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test2/intern/cycles/render/gpu_display.h
2021-09-24 11:31:23 +10:00

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10 KiB
C++

/*
* Copyright 2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "device/device_graphics_interop.h"
#include "util/util_half.h"
#include "util/util_thread.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
/* GPUDisplay class takes care of drawing render result in a viewport. The render result is stored
* in a GPU-side texture, which is updated from a path tracer and drawn by an application.
*
* The base GPUDisplay does some special texture state tracking, which allows render Session to
* make decisions on whether reset for an updated state is possible or not. This state should only
* be tracked in a base class and a particular implementation should not worry about it.
*
* The subclasses should only implement the pure virtual methods, which allows them to not worry
* about parent method calls, which helps them to be as small and reliable as possible. */
class GPUDisplayParams {
public:
/* Offset of the display within a viewport.
* For example, set to a lower-bottom corner of border render in Blender's viewport. */
int2 offset = make_int2(0, 0);
/* Full viewport size.
*
* NOTE: Is not affected by the resolution divider. */
int2 full_size = make_int2(0, 0);
/* Effective viewport size.
* In the case of border render, size of the border rectangle.
*
* NOTE: Is not affected by the resolution divider. */
int2 size = make_int2(0, 0);
bool modified(const GPUDisplayParams &other) const
{
return !(offset == other.offset && full_size == other.full_size && size == other.size);
}
};
class GPUDisplay {
public:
GPUDisplay() = default;
virtual ~GPUDisplay() = default;
/* Reset the display for the new state of render session. Is called whenever session is reset,
* which happens on changes like viewport navigation or viewport dimension change.
*
* This call will configure parameters for a changed buffer and reset the texture state. */
void reset(const BufferParams &buffer_params);
const GPUDisplayParams &get_params() const
{
return params_;
}
/* --------------------------------------------------------------------
* Update procedure.
*
* These calls indicates a desire of the caller to update content of the displayed texture. */
/* Returns true when update is ready. Update should be finished with update_end().
*
* If false is returned then no update is possible, and no update_end() call is needed.
*
* The texture width and height denotes an actual resolution of the underlying render result. */
bool update_begin(int texture_width, int texture_height);
void update_end();
/* Get currently configured texture size of the display (as configured by `update_begin()`. */
int2 get_texture_size() const;
/* --------------------------------------------------------------------
* Texture update from CPU buffer.
*
* NOTE: The GPUDisplay should be marked for an update being in process with `update_begin()`.
*
* Most portable implementation, which must be supported by all platforms. Might not be the most
* efficient one.
*/
/* Copy buffer of rendered pixels of a given size into a given position of the texture.
*
* This function does not acquire a lock. The reason for this is is to allow use of this function
* for partial updates from different devices. In this case the caller will acquire the lock
* once, update all the slices and release
* the lock once. This will ensure that draw() will never use partially updated texture. */
void copy_pixels_to_texture(
const half4 *rgba_pixels, int texture_x, int texture_y, int pixels_width, int pixels_height);
/* --------------------------------------------------------------------
* Texture buffer mapping.
*
* This functionality is used to update GPU-side texture content without need to maintain CPU
* side buffer on the caller.
*
* NOTE: The GPUDisplay should be marked for an update being in process with `update_begin()`.
*
* NOTE: Texture buffer can not be mapped while graphics interoperability is active. This means
* that `map_texture_buffer()` is not allowed between `graphics_interop_begin()` and
* `graphics_interop_end()` calls.
*/
/* Map pixels memory form texture to a buffer available for write from CPU. Width and height will
* define a requested size of the texture to write to.
* Upon success a non-null pointer is returned and the texture buffer is to be unmapped.
* If an error happens during mapping, or if mapping is not supported by this GPU display a
* null pointer is returned and the buffer is NOT to be unmapped.
