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authorClément Foucault <foucault.clem@gmail.com>2018-06-11 14:54:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-11 14:55:02 +0300
commitb7bf8b375767cec527b5659613dbff1903963f3c (patch)
tree604a2955651dd9ab6524916b8ef201115e856785
parent128926a41b368e166af63515370d9c9367e3dda2 (diff)
Render: Create a separate gl context for rendering.
This should take care of all the threading stability issues some people are reporting.
-rw-r--r--source/blender/draw/intern/draw_manager.c30
-rw-r--r--source/blender/editors/render/render_internal.c1
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h5
-rw-r--r--source/blender/render/intern/include/render_types.h4
-rw-r--r--source/blender/render/intern/source/pipeline.c43
5 files changed, 81 insertions, 2 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 5f059f92d5f..054d070bea1 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1464,8 +1464,24 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
WM_init_opengl();
}
+ void *re_gl_context = RE_gl_context_get(render);
+ void *re_gwn_context = NULL;
+
/* Changing Context */
- DRW_opengl_context_enable();
+ if (re_gl_context != NULL) {
+ /* TODO get rid of the blocking. Only here because of the static global DST. */
+ BLI_mutex_lock(&DST.gl_context_mutex);
+ WM_opengl_context_activate(re_gl_context);
+ re_gwn_context = RE_gwn_context_get(render);
+ if (GWN_context_active_get() == NULL) {
+ GWN_context_active_set(re_gwn_context);
+ }
+ DRW_shape_cache_reset(); /* XXX fix that too. */
+ }
+ else {
+ DRW_opengl_context_enable();
+ }
+
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
@@ -1533,7 +1549,17 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
GPU_framebuffer_restore();
/* Changing Context */
- DRW_opengl_context_disable();
+ if (re_gl_context != NULL) {
+ DRW_shape_cache_reset(); /* XXX fix that too. */
+ glFlush();
+ GWN_context_active_set(NULL);
+ WM_opengl_context_release(re_gl_context);
+ /* TODO get rid of the blocking. */
+ BLI_mutex_unlock(&DST.gl_context_mutex);
+ }
+ else {
+ DRW_opengl_context_disable();
+ }
#ifdef DEBUG
/* Avoid accidental reuse. */
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 2d65b361f99..ad546b6c2d3 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1015,6 +1015,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
RE_current_scene_update_cb(re, rj, current_scene_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
+ RE_gl_context_create(re);
rj->re = re;
G.is_break = false;
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 660e81eb022..55638471883 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -311,6 +311,11 @@ void RE_draw_lock_cb (struct Render *re, void *handle, void (*f)(void *handle,
void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
void RE_current_scene_update_cb(struct Render *re, void *handle, void (*f)(void *handle, struct Scene *scene));
+void RE_gl_context_create(Render *re);
+void RE_gl_context_destroy(Render *re);
+void *RE_gl_context_get(Render *re);
+void *RE_gwn_context_get(Render *re);
+
/* should move to kernel once... still unsure on how/where */
float RE_filter_value(int type, float x);
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index fd24f4eb053..34535fba1e0 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -157,6 +157,10 @@ struct Render {
void **movie_ctx_arr;
char viewname[MAX_NAME];
+
+ /* TODO replace by a whole draw manager. */
+ void *gl_context;
+ void *gwn_context;
};
/* **************** defines ********************* */
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index c9f13004836..0ca9aa41056 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -94,6 +94,9 @@
#include "RE_pipeline.h"
#include "RE_render_ext.h"
+#include "../../../windowmanager/WM_api.h" /* XXX */
+#include "../../../intern/gawain/gawain/gwn_context.h"
+
#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
#endif
@@ -1020,6 +1023,40 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
re->tbh = handle;
}
+/* ********* GL Context ******** */
+
+void RE_gl_context_create(Render *re)
+{
+ /* Needs to be created in the main ogl thread. */
+ re->gl_context = WM_opengl_context_create();
+}
+
+void RE_gl_context_destroy(Render *re)
+{
+ /* Needs to be called from the thread which used the ogl context for rendering. */
+ if (re->gwn_context) {
+ GWN_context_active_set(re->gwn_context);
+ GWN_context_discard(re->gwn_context);
+ re->gwn_context = NULL;
+ }
+ if (re->gl_context) {
+ WM_opengl_context_dispose(re->gl_context);
+ re->gl_context = NULL;
+ }
+}
+
+void *RE_gl_context_get(Render *re)
+{
+ return re->gl_context;
+}
+
+void *RE_gwn_context_get(Render *re)
+{
+ if (re->gwn_context == NULL) {
+ re->gwn_context = GWN_context_create();
+ }
+ return re->gwn_context;
+}
/* ********* add object data (later) ******** */
@@ -2224,6 +2261,9 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *single_la
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
+ /* Destroy the opengl context in the correct thread. */
+ RE_gl_context_destroy(re);
+
/* UGLY WARNING */
G.is_rendering = false;
}
@@ -2779,6 +2819,9 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
BKE_sound_reset_scene_specs(scene);
+ /* Destroy the opengl context in the correct thread. */
+ RE_gl_context_destroy(re);
+
/* UGLY WARNING */
G.is_rendering = false;
}