GPU_context_end_frame(GPUContext *ctx)
{
blender::gpu::Context *_ctx = unwrap(ctx);
if (_ctx) {
_ctx->end_frame();
}
}
/* -------------------------------------------------------------------- */
/** \name Main context global mutex
*
* Used to avoid crash on some old drivers.
* \{ */
static blender::Mutex main_context_mutex;
void GPU_context_main_lock()
{
main_context_mutex.lock();
}
void GPU_context_main_unlock()
{
main_context_mutex.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU Begin/end work blocks
*
* Used to explicitly define a per-frame block within which GPU work will happen.
* Used for global autoreleasepool flushing in Metal
* \{ */
void GPU_render_begin()
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
/* WORKAROUND: Currently a band-aid for the heist production. Has no side effect for GL backend
* but should be fixed for Metal. */
if (backend) {
backend->render_begin();
printf_begin(active_ctx);
}
}
void GPU_render_end()
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
if (backend) {
printf_end(active_ctx);
backend->render_end();
}
}
void GPU_render_step(bool force_resource_release)
{
GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
if (backend) {
printf_end(active_ctx);
backend->render_step(force_resource_release);
printf_begin(active_ctx);
}
GPU_pass_cache_update();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Backend selection
* \{ */
static eGPUBackendType g_backend_type = GPU_BACKEND_OPENGL;
static std::optional<eGPUBackendType> g_backend_type_override = std::nullopt;
static std::optional<bool> g_backend_type_supported = std::nullopt;
static std::optional<int> g_vsync_override = std::nullopt;
static GPUBackend *g_backend = nullptr;
static GHOST_SystemHandle g_ghost_system = nullptr;
void GPU_backend_ghost_system_set(void *ghost_system_handle)
{
g_ghost_system = reinterpret_cast<GHOST_SystemHandle>(ghost_system_handle);
}
void *GPU_backend_ghost_system_get()
{
return g_ghost_system;
}
void GPU_backend_type_selection_set(const eGPUBackendType backend)
{
g_backend_type = backend;
g_backend_type_supported = std::nullopt;
}
int GPU_backend_vsync_get()
{
return g_vsync_override.value();
}
void GPU_backend_vsync_set_override(const int vsync)
{
g_vsync_override = vsync;
}
bool GPU_backend_vsync_is_overridden()
{
return g_vsync_override.has_value();
}
eGPUBackendType GPU_backend_type_selection_get()
{
return g_backend_type;
}
void GPU_backend_type_selection_set_override(const eGPUBackendType backend_type)
{
g_backend_type_override = backend_type;
}
bool GPU_backend_type_selection_is_overridden()
{
return g_backend_type_override.has_value();
}
bool GPU_backend_type_selection_detect()
{
blender::VectorSet<eGPUBackendType> backends_to_check;
if (g_backend_type_override.has_value()) {
backends_to_check.add(*g_backend_type_override);
}
#if defined(WITH_OPENGL_BACKEND)
backends_to_check.add(GPU_BACKEND_OPENGL);
#elif defined(WITH_METAL_BACKEND)
backends_to_check.add(GPU_BACKEND_METAL);
#endif
#if defined(WITH_VULKAN_BACKEND)
backends_to_check.add(GPU_BACKEND_VULKAN);
#endif
for (const eGPUBackendType backend_type : backends_to_check) {
GPU_backend_type_selection_set(backend_type);
if (GPU_backend_supported()) {
return true;
}
G.f |= G_FLAG_GPU_BACKEND_FALLBACK;
}
GPU_backend_type_selection_set(GPU_BACKEND_NONE);
return false;
}
static bool gpu_backend_supported()
{
switch (g_backend_type) {
case GPU_BACKEND_OPENGL:
#ifdef WITH_OPENGL_BACKEND
return true;
#else
return false;
#endif
case GPU_BACKEND_VULKAN:
#ifdef WITH_VULKAN_BACKEND
return VKBackend::is_supported();
#else
return false;
#endif
case GPU_BACKEND_METAL:
#ifdef WITH_METAL_BACKEND
return MTLBackend::metal_is_supported();
#else
return false;
#endif
case GPU_BACKEND_NONE:
return true;
default:
BLI_assert(false && "No backend specified");
return false;
}
}
bool GPU_backend_supported()
{
if (!g_backend_type_supported.has_value()) {
g_backend_type_supported = gpu_backend_supported();
}
return *g_backend_type_supported;
}
static void gpu_backend_create()
{
BLI_assert(g_backend == nullptr);
BLI_assert(GPU_backend_supported());
switch (g_backend_type) {
#ifdef WITH_OPENGL_BACKEND
case GPU_BACKEND_OPENGL:
g_backend = MEM_new<GLBackend>(__func__);
break;
#endif
#ifdef WITH_VULKAN_BACKEND
case GPU_BACKEND_VULKAN:
g_backend = MEM_new<VKBackend>(__func__);
break;
