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test2/source/blender/gpu/intern/gpu_context_private.hh
Hans Goudey a68d39e9d9 Cleanup: Formatting
Run `make format` after the library update in the previous commit.
2025-10-02 12:55:42 -04:00

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