Add command line argument to switch gpu backend. Add `--gpu-backend` option to override the gpu backend selected by Blender. Values for this option that will be available in releases for now are: * opengl: Force blender to select OpenGL backend. During development and depending on compile options additional values can exist: * metal: Force Blender to select Metal backend. When this option isn't provided the internal logic for GPU backend selection will be used. Note that this is at the time of writing the same as always selecting the opengl backend. Reviewed By: fclem, brecht, MichaelPW Differential Revision: https://developer.blender.org/D16297
177 lines
5.1 KiB
Objective-C
177 lines
5.1 KiB
Objective-C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2014 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup GHOST
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*/
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#pragma once
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#include "GHOST_Context.h"
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#include <Cocoa/Cocoa.h>
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#include <Metal/Metal.h>
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#include <QuartzCore/QuartzCore.h>
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@class CAMetalLayer;
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@class MTLCommandQueue;
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@class MTLDevice;
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@class MTLRenderPipelineState;
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@class MTLTexture;
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@class NSOpenGLContext;
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@class NSOpenGLView;
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@class NSView;
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class GHOST_ContextCGL : public GHOST_Context {
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public:
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/**
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* Constructor.
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*/
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GHOST_ContextCGL(bool stereoVisual,
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NSView *metalView,
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CAMetalLayer *metalLayer,
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NSOpenGLView *openglView,
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GHOST_TDrawingContextType type);
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/**
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* Destructor.
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*/
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~GHOST_ContextCGL();
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/**
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* Swaps front and back buffers of a window.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess swapBuffers() override;
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/**
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* Activates the drawing context of this window.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess activateDrawingContext() override;
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/**
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* Release the drawing context of the calling thread.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess releaseDrawingContext() override;
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unsigned int getDefaultFramebuffer() override;
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/**
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* Call immediately after new to initialize. If this fails then immediately delete the object.
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* \return Indication as to whether initialization has succeeded.
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*/
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GHOST_TSuccess initializeDrawingContext() override;
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/**
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* Removes references to native handles from this context and then returns
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* \return GHOST_kSuccess if it is OK for the parent to release the handles and
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* GHOST_kFailure if releasing the handles will interfere with sharing
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*/
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GHOST_TSuccess releaseNativeHandles() override;
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/**
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* Sets the swap interval for #swapBuffers.
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* \param interval: The swap interval to use.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess setSwapInterval(int interval) override;
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/**
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* Gets the current swap interval for #swapBuffers.
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* \param intervalOut: Variable to store the swap interval if it can be read.
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* \return Whether the swap interval can be read.
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*/
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GHOST_TSuccess getSwapInterval(int &) override;
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/**
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* Updates the drawing context of this window.
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* Needed whenever the window is changed.
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* \return Indication of success.
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*/
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GHOST_TSuccess updateDrawingContext() override;
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/**
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* Returns a texture that Metal code can use as a render target. The current
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* contents of this texture will be composited on top of the frame-buffer
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* each time `swapBuffers` is called.
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*/
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id<MTLTexture> metalOverlayTexture();
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/**
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* Return a pointer to the Metal command queue used by this context.
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*/
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MTLCommandQueue *metalCommandQueue();
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/**
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* Return a pointer to the Metal device associated with this context.
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*/
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MTLDevice *metalDevice();
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/**
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* Register present callback
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*/
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void metalRegisterPresentCallback(void (*callback)(
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MTLRenderPassDescriptor *, id<MTLRenderPipelineState>, id<MTLTexture>, id<CAMetalDrawable>));
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private:
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/** Metal state */
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/* Set this flag to `true` when rendering with Metal API for Viewport.
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* TODO(Metal): This should be assigned to externally. */
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bool m_useMetalForRendering = false;
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NSView *m_metalView;
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CAMetalLayer *m_metalLayer;
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MTLCommandQueue *m_metalCmdQueue;
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MTLRenderPipelineState *m_metalRenderPipeline;
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bool m_ownsMetalDevice;
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/** OpenGL state, for GPUs that don't support Metal */
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NSOpenGLView *m_openGLView;
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/** The OpenGL drawing context */
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NSOpenGLContext *m_openGLContext;
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/** The virtualized default frame-buffer. */
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unsigned int m_defaultFramebuffer;
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/** The virtualized default frame-buffer's texture. */
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/**
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* Texture that you can render into with Metal. The texture will be
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* composited on top of `m_defaultFramebufferMetalTexture` whenever
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* `swapBuffers` is called.
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*/
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static const int METAL_SWAPCHAIN_SIZE = 3;
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struct MTLSwapchainTexture {
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id<MTLTexture> texture;
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unsigned int index;
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};
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MTLSwapchainTexture m_defaultFramebufferMetalTexture[METAL_SWAPCHAIN_SIZE];
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unsigned int current_swapchain_index = 0;
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/* Present callback.
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* We use this such that presentation can be controlled from within the Metal
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* Context. This is required for optimal performance and clean control flow.
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* Also helps ensure flickering does not occur by present being dependent
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* on existing submissions. */
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void (*contextPresentCallback)(MTLRenderPassDescriptor *,
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id<MTLRenderPipelineState>,
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id<MTLTexture>,
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id<CAMetalDrawable>);
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int mtl_SwapInterval;
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const bool m_debug;
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/** The first created OpenGL context (for sharing display lists) */
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static NSOpenGLContext *s_sharedOpenGLContext;
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static int s_sharedCount;
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/* Metal functions */
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void metalInit();
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void metalFree();
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void metalInitFramebuffer();
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void metalUpdateFramebuffer();
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void metalSwapBuffers();
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void initClear();
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};
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