diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
commit | 13261304a331b4cff37de477ddf19c915ed64b2c (patch) | |
tree | 3660f94436af2e4d44d8310247280ab456243543 /source/blender/draw | |
parent | 0940e89e604d85d717f792b73e30e5e96a42e7c6 (diff) |
DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/DRW_engine.h | 5 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_cache.c | 7 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 224 |
3 files changed, 228 insertions, 8 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index 9baad113c42..9ed8f776f34 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -125,4 +125,9 @@ void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties); void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties); void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties); +void DRW_opengl_context_create(void); +void DRW_opengl_context_destroy(void); +void DRW_opengl_context_enable(void); +void DRW_opengl_context_disable(void); + #endif /* __DRW_ENGINE_H__ */ diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 3b4180c0375..6b1a3356b51 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -45,6 +45,7 @@ static struct DRWShapeCache { Gwn_Batch *drw_single_vertice; Gwn_Batch *drw_fullscreen_quad; Gwn_Batch *drw_quad; + Gwn_Batch *drw_sphere; Gwn_Batch *drw_screenspace_circle; Gwn_Batch *drw_plain_axes; Gwn_Batch *drw_single_arrow; @@ -266,7 +267,6 @@ Gwn_Batch *DRW_cache_fullscreen_quad_get(void) Gwn_Batch *DRW_cache_quad_get(void) { if (!SHC.drw_quad) { - /* Use a triangle instead of a real quad */ float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}}; float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, {1.0f, 1.0f}, { 0.0f, 1.0f}}; @@ -294,7 +294,10 @@ Gwn_Batch *DRW_cache_quad_get(void) /* Sphere */ Gwn_Batch *DRW_cache_sphere_get(void) { - return GPU_batch_preset_sphere(2); + if (!SHC.drw_sphere) { + SHC.drw_sphere = gpu_batch_sphere(32, 24); + } + return SHC.drw_sphere; } /** \} */ diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 99ea5b259c0..3845ee6a65e 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -30,6 +30,7 @@ #include "BLI_rect.h" #include "BLI_string.h" #include "BLI_string_utils.h" +#include "BLI_threads.h" #include "BIF_glutil.h" @@ -82,6 +83,7 @@ #include "WM_api.h" #include "WM_types.h" +#include "wm_window.h" #include "draw_manager_text.h" #include "draw_manager_profiling.h" @@ -97,6 +99,8 @@ #include "engines/basic/basic_engine.h" #include "engines/external/external_engine.h" +#include "../../../intern/gawain/gawain/gwn_context.h" + #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" @@ -369,6 +373,13 @@ static struct DRWMatrixOveride { ListBase DRW_engines = {NULL, NULL}; +/* Unique ghost context used by the draw manager. */ +static void *g_ogl_context = NULL; +static Gwn_Context *g_gwn_context = NULL; + +/* Mutex to lock the drw manager and avoid concurent context usage. */ +static ThreadMutex g_ogl_context_mutex = BLI_MUTEX_INITIALIZER; + #ifdef USE_GPU_SELECT static unsigned int g_DRW_select_id = (unsigned int)-1; @@ -3440,6 +3451,7 @@ void DRW_draw_render_loop_ex( ARegion *ar, View3D *v3d, const eObjectMode object_mode, const bContext *evil_C) { + Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RegionView3D *rv3d = ar->regiondata; @@ -3626,6 +3638,11 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph) RenderData *r = &scene->r; Render *render = engine->re; const EvaluationContext *eval_ctx = RE_GetEvalCtx(render); + /* Changing Context */ + DRW_opengl_context_enable(); + /* IMPORTANT: We dont support immediate mode in render mode! + * This shall remain in effect until immediate mode supports + * multiple threads. */ /* Reset before using it. */ memset(&DST, 0x0, sizeof(DST)); @@ -3705,6 +3722,9 