Files
test2/source/blender/gpu/opengl/gl_context.cc
Brecht Van Lommel 24e5226ff0 Fix #128186: Invalid GPU framebuffer free from context
Framebuffers are getting freed in the GPUContext base class destructor. But
the framebuffer destructors use the MTL/VK/GLContext derived class, whose
destructor has already completed at this point. So these contexts are no
longer valid to use.

Now free the framebuffers earlier.

This caused ASAN warnings, it's not known to cause actual bugs.

Pull Request: https://projects.blender.org/blender/blender/pulls/132504
2025-01-06 11:32:02 +01:00

330 lines
8.3 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "BKE_global.hh"
#include "GPU_framebuffer.hh"
#include "GHOST_C-api.h"
#include "gpu_context_private.hh"
#include "gpu_immediate_private.hh"
#include "gl_debug.hh"
#include "gl_immediate.hh"
#include "gl_state.hh"
#include "gl_uniform_buffer.hh"
#include "gl_backend.hh" /* TODO: remove. */
#include "gl_context.hh"
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Constructor / Destructor
* \{ */
GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
: shared_orphan_list_(shared_orphan_list)
{
if (G.debug & G_DEBUG_GPU) {
debug::init_gl_callbacks();
}
float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glGenBuffers(1, &default_attr_vbo_);
glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
state_manager = new GLStateManager();
imm = new GLImmediate();
ghost_window_ = ghost_window;
if (ghost_window) {
GLuint default_fbo = GHOST_GetDefaultGPUFramebuffer((GHOST_WindowHandle)ghost_window);
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (default_fbo != 0) {
/* Bind default framebuffer, otherwise state might be undefined because of
* detect_mip_render_workaround(). */
glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
front_left = new GLFrameBuffer("front_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
}
else {
front_left = new GLFrameBuffer("front_left", this, GL_FRONT_LEFT, 0, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_BACK_LEFT, 0, w, h);
}
GLboolean supports_stereo_quad_buffer = GL_FALSE;
glGetBooleanv(GL_STEREO, &supports_stereo_quad_buffer);
if (supports_stereo_quad_buffer) {
front_right = new GLFrameBuffer("front_right", this, GL_FRONT_RIGHT, 0, w, h);
back_right = new GLFrameBuffer("back_right", this, GL_BACK_RIGHT, 0, w, h);
}
}
else {
/* For off-screen contexts. Default frame-buffer is null. */
back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
}
active_fb = back_left;
static_cast<GLStateManager *>(state_manager)->active_fb = static_cast<GLFrameBuffer *>(
active_fb);
compiler = GLBackend::get()->get_compiler();
}
GLContext::~GLContext()
{
free_framebuffers();
BLI_assert(orphaned_framebuffers_.is_empty());
BLI_assert(orphaned_vertarrays_.is_empty());
/* For now don't allow GPUFrameBuffers to be reuse in another context. */
BLI_assert(framebuffers_.is_empty());
/* Delete VAO's so the batch can be reused in another context. */
for (GLVaoCache *cache : vao_caches_) {
cache->clear();
}
glDeleteBuffers(1, &default_attr_vbo_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Activate / Deactivate context
* \{ */
void GLContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
thread_ = pthread_self();
/* Clear accumulated orphans. */
orphans_clear();
if (ghost_window_) {
/* Get the correct framebuffer size for the internal framebuffers. */
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window_);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (front_left) {
front_left->size_set(w, h);
}
if (back_left) {
back_left->size_set(w, h);
}
if (front_right) {
front_right->size_set(w, h);
}
if (back_right) {
back_right->size_set(w, h);
}
}
/* Not really following the state but we should consider
* no ubo bound when activating a context. */
bound_ubo_slots = 0;
bound_ssbo_slots = 0;
immActivate();
}
void GLContext::deactivate()
{
immDeactivate();
is_active_ = false;
}
void GLContext::begin_frame()
{
/* No-op. */
}
void GLContext::end_frame()
{
/* No-op. */
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Flush, Finish & sync
* \{ */
void GLContext::flush()
{
glFlush();
}
void GLContext::finish()
{
glFinish();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Safe object deletion
*
* GPU objects can be freed when the context is not bound.
* In this case we delay the deletion until the context is bound again.
* \{ */
void GLSharedOrphanLists::orphans_clear()
{
/* Check if any context is active on this thread! */
BLI_assert(GLContext::get());
lists_mutex.lock();
if (!buffers.is_empty()) {
glDeleteBuffers(uint(buffers.size()), buffers.data());
buffers.clear();
}
if (!textures.is_empty()) {
glDeleteTextures(uint(textures.size()), textures.data());
textures.clear();
}
lists_mutex.unlock();
};
void GLContext::orphans_clear()
{
/* Check if context has been activated by another thread! */
BLI_assert(this->is_active_on_thread());
lists_mutex_.lock();
if (!orphaned_vertarrays_.is_empty()) {
glDeleteVertexArrays(uint(orphaned_vertarrays_.size()), orphaned_vertarrays_.data());
orphaned_vertarrays_.clear();
}
if (!orphaned_framebuffers_.is_empty()) {
glDeleteFramebuffers(uint(orphaned_framebuffers_.size()), orphaned_framebuffers_.data());
orphaned_framebuffers_.clear();
}
lists_mutex_.unlock();
shared_orphan_list_.orphans_clear();
};
void GLContext::orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id)
{
list_mutex.lock();
orphan_list.append(id);
list_mutex.unlock();
}
void GLContext::vao_free(GLuint vao_id)
{
if (this == GLContext::get()) {
glDeleteVertexArrays(1, &vao_id);
}
else {
orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
}
}
void GLContext::fbo_free(GLuint fbo_id)
{
if (this == GLContext::get()) {
glDeleteFramebuffers(1, &fbo_id);
}
else {
orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
}
}
void GLContext::buf_free(GLuint buf_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteBuffers(1, &buf_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.buffers, orphan_list.lists_mutex, buf_id);
}
}
void GLContext::tex_free(GLuint tex_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteTextures(1, &tex_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.textures, orphan_list.lists_mutex, tex_id);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Linked object deletion
*
* These objects contain data that are stored per context. We
* need to do some cleanup if they are used across context or if context
* is discarded.
* \{ */
void GLContext::vao_cache_register(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.add(cache);
lists_mutex_.unlock();
}
void GLContext::vao_cache_unregister(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.remove(cache);
lists_mutex_.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
void GLContext::memory_statistics_get(int *r_total_mem, int *r_free_mem)
{
if (epoxy_has_gl_extension("GL_NVX_gpu_memory_info")) {
/* Returned value in Kb. */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, r_total_mem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, r_free_mem);
}
else if (epoxy_has_gl_extension("GL_ATI_meminfo")) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*r_total_mem = 0;
*r_free_mem = stats[0]; /* Total memory free in the pool. */
}
else {
*r_total_mem = 0;
*r_free_mem = 0;
}
}
/** \} */