176 lines
5.4 KiB
C++
176 lines
5.4 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 "BKE_global.hh"
|
|
|
|
#include "GPU_batch.hh"
|
|
#include "GPU_context.hh"
|
|
#include "GPU_texture_pool.hh"
|
|
|
|
#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;
|
|
|
|
/* Used as a stack. Each render_begin/end pair will push pop from the stack. */
|
|
Vector<StorageBuf *> printf_buf;
|
|
|
|
/** Dummy VBO to feed the procedural batches. */
|
|
VertBuf *dummy_vbo = nullptr;
|
|
/** Dummy batches for procedural geometry rendering. */
|
|
Batch *procedural_points_batch = nullptr;
|
|
Batch *procedural_lines_batch = nullptr;
|
|
Batch *procedural_triangles_batch = nullptr;
|
|
Batch *procedural_triangle_strips_batch = nullptr;
|
|
|
|
/** Texture pool used to recycle temporary texture (or render target) memory. */
|
|
TexturePool *texture_pool = nullptr;
|
|
|
|
/** Global state to avoid setting the srgb builtin uniform for every shader bind. */
|
|
int shader_builtin_srgb_transform = 0;
|
|
bool shader_builtin_srgb_is_dirty = false;
|
|
|
|
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 * /*name*/, int /*index*/) {};
|
|
virtual void debug_group_end() {};
|
|
|
|
/* Returns true if capture successfully started. */
|
|
virtual bool debug_capture_begin(const char *title) = 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;
|
|
|
|
/* Consider all buffers slot empty after these call for error checking.
|
|
* But doesn't really free them. */
|
|
virtual void debug_unbind_all_ubo() = 0;
|
|
virtual void debug_unbind_all_ssbo() = 0;
|
|
|
|
bool is_active_on_thread();
|
|
|
|
VertBuf *dummy_vbo_get();
|
|
Batch *procedural_points_batch_get();
|
|
Batch *procedural_lines_batch_get();
|
|
Batch *procedural_triangles_batch_get();
|
|
Batch *procedural_triangle_strips_batch_get();
|
|
|
|
/* When using `--debug-gpu`, assert that the shader fragments write to all the writable
|
|
* attachments of the bound frame-buffer. */
|
|
void assert_framebuffer_shader_compatibility(Shader *sh)
|
|
{
|
|
if (!(G.debug & G_DEBUG_GPU)) {
|
|
return;
|
|
}
|
|
|
|
if (!(state_manager->state.write_mask & GPUWriteMask::GPU_WRITE_COLOR)) {
|
|
return;
|
|
}
|
|
|
|
uint16_t fragment_output_bits = sh->fragment_output_bits;
|
|
uint16_t fb_attachments_bits = active_fb->get_color_attachments_bitset();
|
|
|
|
if ((fb_attachments_bits & ~fragment_output_bits) != 0) {
|
|
std::string msg;
|
|
msg = msg + "Shader (" + sh->name_get() + ") does not write to all frame-buffer (" +
|
|
active_fb->name_get() + ") color attachments";
|
|
BLI_assert_msg(false, msg.c_str());
|
|
std::cerr << msg << std::endl;
|
|
}
|
|
}
|
|
|
|
protected:
|
|
/**
|
|
* Derived classes should call this from the destructor,
|
|
* as freeing textures and frame-buffers may need the derived context to be valid.
|
|
*/
|
|
void free_resources();
|
|
};
|
|
|
|
/* 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
|