Files
test2/source/blender/gpu/GPU_context.hh
Jason Fielder 81f9df606a Fix #130700: Release Metal resources after each frame when rendering Python animations.
Rendering animations from Python scripts via `bpy.ops.render.opengl()`
did not trigger any of the notifications in the Metal back-end to
indicate a frame had been rendered and that the associated resources
could be released. This adds a call to GPU_render_step() after each
render. For the original asset in the bug report this reduces the high
memory watermark from 30gb to 13gb for 500 frames. 13gb is likely
still too high and therefore it is likely there are additional leaks
that need to be addressed so this should only be considered a partial
fix.

Authored by Apple: James McCarthy

Co-authored-by: James McCarthy <jamesmccarthy@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/131085
2024-12-12 20:30:18 +01:00

90 lines
3.3 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_batch.hh"
#include "GPU_common.hh"
#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();
/**
* 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 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();
/** 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();