Files
test2/source/blender/gpu/intern/gpu_context_private.hh
Campbell Barton 3b5031f1cb Cleanup: use 'r_' prefix for output arguments, order last
Also clarify some naming.
2023-11-30 10:42:18 +11:00

114 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage GL objects for multiple context and threads.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_context.h"
#include "gpu_debug_private.hh"
#include "gpu_framebuffer_private.hh"
#include "gpu_immediate_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_state_private.hh"
#include <pthread.h>
struct GPUMatrixState;
namespace blender::gpu {
class Context {
public:
/** State management */
Shader *shader = nullptr;
FrameBuffer *active_fb = nullptr;
GPUMatrixState *matrix_state = nullptr;
StateManager *state_manager = nullptr;
Immediate *imm = nullptr;
/**
* All 4 window frame-buffers.
* None of them are valid in an off-screen context.
* Right frame-buffers are only available if using stereo rendering.
* Front frame-buffers contains (in principle, but not always) the last frame color.
* Default frame-buffer is back_left.
*/
FrameBuffer *back_left = nullptr;
FrameBuffer *front_left = nullptr;
FrameBuffer *back_right = nullptr;
FrameBuffer *front_right = nullptr;
DebugStack debug_stack;
bool debug_is_capturing = false;
/* GPUContext counter used to assign a unique ID to each GPUContext.
* NOTE(Metal): This is required by the Metal Backend, as a bug exists in the global OS shader
* cache wherein compilation of identical source from two distinct threads can result in an
* invalid cache collision, result in a broken shader object. Appending the unique context ID
* onto compiled sources ensures the source hashes are different. */
static int context_counter;
int context_id = 0;
protected:
/** Thread on which this context is active. */
pthread_t thread_;
bool is_active_;
/** Avoid including GHOST headers. Can be nullptr for off-screen contexts. */
void *ghost_window_;
public:
Context();
virtual ~Context();
static Context *get();
virtual void activate() = 0;
virtual void deactivate() = 0;
virtual void begin_frame() = 0;
virtual void end_frame() = 0;
/* Will push all pending commands to the GPU. */
virtual void flush() = 0;
/* Will wait until the GPU has finished executing all command. */
virtual void finish() = 0;
virtual void memory_statistics_get(int *r_total_mem, int *r_free_mem) = 0;
virtual void debug_group_begin(const char *, int){};
virtual void debug_group_end(){};
/* Returns true if capture successfully started. */
virtual bool debug_capture_begin() = 0;
virtual void debug_capture_end() = 0;
virtual void *debug_capture_scope_create(const char *name) = 0;
virtual bool debug_capture_scope_begin(void *scope) = 0;
virtual void debug_capture_scope_end(void *scope) = 0;
bool is_active_on_thread();
};
/* Syntactic sugar. */
static inline GPUContext *wrap(Context *ctx)
{
return reinterpret_cast<GPUContext *>(ctx);
}
static inline Context *unwrap(GPUContext *ctx)
{
return reinterpret_cast<Context *>(ctx);
}
static inline const Context *unwrap(const GPUContext *ctx)
{
return reinterpret_cast<const Context *>(ctx);
}
} // namespace blender::gpu