#endif
#ifdef WITH_METAL_BACKEND
case GPU_BACKEND_METAL:
g_backend = MEM_new<MTLBackend>(__func__);
break;
#endif
case GPU_BACKEND_NONE:
g_backend = MEM_new<DummyBackend>(__func__);
break;
default:
BLI_assert(0);
break;
}
}
void gpu_backend_init_resources()
{
BLI_assert(g_backend);
g_backend->init_resources();
}
void gpu_backend_delete_resources()
{
BLI_assert(g_backend);
g_backend->delete_resources();
}
void gpu_backend_discard()
{
/* TODO: assert no resource left. */
MEM_delete(g_backend);
g_backend = nullptr;
}
eGPUBackendType GPU_backend_get_type()
{
#ifdef WITH_OPENGL_BACKEND
if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_OPENGL;
}
#endif
#ifdef WITH_METAL_BACKEND
if (g_backend && dynamic_cast<MTLBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_METAL;
}
#endif
#ifdef WITH_VULKAN_BACKEND
if (g_backend && dynamic_cast<VKBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_VULKAN;
}
#endif
return GPU_BACKEND_NONE;
}
const char *GPU_backend_get_name()
{
switch (GPU_backend_get_type()) {
case GPU_BACKEND_OPENGL:
return "OpenGL";
case GPU_BACKEND_VULKAN:
return "Vulkan";
case GPU_BACKEND_METAL:
return "Metal";
case GPU_BACKEND_NONE:
return "None";
case GPU_BACKEND_ANY:
break;
}
return "Unknown";
}
GPUBackend *GPUBackend::get()
{
return g_backend;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUSecondaryContext
* \{ */
static GHOST_TDrawingContextType ghost_context_type()
{
switch (GPU_backend_type_selection_get()) {
#ifdef WITH_OPENGL_BACKEND
case GPU_BACKEND_OPENGL:
return GHOST_kDrawingContextTypeOpenGL;
#endif
#ifdef WITH_VULKAN_BACKEND
case GPU_BACKEND_VULKAN:
return GHOST_kDrawingContextTypeVulkan;
#endif
#ifdef WITH_METAL_BACKEND
case GPU_BACKEND_METAL:
return GHOST_kDrawingContextTypeMetal;
#endif
default:
BLI_assert_unreachable();
return GHOST_kDrawingContextTypeNone;
}
}
GPUSecondaryContext::GPUSecondaryContext()
{
/* Contexts can only be created on the main thread. */
BLI_assert(BLI_thread_is_main());
GHOST_ContextHandle main_thread_ghost_context = GHOST_GetActiveGPUContext();
GPUContext *main_thread_gpu_context = GPU_context_active_get();
/* GPU settings for context creation. */
GHOST_GPUSettings gpu_settings = {0};
gpu_settings.context_type = ghost_context_type();
if (G.debug & G_DEBUG_GPU) {
gpu_settings.flags |= GHOST_gpuDebugContext;
}
gpu_settings.preferred_device.index = U.gpu_preferred_index;
gpu_settings.preferred_device.vendor_id = U.gpu_preferred_vendor_id;
gpu_settings.preferred_device.device_id = U.gpu_preferred_device_id;
/* Grab the system handle. */
GHOST_SystemHandle ghost_system = reinterpret_cast<GHOST_SystemHandle>(
GPU_backend_ghost_system_get());
BLI_assert(ghost_system);
/* Create a Ghost GPU Context using the system handle. */
ghost_context_ = GHOST_CreateGPUContext(ghost_system, gpu_settings);
BLI_assert(ghost_context_);
/* Activate it so GPU_context_create has a valid device for info queries. */
GHOST_ActivateGPUContext(reinterpret_cast<GHOST_ContextHandle>(ghost_context_));
/* Create a GPU context for the secondary thread to use. */
gpu_context_ = GPU_context_create(nullptr, ghost_context_);
BLI_assert(gpu_context_);
/* Release the Ghost GPU Context from this thread. */
GHOST_TSuccess success = GHOST_ReleaseGPUContext(
reinterpret_cast<GHOST_ContextHandle>(ghost_context_));
BLI_assert(success);
UNUSED_VARS_NDEBUG(success);
/* Restore the main thread contexts.
* (required as the above context creation also makes it active). */
GHOST_ActivateGPUContext(main_thread_ghost_context);
GPU_context_active_set(main_thread_gpu_context);
}
GPUSecondaryContext::~GPUSecondaryContext()
{
/* Contexts should be destructed on the thread they were activated. */
BLI_assert(!BLI_thread_is_main());
GPU_context_discard(gpu_context_);
GHOST_ReleaseGPUContext(reinterpret_cast<GHOST_ContextHandle>(ghost_context_));
GHOST_SystemHandle ghost_system = reinterpret_cast<GHOST_SystemHandle>(
GPU_backend_ghost_system_get());
BLI_assert(ghost_system);
GHOST_DisposeGPUContext(ghost_system, reinterpret_cast<GHOST_ContextHandle>(ghost_context_));
}
void GPUSecondaryContext::activate()
{
/* Contexts need to be activated in the thread they're going to be used. */
BLI_assert(!BLI_thread_is_main());
GHOST_ActivateGPUContext(reinterpret_cast<GHOST_ContextHandle>(ghost_context_));
GPU_context_active_set(gpu_context_);
}
/** \} */