/* * 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 blender/gpu/intern/gpu_context.cpp * \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 */ #include "BLI_assert.h" #include "BLI_utildefines.h" #include "GPU_context.h" #include "GPU_framebuffer.h" #include "gpu_batch_private.h" #include "gpu_context_private.h" #include #include #include #include #include #if TRUST_NO_ONE #if 0 extern "C" { extern int BLI_thread_is_main(void); /* Blender-specific function */ } static bool thread_is_main() { /* "main" here means the GL context's thread */ return BLI_thread_is_main(); } #endif #endif static std::vector orphaned_buffer_ids; static std::vector orphaned_texture_ids; static std::mutex orphans_mutex; struct GPUContext { GLuint default_vao; GPUFrameBuffer *current_fbo; std::unordered_set batches; /* Batches that have VAOs from this context */ #ifdef DEBUG std::unordered_set framebuffers; /* Framebuffers that have FBO from this context */ #endif std::vector orphaned_vertarray_ids; std::vector orphaned_framebuffer_ids; std::mutex orphans_mutex; /* todo: try spinlock instead */ #if TRUST_NO_ONE pthread_t thread; /* Thread on which this context is active. */ bool thread_is_used; #endif GPUContext() { #if TRUST_NO_ONE thread_is_used = false; #endif current_fbo = 0; } }; #if defined(_MSC_VER) && (_MSC_VER == 1800) #define thread_local __declspec(thread) thread_local GPUContext *active_ctx = NULL; #else static thread_local GPUContext *active_ctx = NULL; #endif static void orphans_add(GPUContext *ctx, std::vector *orphan_list, GLuint id) { std::mutex *mutex = (ctx) ? &ctx->orphans_mutex : &orphans_mutex; mutex->lock(); orphan_list->emplace_back(id); mutex->unlock(); } static void orphans_clear(GPUContext *ctx) { BLI_assert(ctx); /* need at least an active context */ BLI_assert(pthread_equal(pthread_self(), ctx->thread)); /* context has been activated by another thread! */ ctx->orphans_mutex.lock(); if (!ctx->orphaned_vertarray_ids.empty()) { uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size(); glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data()); ctx->orphaned_vertarray_ids.clear(); } if (!ctx->orphaned_framebuffer_ids.empty()) { uint orphan_len = (uint)ctx->orphaned_framebuffer_ids.size(); glDeleteFramebuffers(orphan_len, ctx->orphaned_framebuffer_ids.data()); ctx->orphaned_framebuffer_ids.clear(); } ctx->orphans_mutex.unlock(); orphans_mutex.lock(); if (!orphaned_buffer_ids.empty()) { uint orphan_len = (uint)orphaned_buffer_ids.size(); glDeleteBuffers(orphan_len, orphaned_buffer_ids.data()); orphaned_buffer_ids.clear(); } if (!orphaned_texture_ids.empty()) { uint orphan_len = (uint)orphaned_texture_ids.size(); glDeleteTextures(orphan_len, orphaned_texture_ids.data()); orphaned_texture_ids.clear(); } orphans_mutex.unlock(); } GPUContext *GPU_context_create(void) { /* BLI_assert(thread_is_main()); */ GPUContext *ctx = new GPUContext; glGenVertexArrays(1, &ctx->default_vao); GPU_context_active_set(ctx); return ctx; } /* to be called after GPU_context_active_set(ctx_to_destroy) */ void GPU_context_discard(GPUContext *ctx) { /* Make sure no other thread has locked it. */ BLI_assert(ctx == active_ctx); BLI_assert(pthread_equal(pthread_self(), ctx->thread)); BLI_assert(ctx->orphaned_vertarray_ids.empty()); #ifdef DEBUG /* For now don't allow GPUFrameBuffers to be reuse in another ctx. */ BLI_assert(ctx->framebuffers.empty()); #endif /* delete remaining vaos */ while (!ctx->batches.empty()) { /* this removes the array entry */ GPU_batch_vao_cache_clear(*ctx->batches.begin()); } glDeleteVertexArrays(1, &ctx->default_vao); delete ctx; active_ctx = NULL; } /* ctx can be NULL */ void GPU_context_active_set(GPUContext *ctx) { #if TRUST_NO_ONE if (active_ctx) { active_ctx->thread_is_used = false; } /* Make sure no other context is already bound to this thread. */ if (ctx) { /* Make sure no other thread has locked it. */ assert(ctx->thread_is_used == false); ctx->thread = pthread_self(); ctx->thread_is_used = true; } #endif if (ctx) { orphans_clear(ctx); } active_ctx = ctx; } GPUContext *GPU_context_active_get(void) { return active_ctx; } GLuint GPU_vao_default(void) { BLI_assert(active_ctx); /* need at least an active context */ BLI_assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */ return active_ctx->default_vao; } GLuint GPU_vao_alloc(void) { GLuint new_vao_id = 0; orphans_clear(active_ctx); glGenVertexArrays(1, &new_vao_id); return new_vao_id; } GLuint GPU_fbo_alloc(void) { GLuint new_fbo_id = 0; orphans_clear(active_ctx); glGenFramebuffers(1, &new_fbo_id); return new_fbo_id; } GLuint GPU_buf_alloc(void) { GLuint new_buffer_id = 0; orphans_clear(active_ctx); glGenBuffers(1, &new_buffer_id); return new_buffer_id; } GLuint GPU_tex_alloc(void) { GLuint new_texture_id = 0; orphans_clear(active_ctx); glGenTextures(1, &new_texture_id); return new_texture_id; } void GPU_vao_free(GLuint vao_id, GPUContext *ctx) { BLI_assert(ctx); if (ctx == active_ctx) { glDeleteVertexArrays(1, &vao_id); } else { orphans_add(ctx, &ctx->orphaned_vertarray_ids, vao_id); } } void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx) { BLI_assert(ctx); if (ctx == active_ctx) { glDeleteFramebuffers(1, &fbo_id); } else { orphans_add(ctx, &ctx->orphaned_framebuffer_ids, fbo_id); } } void GPU_buf_free(GLuint buf_id) { if (active_ctx) { glDeleteBuffers(1, &buf_id); } else { orphans_add(NULL, &orphaned_buffer_ids, buf_id); } } void GPU_tex_free(GLuint tex_id) { if (active_ctx) { glDeleteTextures(1, &tex_id); } else { orphans_add(NULL, &orphaned_texture_ids, 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_batch(GPUContext *ctx, GPUBatch *batch) { BLI_assert(ctx); ctx->orphans_mutex.lock(); ctx->batches.emplace(batch); ctx->orphans_mutex.unlock(); } void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch) { BLI_assert(ctx); ctx->orphans_mutex.lock(); ctx->batches.erase(batch); ctx->orphans_mutex.unlock(); } void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) { #ifdef DEBUG BLI_assert(ctx); ctx->orphans_mutex.lock(); ctx->framebuffers.emplace(fb); ctx->orphans_mutex.unlock(); #else UNUSED_VARS(ctx, fb); #endif } void gpu_context_remove_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) { #ifdef DEBUG BLI_assert(ctx); ctx->orphans_mutex.lock(); ctx->framebuffers.erase(fb); ctx->orphans_mutex.unlock(); #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; }