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authorJason Fielder <jason_apple>2022-09-22 19:03:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-22 19:05:59 +0300
commite8bcca4bdc947caaca6742cdefc60fb9a4f57e9a (patch)
treea03602a7dd7155ffbb572a7c772e8242062b6623 /source/blender/render
parent18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa (diff)
GPU: Ensure rendering operations occur within GPU render boundaries.
This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15900
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/engine.cc6
-rw-r--r--source/blender/render/intern/pipeline.cc6
2 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/render/intern/engine.cc b/source/blender/render/intern/engine.cc
index 0024ebe38f7..87152822fab 100644
--- a/source/blender/render/intern/engine.cc
+++ b/source/blender/render/intern/engine.cc
@@ -152,6 +152,7 @@ static void engine_depsgraph_free(RenderEngine *engine)
/* Need GPU context since this might free GPU buffers. */
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
if (use_gpu_context) {
+ GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -160,6 +161,7 @@ static void engine_depsgraph_free(RenderEngine *engine)
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
+ GPU_render_end();
}
}
}
@@ -756,6 +758,7 @@ static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
/* Need GPU context since this might free GPU buffers. */
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT) && reuse_depsgraph;
if (use_gpu_context) {
+ GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -763,6 +766,7 @@ static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
+ GPU_render_end();
}
}
else {
@@ -935,6 +939,7 @@ static void engine_render_view_layer(Render *re,
if (use_engine) {
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
if (use_gpu_context) {
+ GPU_render_begin();
DRW_render_context_enable(engine->re);
}
@@ -950,6 +955,7 @@ static void engine_render_view_layer(Render *re,
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
+ GPU_render_end();
}
}
diff --git a/source/blender/render/intern/pipeline.cc b/source/blender/render/intern/pipeline.cc
index 3cac9063b8e..3c9849591f4 100644
--- a/source/blender/render/intern/pipeline.cc
+++ b/source/blender/render/intern/pipeline.cc
@@ -2391,6 +2391,9 @@ void RE_RenderAnim(Render *re,
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
{
+ /* Ensure within GPU render boundary. */
+ GPU_render_begin();
+
Object *camera;
int winx, winy;
@@ -2411,6 +2414,9 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
RE_engine_free(re->engine);
re->engine = nullptr;
}
+
+ /* Close GPU render boundary. */
+ GPU_render_end();
}
/* NOTE: repeated win/disprect calc... solve that nicer, also in compo. */