Files
test2/source/blender/gpu/GPU_context.hh
Campbell Barton 5540b9440a CLI: move VSync from an environment variable to an argument
Add a command line argument --gpu-vsync on/off/auto.

Prefer command line arguments for GPU settings,
as it means the value is error checked and set when Blender starts.

Also refactor GHOST_Context to take a parameter argument which
includes the stereo-visual & debug arguments and includes the newly
added vsync setting. This makes it possible to add GPU context
parameters more easily in the future.

It also removes redundant parsing & setting the VSync setting for
off-screen contexts.

Changes to recent PR !143049.

Ref !144473
2025-08-14 05:16:12 +00:00

129 lines
4.0 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 VAOs for multiple context and threads.
*/
#pragma once
#include "GPU_platform.hh"
/* GPU back-ends abstract the differences between different APIs. #GPU_context_create
* automatically initializes the back-end, and #GPU_context_discard frees it when there
* are no more contexts. */
bool GPU_backend_supported();
void GPU_backend_type_selection_set(const eGPUBackendType backend);
eGPUBackendType GPU_backend_type_selection_get();
eGPUBackendType GPU_backend_get_type();
const char *GPU_backend_get_name();
/**
* Detect the most suited eGPUBackendType.
*
* - The detected backend will be set in `GPU_backend_type_selection_set`.
* - When GPU_backend_type_selection_is_overridden it checks the overridden backend.
* When not overridden it checks a default list.
* - OpenGL backend will be checked as a fallback for Metal.
*
* Returns true when detection found a supported backend, otherwise returns false.
* When no supported backend is found GPU_backend_type_selection_set is called with
* GPU_BACKEND_NONE.
*/
bool GPU_backend_type_selection_detect();
/**
* Alter the GPU_backend_type_selection_detect to only test a specific backend
*/
void GPU_backend_type_selection_set_override(eGPUBackendType backend_type);
/**
* Check if the GPU_backend_type_selection_detect is overridden to only test a specific backend.
*/
bool GPU_backend_type_selection_is_overridden();
/**
* Get the VSync value (when set).
*/
int GPU_backend_vsync_get();
/**
* Override the default VSync.
*
* \param vsync: See #GHOST_TVSyncModes for details.
*/
void GPU_backend_vsync_set_override(int vsync);
bool GPU_backend_vsync_is_overridden();
/** Opaque type hiding blender::gpu::Context. */
struct GPUContext;
GPUContext *GPU_context_create(void *ghost_window, void *ghost_context);
/**
* To be called after #GPU_context_active_set(ctx_to_destroy).
*/
void GPU_context_discard(GPUContext *);
/**
* #GPUContext can be null.
*/
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get();
/**
* Begin and end frame are used to mark the singular boundary representing the lifetime of a whole
* frame. This also acts as a divisor for ensuring workload submission and flushing, especially for
* background rendering when there is no call to present.
* This is required by explicit-API's where there is no implicit workload flushing.
*/
void GPU_context_begin_frame(GPUContext *ctx);
void GPU_context_end_frame(GPUContext *ctx);
/**
* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
* contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
* compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
* threads should use the draw manager opengl context and make sure that they are the only one
* using it by locking the main context using these two functions.
*/
void GPU_context_main_lock();
void GPU_context_main_unlock();
/** GPU Begin/end work blocks */
void GPU_render_begin();
void GPU_render_end();
/**
* For operations which need to run exactly once per frame -- even if there are no render updates.
*/
void GPU_render_step(bool force_resource_release = false);
/** For when we need access to a system context in order to create a GPU context. */
void GPU_backend_ghost_system_set(void *ghost_system_handle);
void *GPU_backend_ghost_system_get();
namespace blender::gpu {
/**
* Abstracts secondary GHOST and GPU context creation, activation and deletion.
* Must be created from the main thread and destructed from the thread they where activated in.
* (See GPUWorker for an usage example)
*/
class GPUSecondaryContext {
private:
void *ghost_context_;
GPUContext *gpu_context_;
public:
GPUSecondaryContext();
~GPUSecondaryContext();
/** Must be called from a secondary thread. */
void activate();
};
} // namespace blender::gpu