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph) glEnable(GL_SCISSOR_TEST); GPU_framebuffer_restore(); + /* Changing Context */ + DRW_opengl_context_disable(); + #ifdef DEBUG /* Avoid accidental reuse. */ memset(&DST, 0xFF, sizeof(DST)); @@ -3722,6 +3742,37 @@ void DRW_render_object_iter( DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END } +static struct DRWSelectBuffer { + struct GPUFrameBuffer *framebuffer; + struct GPUTexture *texture_depth; +} g_select_buffer = {NULL}; + +static void draw_select_framebuffer_setup(const rcti *rect) +{ + if (g_select_buffer.framebuffer == NULL) { + g_select_buffer.framebuffer = GPU_framebuffer_create(); + } + + /* If size mismatch recreate the texture. */ + if ((g_select_buffer.texture_depth != NULL) && + ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) || + (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect)))) + { + GPU_texture_free(g_select_buffer.texture_depth); + g_select_buffer.texture_depth = NULL; + } + + if (g_select_buffer.texture_depth == NULL) { + g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL); + + GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0); + + if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) { + printf("Error invalid selection framebuffer\n"); + } + } +} + /* Must run after all instance datas have been added. */ void DRW_render_instance_buffer_finish(void) { @@ -3767,13 +3818,20 @@ void DRW_draw_select_loop( } } + gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT); + glDisable(GL_SCISSOR_TEST); + struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}); - bool cache_is_dirty; DST.viewport = viewport; v3d->zbuf = true; + /* Setup framebuffer */ + draw_select_framebuffer_setup(rect); + GPU_framebuffer_bind(g_select_buffer.framebuffer); + DRW_framebuffer_clear(false, true, false, NULL, 1.0f); + DST.options.is_select = true; /* Get list of enabled engines */ @@ -3786,7 +3844,6 @@ void DRW_draw_select_loop( } /* Setup viewport */ - cache_is_dirty = true; /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ @@ -3802,10 +3859,7 @@ void DRW_draw_select_loop( /* Init engines */ drw_engines_init(); - /* TODO : tag to refresh by the dependency graph */ - /* ideally only refresh when objects are added/removed */ - /* or render properties / materials change */ - if (cache_is_dirty) { + { drw_engines_cache_init(); if (use_obedit) { @@ -3843,16 +3897,57 @@ void DRW_draw_select_loop( /* Avoid accidental reuse. */ memset(&DST, 0xFF, sizeof(DST)); #endif + GPU_framebuffer_restore(); /* Cleanup for selection state */ GPU_viewport_free(viewport); MEM_freeN(viewport); + /* Restore Drawing area. */ + gpuPopAttrib(); + glEnable(GL_SCISSOR_TEST); + /* restore */ rv3d->viewport = backup_viewport; #endif /* USE_GPU_SELECT */ } +static void draw_depth_texture_to_screen(GPUTexture *texture) +{ + const float w = (float)GPU_texture_width(texture); + const float h = (float)GPU_texture_height(texture); + + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY); + + GPU_texture_bind(texture, 0); + + immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ + + immBegin(GWN_PRIM_TRI_STRIP, 4); + + immAttrib2f(texcoord, 0.0f, 0.0f); + immVertex2f(pos, 0.0f, 0.0f); + + immAttrib2f(texcoord, 1.0f, 0.0f); + immVertex2f(pos, w, 0.0f); + + immAttrib2f(texcoord, 0.0f, 1.0f); + immVertex2f(pos, 0.0f, h); + + immAttrib2f(texcoord, 1.0f, 1.0f); + immVertex2f(pos, w, h); + + immEnd(); + + GPU_texture_unbind(texture); + + immUnbindProgram(); +} + /** * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ @@ -3865,6 +3960,8 @@ void DRW_draw_depth_loop( ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RegionView3D *rv3d = ar->regiondata; + DRW_opengl_context_enable(); + /* backup (_never_ use rv3d->viewport) */ void *backup_viewport = rv3d->viewport; rv3d->viewport = NULL; @@ -3872,9 +3969,17 @@ void DRW_draw_depth_loop( /* Reset