Cleanup: style
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@@ -23,7 +23,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/gpu_vertex_array_id.cpp
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/** \file blender/gpu/intern/gpu_vertex_array_id.cpp
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* \ingroup gpu
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*
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* Manage GL vertex array IDs in a thread-safe way
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@@ -58,7 +58,7 @@ static bool thread_is_main() {
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struct GPUContext {
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GLuint default_vao;
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std::unordered_set<GPUBatch*> batches; /* Batches that have VAOs from this context */
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std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
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std::vector<GLuint> orphaned_vertarray_ids;
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std::mutex orphans_mutex; /* todo: try spinlock instead */
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#if TRUST_NO_ONE
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@@ -73,12 +73,12 @@ struct GPUContext {
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#if defined(_MSC_VER) && (_MSC_VER == 1800)
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#define thread_local __declspec(thread)
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thread_local GPUContext* active_ctx = NULL;
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thread_local GPUContext *active_ctx = NULL;
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#else
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static thread_local GPUContext* active_ctx = NULL;
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static thread_local GPUContext *active_ctx = NULL;
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#endif
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static void clear_orphans(GPUContext* ctx)
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static void clear_orphans(GPUContext *ctx)
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{
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ctx->orphans_mutex.lock();
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if (!ctx->orphaned_vertarray_ids.empty()) {
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@@ -89,19 +89,19 @@ static void clear_orphans(GPUContext* ctx)
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ctx->orphans_mutex.unlock();
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}
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GPUContext* GPU_context_create(void)
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GPUContext *GPU_context_create(void)
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{
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#if TRUST_NO_ONE
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/* assert(thread_is_main()); */
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#endif
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GPUContext* ctx = new GPUContext;
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GPUContext *ctx = new GPUContext;
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glGenVertexArrays(1, &ctx->default_vao);
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GPU_context_active_set(ctx);
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return ctx;
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}
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/* to be called after GPU_context_active_set(ctx_to_destroy) */
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void GPU_context_discard(GPUContext* ctx)
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void GPU_context_discard(GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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/* Make sure no other thread has locked it. */
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@@ -120,7 +120,7 @@ void GPU_context_discard(GPUContext* ctx)
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}
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/* ctx can be NULL */
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void GPU_context_active_set(GPUContext* ctx)
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void GPU_context_active_set(GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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if (active_ctx) {
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@@ -140,7 +140,7 @@ void GPU_context_active_set(GPUContext* ctx)
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active_ctx = ctx;
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}
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GPUContext* GPU_context_active_get(void)
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GPUContext *GPU_context_active_get(void)
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{
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return active_ctx;
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}
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@@ -168,7 +168,7 @@ GLuint GPU_vao_alloc(void)
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}
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/* this can be called from multiple thread */
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void GPU_vao_free(GLuint vao_id, GPUContext* ctx)
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void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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assert(ctx);
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@@ -183,12 +183,12 @@ void GPU_vao_free(GLuint vao_id, GPUContext* ctx)
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}
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}
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void gpu_context_add_batch(GPUContext* ctx, GPUBatch* batch)
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void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
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{
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ctx->batches.emplace(batch);
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}
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void gpu_context_remove_batch(GPUContext* ctx, GPUBatch* batch)
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void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
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{
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ctx->orphans_mutex.lock();
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ctx->batches.erase(batch);
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