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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_framebuffer.h"
#include "GHOST_C-api.h"
#include "gpu_context_private.hh"
#include "gpu_immediate_private.hh"
#include "gl_debug.hh"
#include "gl_immediate.hh"
#include "gl_state.hh"
#include "gl_uniform_buffer.hh"
#include "gl_backend.hh" /* TODO: remove. */
#include "gl_context.hh"
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Constructor / Destructor
* \{ */
GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
: shared_orphan_list_(shared_orphan_list)
{
if (G.debug & G_DEBUG_GPU) {
debug::init_gl_callbacks();
}
float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
glGenBuffers(1, &default_attr_vbo_);
glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
state_manager = new GLStateManager();
imm = new GLImmediate();
ghost_window_ = ghost_window;
if (ghost_window) {
GLuint default_fbo = GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window);
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (default_fbo != 0) {
/* Bind default framebuffer, otherwise state might be undefined because of
* detect_mip_render_workaround(). */
glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
front_left = new GLFrameBuffer("front_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_COLOR_ATTACHMENT0, default_fbo, w, h);
}
else {
front_left = new GLFrameBuffer("front_left", this, GL_FRONT_LEFT, 0, w, h);
back_left = new GLFrameBuffer("back_left", this, GL_BACK_LEFT, 0, w, h);
}
GLboolean supports_stereo_quad_buffer = GL_FALSE;
glGetBooleanv(GL_STEREO, &supports_stereo_quad_buffer);
if (supports_stereo_quad_buffer) {
front_right = new GLFrameBuffer("front_right", this, GL_FRONT_RIGHT, 0, w, h);
back_right = new GLFrameBuffer("back_right", this, GL_BACK_RIGHT, 0, w, h);
}
}
else {
/* For off-screen contexts. Default frame-buffer is NULL. */
back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
}
active_fb = back_left;
static_cast<GLStateManager *>(state_manager)->active_fb = static_cast<GLFrameBuffer *>(
active_fb);
}
GLContext::~GLContext()
{
BLI_assert(orphaned_framebuffers_.is_empty());
BLI_assert(orphaned_vertarrays_.is_empty());
/* For now don't allow GPUFrameBuffers to be reuse in another context. */
BLI_assert(framebuffers_.is_empty());
/* Delete VAO's so the batch can be reused in another context. */
for (GLVaoCache *cache : vao_caches_) {
cache->clear();
}
glDeleteBuffers(1, &default_attr_vbo_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Activate / Deactivate context
* \{ */
void GLContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
thread_ = pthread_self();
/* Clear accumulated orphans. */
orphans_clear();
if (ghost_window_) {
/* Get the correct framebuffer size for the internal framebuffers. */
GHOST_RectangleHandle bounds = GHOST_GetClientBounds((GHOST_WindowHandle)ghost_window_);
int w = GHOST_GetWidthRectangle(bounds);
int h = GHOST_GetHeightRectangle(bounds);
GHOST_DisposeRectangle(bounds);
if (front_left) {
front_left->size_set(w, h);
}
if (back_left) {
back_left->size_set(w, h);
}
if (front_right) {
front_right->size_set(w, h);
}
if (back_right) {
back_right->size_set(w, h);
}
}
/* Not really following the state but we should consider
* no ubo bound when activating a context. */
bound_ubo_slots = 0;
immActivate();
}
void GLContext::deactivate()
{
immDeactivate();
is_active_ = false;
}
void GLContext::begin_frame()
{
/* No-op. */
}
void GLContext::end_frame()
{
/* No-op. */
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Flush, Finish & sync
* \{ */
void GLContext::flush()
{
glFlush();
}
void GLContext::finish()
{
glFinish();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Safe object deletion
*
* GPU objects can be freed when the context is not bound.
* In this case we delay the deletion until the context is bound again.
* \{ */
void GLSharedOrphanLists::orphans_clear()
{
/* Check if any context is active on this thread! */
BLI_assert(GLContext::get());
lists_mutex.lock();
if (!buffers.is_empty()) {
glDeleteBuffers((uint)buffers.size(), buffers.data());
buffers.clear();
}
if (!textures.is_empty()) {
glDeleteTextures((uint)textures.size(), textures.data());
textures.clear();
}
lists_mutex.unlock();
};
void GLContext::orphans_clear()
{
/* Check if context has been activated by another thread! */
BLI_assert(this->is_active_on_thread());
lists_mutex_.lock();
if (!orphaned_vertarrays_.is_empty()) {
glDeleteVertexArrays((uint)orphaned_vertarrays_.size(), orphaned_vertarrays_.data());
orphaned_vertarrays_.clear();
}
if (!orphaned_framebuffers_.is_empty()) {
glDeleteFramebuffers((uint)orphaned_framebuffers_.size(), orphaned_framebuffers_.data());
orphaned_framebuffers_.clear();
}
lists_mutex_.unlock();
shared_orphan_list_.orphans_clear();
};
void GLContext::orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id)
{
list_mutex.lock();
orphan_list.append(id);
list_mutex.unlock();
}
void GLContext::vao_free(GLuint vao_id)
{
if (this == GLContext::get()) {
glDeleteVertexArrays(1, &vao_id);
}
else {
orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
}
}
void GLContext::fbo_free(GLuint fbo_id)
{
if (this == GLContext::get()) {
glDeleteFramebuffers(1, &fbo_id);
}
else {
orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
}
}
void GLContext::buf_free(GLuint buf_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteBuffers(1, &buf_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.buffers, orphan_list.lists_mutex, buf_id);
}
}
void GLContext::tex_free(GLuint tex_id)
{
/* Any context can free. */
if (GLContext::get()) {
glDeleteTextures(1, &tex_id);
}
else {
GLSharedOrphanLists &orphan_list = GLBackend::get()->shared_orphan_list_get();
orphans_add(orphan_list.textures, orphan_list.lists_mutex, tex_id);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Linked object deletion
*
* These objects contain data that are stored per context. We
* need to do some cleanup if they are used across context or if context
* is discarded.
* \{ */
void GLContext::vao_cache_register(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.add(cache);
lists_mutex_.unlock();
}
void GLContext::vao_cache_unregister(GLVaoCache *cache)
{
lists_mutex_.lock();
vao_caches_.remove(cache);
lists_mutex_.unlock();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
void GLContext::memory_statistics_get(int *r_total_mem, int *r_free_mem)
{
/* TODO(merwin): use Apple's platform API to get this info. */
if (epoxy_has_gl_extension("GL_NVX_gpu_memory_info")) {
/* Returned value in Kb. */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, r_total_mem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, r_free_mem);
}
else if (epoxy_has_gl_extension("GL_ATI_meminfo")) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*r_total_mem = 0;
*r_free_mem = stats[0]; /* Total memory free in the pool. */
}
else {
*r_total_mem = 0;
*r_free_mem = 0;
}
}
/** \} */
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