Files
test/source/blender/gpu/intern/gpu_batch_presets.cc
Clément Foucault 18d3f0a1a5 Fix #145651: GPU: Memoryleak drawing node links
The link buffer was not free on exit.
Previous implementation was freing it with the
gpu::Batch which is registered as preset.
This commit introduces buffer registration
to free them on exit.

Pull Request: https://projects.blender.org/blender/blender/pulls/145921
2025-09-09 12:49:32 +02:00

286 lines
8.4 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_threads.h"
#include "MEM_guardedalloc.h"
#include "GPU_batch.hh"
#include "GPU_batch_presets.hh" /* Own include. */
/* -------------------------------------------------------------------- */
/** \name Local Structures
* \{ */
/* Struct to store 3D Batches and their format */
static struct {
struct {
blender::gpu::Batch *sphere_high;
blender::gpu::Batch *sphere_med;
blender::gpu::Batch *sphere_low;
blender::gpu::Batch *sphere_wire_low;
blender::gpu::Batch *sphere_wire_med;
} batch;
GPUVertFormat format;
struct {
uint pos, nor;
} attr_id;
ThreadMutex mutex;
} g_presets_3d = {{nullptr}};
static struct {
struct {
blender::gpu::Batch *quad;
} batch;
GPUVertFormat format;
struct {
uint pos, col;
} attr_id;
} g_presets_2d = {{nullptr}};
static ListBase presets_list = {nullptr, nullptr};
static ListBase buffer_list = {nullptr, nullptr};
/** \} */
/* -------------------------------------------------------------------- */
/** \name 3D Primitives
* \{ */
static GPUVertFormat &preset_3d_format()
{
if (g_presets_3d.format.attr_len == 0) {
GPUVertFormat *format = &g_presets_3d.format;
g_presets_3d.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32_32);
g_presets_3d.attr_id.nor = GPU_vertformat_attr_add(
format, "nor", blender::gpu::VertAttrType::SFLOAT_32_32_32);
}
return g_presets_3d.format;
}
static GPUVertFormat &preset_2d_format()
{
if (g_presets_2d.format.attr_len == 0) {
GPUVertFormat *format = &g_presets_2d.format;
g_presets_2d.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32);
g_presets_2d.attr_id.col = GPU_vertformat_attr_add(
format, "color", blender::gpu::VertAttrType::SFLOAT_32_32_32_32);
}
return g_presets_2d.format;
}
static void batch_sphere_lat_lon_vert(GPUVertBufRaw *pos_step,
GPUVertBufRaw *nor_step,
float lat,
float lon)
{
float pos[3];
pos[0] = sinf(lat) * cosf(lon);
pos[1] = cosf(lat);
pos[2] = sinf(lat) * sinf(lon);
copy_v3_v3(static_cast<float *>(GPU_vertbuf_raw_step(pos_step)), pos);
copy_v3_v3(static_cast<float *>(GPU_vertbuf_raw_step(nor_step)), pos);
}
blender::gpu::Batch *GPU_batch_preset_sphere(int lod)
{
BLI_assert(lod >= 0 && lod <= 2);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_low;
}
if (lod == 1) {
return g_presets_3d.batch.sphere_med;
}
return g_presets_3d.batch.sphere_high;
}
blender::gpu::Batch *GPU_batch_preset_sphere_wire(int lod)
{
BLI_assert(lod >= 0 && lod <= 1);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_wire_low;
}
return g_presets_3d.batch.sphere_wire_med;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Create Sphere (3D)
* \{ */
static blender::gpu::Batch *gpu_batch_sphere(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
const uint vbo_len = (lat_res - 1) * lon_res * 6;
GPU_vertbuf_data_alloc(*vbo, vbo_len);
GPUVertBufRaw pos_step, nor_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
if (j != 0) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
}
}
}
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
return GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, nullptr, GPU_BATCH_OWNS_VBO);
}
static blender::gpu::Batch *batch_sphere_wire(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
float lon, lat;
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(preset_3d_format());
const uint vbo_len = (lat_res * lon_res * 2) + ((lat_res - 1) * lon_res * 2);
GPU_vertbuf_data_alloc(*vbo, vbo_len);
GPUVertBufRaw pos_step, nor_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_presets_3d.attr_id.nor, &nor_step);
lon = 0.0f;
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
lat = 0.0f;
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat, lon);
if (j != lat_res - 1) { /* Pole */
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon + lon_inc);
batch_sphere_lat_lon_vert(&pos_step, &nor_step, lat + lat_inc, lon);
}
}
}
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&pos_step));
BLI_assert(vbo_len == GPU_vertbuf_raw_used(&nor_step));
return GPU_batch_create_ex(GPU_PRIM_LINES, vbo, nullptr, GPU_BATCH_OWNS_VBO);
}
blender::gpu::Batch *GPU_batch_preset_quad()
{
if (!g_presets_2d.batch.quad) {
blender::gpu::VertBuf *vbo = GPU_vertbuf_create_with_format(preset_2d_format());
GPU_vertbuf_data_alloc(*vbo, 4);
float pos_data[4][2] = {{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}};
GPU_vertbuf_attr_fill(vbo, g_presets_2d.attr_id.pos, pos_data);
/* Don't fill the color. */
g_presets_2d.batch.quad = GPU_batch_create_ex(
GPU_PRIM_TRI_STRIP, vbo, nullptr, GPU_BATCH_OWNS_VBO);
gpu_batch_presets_register(g_presets_2d.batch.quad);
}
return g_presets_2d.batch.quad;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Preset Registration Management
* \{ */
void gpu_batch_presets_init()
{
BLI_mutex_init(&g_presets_3d.mutex);
/* Hard coded resolution */
g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16);
gpu_batch_presets_register(g_presets_3d.batch.sphere_low);
g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10);
gpu_batch_presets_register(g_presets_3d.batch.sphere_med);
g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24);
gpu_batch_presets_register(g_presets_3d.batch.sphere_high);
g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_low);
g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);
gpu_batch_presets_register(g_presets_3d.batch.sphere_wire_med);
}
void gpu_batch_presets_register(blender::gpu::Batch *preset_batch)
{
BLI_mutex_lock(&g_presets_3d.mutex);
BLI_addtail(&presets_list, BLI_genericNodeN(preset_batch));
BLI_mutex_unlock(&g_presets_3d.mutex);
}
void gpu_batch_storage_buffer_register(blender::gpu::StorageBuf *preset_buffer)
{
BLI_mutex_lock(&g_presets_3d.mutex);
BLI_addtail(&buffer_list, BLI_genericNodeN(preset_buffer));
BLI_mutex_unlock(&g_presets_3d.mutex);
}
void gpu_batch_presets_exit()
{
while (LinkData *link = static_cast<LinkData *>(BLI_pophead(&presets_list))) {
blender::gpu::Batch *preset = static_cast<blender::gpu::Batch *>(link->data);
GPU_batch_discard(preset);
MEM_freeN(link);
}
while (LinkData *link = static_cast<LinkData *>(BLI_pophead(&buffer_list))) {
blender::gpu::StorageBuf *preset = static_cast<blender::gpu::StorageBuf *>(link->data);
GPU_storagebuf_free(preset);
MEM_freeN(link);
}
/* Reset pointers to null for subsequent initializations after tear-down. */
g_presets_2d = {{nullptr}};
g_presets_3d = {{nullptr}};
presets_list = {nullptr, nullptr};
BLI_mutex_end(&g_presets_3d.mutex);
}
/** \} */