before using it. */ memset(&DST, 0x0, sizeof(DST)); + gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT); + glDisable(GL_SCISSOR_TEST); + struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy}); + /* Setup framebuffer */ + draw_select_framebuffer_setup(&ar->winrct); + GPU_framebuffer_bind(g_select_buffer.framebuffer); + DRW_framebuffer_clear(false, true, false, NULL, 1.0f); + bool cache_is_dirty; DST.viewport = viewport; v3d->zbuf = true; @@ -3935,10 +4040,35 @@ void DRW_draw_depth_loop( memset(&DST, 0xFF, sizeof(DST)); #endif + /* TODO: Reading depth for operators should be done here. */ + + GPU_framebuffer_restore(); + /* Cleanup for selection state */ GPU_viewport_free(viewport); MEM_freeN(viewport); + /* Restore Drawing area. */ + gpuPopAttrib(); + glEnable(GL_SCISSOR_TEST); + + /* Changin context */ + DRW_opengl_context_disable(); + + /* XXX Drawing the resulting buffer to the BACK_BUFFER */ + gpuPushMatrix(); + gpuPushProjectionMatrix(); + wmOrtho2_region_pixelspace(ar); + gpuLoadIdentity(); + + glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */ + glDepthFunc(GL_ALWAYS); + draw_depth_texture_to_screen(g_select_buffer.texture_depth); + glDepthFunc(GL_LEQUAL); + + gpuPopMatrix(); + gpuPopProjectionMatrix(); + /* restore */ rv3d->viewport = backup_viewport; } @@ -4139,6 +4269,11 @@ extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern struct GPUTexture *globals_ramp; /* draw_common.c */ void DRW_engines_free(void) { + DRW_opengl_context_enable(); + + DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth); + DRW_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer); + DRW_shape_cache_free(); DRW_stats_free(); DRW_globals_free(); @@ -4164,9 +4299,86 @@ void DRW_engines_free(void) MEM_SAFE_FREE(RST.bound_texs); MEM_SAFE_FREE(RST.bound_tex_slots); + DRW_opengl_context_disable(); + #ifdef WITH_CLAY_ENGINE BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type); #endif } /** \} */ + +/** \name Init/Exit (DRW_opengl_ctx) + * \{ */ + +void DRW_opengl_context_create(void) +{ + BLI_assert(g_ogl_context == NULL); /* Ensure it's called once */ + BLI_assert(BLI_thread_is_main()); + + BLI_mutex_init(&g_ogl_context_mutex); + + immDeactivate(); + /* This changes the active context. */ + g_ogl_context = WM_opengl_context_create(); + /* Be sure to create gawain.context too. */ + g_gwn_context = GWN_context_create(); + immActivate(); + /* Set default Blender OpenGL state */ + GPU_state_init(); + /* So we activate the window's one afterwards. */ + wm_window_reset_drawable(); +} + +void DRW_opengl_context_destroy(void) +{ + BLI_assert(BLI_thread_is_main()); + if (g_ogl_context != NULL) { + WM_opengl_context_activate(g_ogl_context); + GWN_context_active_set(g_gwn_context); + GWN_context_discard(g_gwn_context); + WM_opengl_context_dispose(g_ogl_context); + BLI_mutex_end(&g_ogl_context_mutex); + } +} + +void DRW_opengl_context_enable(void) +{ + if (g_ogl_context != NULL) { + /* IMPORTANT: We dont support immediate mode in render mode! + * This shall remain in effect until immediate mode supports + * multiple threads. */ + BLI_mutex_lock(&g_ogl_context_mutex); + if (BLI_thread_is_main()) { + immDeactivate(); + } + WM_opengl_context_activate(g_ogl_context); + GWN_context_active_set(g_gwn_context); + if (BLI_thread_is_main()) { + immActivate(); + } + } +} + +void DRW_opengl_context_disable(void) +{ + if (g_ogl_context != NULL) { +#ifdef __APPLE__ + /* Need to flush before disabling draw context, otherwise it does not + * always finish drawing and viewport can be empty or partially drawn */ + glFlush(); +#endif + + if (BLI_thread_is_main()) { + wm_window_reset_drawable(); + } + else { + WM_opengl_context_release(g_ogl_context); + GWN_context_active_set(NULL); + } + + BLI_mutex_unlock(&g_ogl_context_mutex); + } +} + +/** \} */ |