*
* NOTE: Usually the implementation will rely on a GPU context of some sort, and the GPU context
* is often can not be bound to two threads simultaneously, and can not be released from a
* different thread. This means that the mapping API should be used from the single thread only,
*/
half4 *map_texture_buffer();
void unmap_texture_buffer();
/* --------------------------------------------------------------------
* Graphics interoperability.
*
* A special code path which allows to update texture content directly from the GPU compute
* device. Complementary part of DeviceGraphicsInterop.
*
* NOTE: Graphics interoperability can not be used while the texture buffer is mapped. This means
* that `graphics_interop_get()` is not allowed between `map_texture_buffer()` and
* `unmap_texture_buffer()` calls. */
/* Get GPUDisplay graphics interoperability information which acts as a destination for the
* device API. */
DeviceGraphicsInteropDestination graphics_interop_get();
/* (De)activate GPU display for graphics interoperability outside of regular display update
* routines. */
virtual void graphics_interop_activate();
virtual void graphics_interop_deactivate();
/* --------------------------------------------------------------------
* Drawing.
*/
/* Clear the texture by filling it with all zeroes.
*
* This call might happen in parallel with draw, but can never happen in parallel with the
* update.
*
* The actual zeroing can be deferred to a later moment. What is important is that after clear
* and before pixels update the drawing texture will be fully empty, and that partial update
* after clear will write new pixel values for an updating area, leaving everything else zeroed.
*
* If the GPU display supports graphics interoperability then the zeroing the display is to be
* delegated to the device via the `DeviceGraphicsInteropDestination`. */
virtual void clear() = 0;
/* Draw the current state of the texture.
*
* Returns true if this call did draw an updated state of the texture. */
bool draw();
protected:
/* Implementation-specific calls which subclasses are to implement.
* These `do_foo()` method corresponds to their `foo()` calls, but they are purely virtual to
* simplify their particular implementation. */
virtual bool do_update_begin(const GPUDisplayParams &params,
int texture_width,
int texture_height) = 0;
virtual void do_update_end() = 0;
virtual void do_copy_pixels_to_texture(const half4 *rgba_pixels,
int texture_x,
int texture_y,
int pixels_width,
int pixels_height) = 0;
virtual half4 *do_map_texture_buffer() = 0;
virtual void do_unmap_texture_buffer() = 0;
/* Note that this might be called in parallel to do_update_begin() and do_update_end(),
* the subclass is responsible for appropriate mutex locks to avoid multiple threads
* editing and drawing the texture at the same time. */
virtual void do_draw(const GPUDisplayParams &params) = 0;
virtual DeviceGraphicsInteropDestination do_graphics_interop_get() = 0;
private:
thread_mutex mutex_;
GPUDisplayParams params_;
/* Mark texture as its content has been updated.
* Used from places which knows that the texture content has been brought up-to-date, so that the
* drawing knows whether it can be performed, and whether drawing happened with an up-to-date
* texture state. */
void mark_texture_updated();
/* State of the update process. */
struct {
/* True when update is in process, indicated by `update_begin()` / `update_end()`. */
bool is_active = false;
} update_state_;
/* State of the texture, which is needed for an integration with render session and interactive
* updates and navigation. */
struct {
/* Denotes whether possibly existing state of GPU side texture is still usable.
* It will not be usable in cases like render border did change (in this case we don't want
* previous texture to be rendered at all).
*
* However, if only navigation or object in scene did change, then the outdated state of the
* texture is still usable for draw, preventing display viewport flickering on navigation and
* object modifications. */
bool is_usable = false;
/* Texture is considered outdated after `reset()` until the next call of
* `copy_pixels_to_texture()`. */
bool is_outdated = true;
/* Texture size in pixels. */
int2 size = make_int2(0, 0);
} texture_state_;
/* State of the texture buffer. Is tracked to perform sanity checks. */
struct {
/* True when the texture buffer is mapped with `map_texture_buffer()`. */
bool is_mapped = false;
} texture_buffer_state_;
};
CCL_NAMESPACE_END