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test2/source/blender/gpu/intern/gpu_context.cc
2025-09-15 15:11:02 +02:00

659 lines
16 KiB
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/* 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 GPUBackendType g_backend_type = GPU_BACKEND_OPENGL;
static std::optional<GPUBackendType> 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 GPUBackendType 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();
}
GPUBackendType GPU_backend_type_selection_get()
{
return g_backend_type;
}
void GPU_backend_type_selection_set_override(const GPUBackendType 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<GPUBackendType> 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 GPUBackendType 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;
}
GPUBackendType 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_);
}
/** \} */