This offers better semantic and safety of the API. Part of #130632 Pull Request: https://projects.blender.org/blender/blender/pulls/142818
65 lines
2.3 KiB
C++
65 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* A `gpu::TextureFromPool` is a wrapper around backend specific texture objects whose usage is
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* transient and can be shared between parts of an engine or across several parts of blender.
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*/
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#pragma once
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#include "BLI_vector.hh"
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#include "GPU_texture.hh"
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namespace blender::gpu {
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class TexturePool {
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private:
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/* Defer deallocation enough cycles to avoid interleaved calls to different viewport render
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* functions (selection / display) causing constant allocation / deallocation (See #113024). */
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static constexpr int max_unused_cycles_ = 8;
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struct TextureHandle {
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blender::gpu::Texture *texture;
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/* Counts the number of `reset()` call since the last use.
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* The texture memory is deallocated after a certain number of cycles. */
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int unused_cycles;
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};
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/* Pool of texture ready to be reused. */
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blender::Vector<TextureHandle> pool_;
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/* List of textures that are currently being used. Tracked to check memory leak. */
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blender::Vector<blender::gpu::Texture *> acquired_;
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public:
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~TexturePool();
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/* Return the texture pool from the active GPUContext.
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* Only valid if a context is active. */
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static TexturePool &get();
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/* Acquire a texture from the pool with the given characteristics. */
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blender::gpu::Texture *acquire_texture(int width,
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int height,
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blender::gpu::TextureFormat format,
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eGPUTextureUsage usage);
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/* Release the texture so that its memory can be reused at some other point. */
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void release_texture(blender::gpu::Texture *tmp_tex);
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/* Transfer ownership of a texture from the pool to the caller. */
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void take_texture_ownership(blender::gpu::Texture *tex);
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/* Transfer back ownership to the pool. The texture will become part of the pool. */
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void give_texture_ownership(blender::gpu::Texture *tex);
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/* Ensure no texture is still acquired and release unused textures.
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* If `force_free` is true, free all the texture memory inside the pool.
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* Otherwise, only unused textures will be freed. */
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void reset(bool force_free = false);
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};
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} // namespace blender::gpu
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