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Diffstat (limited to 'source/blender/gpu/intern/gpu_context.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_context.cc | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc new file mode 100644 index 00000000000..e04631910c1 --- /dev/null +++ b/source/blender/gpu/intern/gpu_context.cc @@ -0,0 +1,281 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * Manage GL vertex array IDs in a thread-safe way + * Use these instead of glGenBuffers & its friends + * - alloc must be called from a thread that is bound + * to the context that will be used for drawing with + * this vao. + * - free can be called from any thread + */ + +/* TODO Create cmake option. */ +#define WITH_OPENGL_BACKEND 1 + +#include "BLI_assert.h" +#include "BLI_utildefines.h" + +#include "GPU_context.h" +#include "GPU_framebuffer.h" + +#include "GHOST_C-api.h" + +#include "gpu_backend.hh" +#include "gpu_batch_private.hh" +#include "gpu_context_private.hh" +#include "gpu_matrix_private.h" + +#ifdef WITH_OPENGL_BACKEND +# include "gl_backend.hh" +# include "gl_context.hh" +#endif + +#include <mutex> +#include <vector> + +using namespace blender::gpu; + +static thread_local GPUContext *active_ctx = NULL; + +/* -------------------------------------------------------------------- */ +/** \name GPUContext methods + * \{ */ + +GPUContext::GPUContext() +{ + thread_ = pthread_self(); + is_active_ = false; + matrix_state = GPU_matrix_state_create(); +} + +GPUContext::~GPUContext() +{ + GPU_matrix_state_discard(matrix_state); +} + +bool GPUContext::is_active_on_thread(void) +{ + return (this == active_ctx) && pthread_equal(pthread_self(), thread_); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ + +GPUContext *GPU_context_create(void *ghost_window) +{ + if (GPUBackend::get() == NULL) { + /* TODO move where it make sense. */ + GPU_backend_init(GPU_BACKEND_OPENGL); + } + + GPUContext *ctx = GPUBackend::get()->context_alloc(ghost_window); + + GPU_context_active_set(ctx); + return ctx; +} + +/* to be called after GPU_context_active_set(ctx_to_destroy) */ +void GPU_context_discard(GPUContext *ctx) +{ + delete ctx; + active_ctx = NULL; +} + +/* ctx can be NULL */ +void GPU_context_active_set(GPUContext *ctx) +{ + if (active_ctx) { + active_ctx->deactivate(); + } + + active_ctx = ctx; + + if (ctx) { + ctx->activate(); + } +} + +GPUContext *GPU_context_active_get(void) +{ + return active_ctx; +} + +GLuint GPU_vao_default(void) +{ + BLI_assert(active_ctx); /* need at least an active context */ + return static_cast<GLContext *>(active_ctx)->default_vao_; +} + +GLuint GPU_framebuffer_default(void) +{ + BLI_assert(active_ctx); /* need at least an active context */ + return static_cast<GLContext *>(active_ctx)->default_framebuffer_; +} + +GLuint GPU_vao_alloc(void) +{ + GLuint new_vao_id = 0; + glGenVertexArrays(1, &new_vao_id); + return new_vao_id; +} + +GLuint GPU_fbo_alloc(void) +{ + GLuint new_fbo_id = 0; + glGenFramebuffers(1, &new_fbo_id); + return new_fbo_id; +} + +GLuint GPU_buf_alloc(void) +{ + GLuint new_buffer_id = 0; + glGenBuffers(1, &new_buffer_id); + return new_buffer_id; +} + +GLuint GPU_tex_alloc(void) +{ + GLuint new_texture_id = 0; + glGenTextures(1, &new_texture_id); + return new_texture_id; +} + +void GPU_vao_free(GLuint vao_id, GPUContext *ctx) +{ + static_cast<GLContext *>(ctx)->vao_free(vao_id); +} + +void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx) +{ + static_cast<GLContext *>(ctx)->fbo_free(fbo_id); +} + +void GPU_buf_free(GLuint buf_id) +{ + /* TODO avoid using backend */ + GPUBackend *backend = GPUBackend::get(); + static_cast<GLBackend *>(backend)->buf_free(buf_id); +} + +void GPU_tex_free(GLuint tex_id) +{ + /* TODO avoid using backend */ + GPUBackend *backend = GPUBackend::get(); + static_cast<GLBackend *>(backend)->tex_free(tex_id); +} + +/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices + * which are not shared across contexts. So we need to keep track of + * ownership. */ + +void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) +{ +#ifdef DEBUG + BLI_assert(ctx); + static_cast<GLContext *>(ctx)->framebuffer_register(fb); +#else + UNUSED_VARS(ctx, fb); +#endif +} + +void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) +{ +#ifdef DEBUG + BLI_assert(ctx); + static_cast<GLContext *>(ctx)->framebuffer_unregister(fb); +#else + UNUSED_VARS(ctx, fb); +#endif +} + +void gpu_context_active_framebuffer_set(GPUContext *ctx, GPUFrameBuffer *fb) +{ + ctx->current_fbo = fb; +} + +GPUFrameBuffer *gpu_context_active_framebuffer_get(GPUContext *ctx) +{ + return ctx->current_fbo; +} + +struct GPUMatrixState *gpu_context_active_matrix_state_get() +{ + BLI_assert(active_ctx); + return active_ctx->matrix_state; +} + +/* -------------------------------------------------------------------- */ +/** \name Main context global mutex + * + * Used to avoid crash on some old drivers. + * \{ */ + +static std::mutex main_context_mutex; + +void GPU_context_main_lock(void) +{ + main_context_mutex.lock(); +} + +void GPU_context_main_unlock(void) +{ + main_context_mutex.unlock(); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Backend selection + * \{ */ + +static GPUBackend *g_backend; + +void GPU_backend_init(eGPUBackendType backend_type) +{ + BLI_assert(g_backend == NULL); + + switch (backend_type) { +#if WITH_OPENGL_BACKEND + case GPU_BACKEND_OPENGL: + g_backend = new GLBackend; + break; +#endif + default: + BLI_assert(0); + break; + } +} + +void GPU_backend_exit(void) +{ + /* TODO assert no resource left. Currently UI textures are still not freed in their context + * correctly. */ + delete g_backend; +} + +GPUBackend *GPUBackend::get(void) +{ + return g_backend; +} + +/** \} */ |