GPUBackend: Add new GPUBackend object to manage GL object allocations
This just set a global object responsible for allocating new objects in a thread safe way without needing any GPUContext bound to this thread. This also introduce the GLContext which will contain all the GL related functions for the current context. # Conflicts: # source/blender/gpu/intern/gpu_context.cc
This commit is contained in:
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@ -52,59 +52,35 @@
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#include <mutex>
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#include <vector>
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static std::vector<GLuint> orphaned_buffer_ids;
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static std::vector<GLuint> orphaned_texture_ids;
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static std::mutex orphans_mutex;
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static std::mutex main_context_mutex;
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using namespace blender::gpu;
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static thread_local GPUContext *active_ctx = NULL;
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static void orphans_add(GPUContext *ctx, std::vector<GLuint> *orphan_list, GLuint id)
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{
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std::mutex *mutex = (ctx) ? &ctx->orphans_mutex : &orphans_mutex;
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/* -------------------------------------------------------------------- */
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/** \name GPUContext methods
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* \{ */
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mutex->lock();
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orphan_list->emplace_back(id);
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mutex->unlock();
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GPUContext::GPUContext()
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{
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thread_ = pthread_self();
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is_active_ = false;
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matrix_state = GPU_matrix_state_create();
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}
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static void orphans_clear(GPUContext *ctx)
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GPUContext::~GPUContext()
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{
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/* need at least an active context */
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BLI_assert(ctx);
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/* context has been activated by another thread! */
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BLI_assert(pthread_equal(pthread_self(), ctx->thread));
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ctx->orphans_mutex.lock();
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if (!ctx->orphaned_vertarray_ids.empty()) {
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uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size();
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glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data());
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ctx->orphaned_vertarray_ids.clear();
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}
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if (!ctx->orphaned_framebuffer_ids.empty()) {
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uint orphan_len = (uint)ctx->orphaned_framebuffer_ids.size();
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glDeleteFramebuffers(orphan_len, ctx->orphaned_framebuffer_ids.data());
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ctx->orphaned_framebuffer_ids.clear();
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}
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ctx->orphans_mutex.unlock();
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orphans_mutex.lock();
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if (!orphaned_buffer_ids.empty()) {
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uint orphan_len = (uint)orphaned_buffer_ids.size();
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glDeleteBuffers(orphan_len, orphaned_buffer_ids.data());
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orphaned_buffer_ids.clear();
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}
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if (!orphaned_texture_ids.empty()) {
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uint orphan_len = (uint)orphaned_texture_ids.size();
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glDeleteTextures(orphan_len, orphaned_texture_ids.data());
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orphaned_texture_ids.clear();
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}
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orphans_mutex.unlock();
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GPU_matrix_state_discard(matrix_state);
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}
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bool GPUContext::is_active_on_thread(void)
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{
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return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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GPUContext *GPU_context_create(void *ghost_window)
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{
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if (gpu_backend_get() == NULL) {
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@ -113,15 +89,7 @@ GPUContext *GPU_context_create(void *ghost_window)
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}
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GPUContext *ctx = gpu_backend_get()->context_alloc(ghost_window);
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glGenVertexArrays(1, &ctx->default_vao);
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if (ghost_window != NULL) {
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ctx->default_framebuffer = GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window);
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}
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else {
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ctx->default_framebuffer = 0;
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}
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ctx->matrix_state = GPU_matrix_state_create();
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GPU_context_active_set(ctx);
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return ctx;
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}
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@ -129,21 +97,6 @@ GPUContext *GPU_context_create(void *ghost_window)
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/* to be called after GPU_context_active_set(ctx_to_destroy) */
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void GPU_context_discard(GPUContext *ctx)
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{
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/* Make sure no other thread has locked it. */
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BLI_assert(ctx == active_ctx);
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BLI_assert(pthread_equal(pthread_self(), ctx->thread));
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BLI_assert(ctx->orphaned_vertarray_ids.empty());
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#ifdef DEBUG
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/* For now don't allow GPUFrameBuffers to be reuse in another ctx. */
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BLI_assert(ctx->framebuffers.empty());
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#endif
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/* delete remaining vaos */
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while (!ctx->batches.empty()) {
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/* this removes the array entry */
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GPU_batch_vao_cache_clear(*ctx->batches.begin());
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}
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GPU_matrix_state_discard(ctx->matrix_state);
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glDeleteVertexArrays(1, &ctx->default_vao);
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delete ctx;
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active_ctx = NULL;
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}
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@ -151,22 +104,15 @@ void GPU_context_discard(GPUContext *ctx)
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/* ctx can be NULL */
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void GPU_context_active_set(GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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if (active_ctx) {
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active_ctx->thread_is_used = false;
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}
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/* Make sure no other context is already bound to this thread. */
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if (ctx) {
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/* Make sure no other thread has locked it. */
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assert(ctx->thread_is_used == false);
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ctx->thread = pthread_self();
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ctx->thread_is_used = true;
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}
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#endif
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if (ctx) {
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orphans_clear(ctx);
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active_ctx->deactivate();
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}
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active_ctx = ctx;
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if (ctx) {
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ctx->activate();
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}
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}
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GPUContext *GPU_context_active_get(void)
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@ -177,23 +123,18 @@ GPUContext *GPU_context_active_get(void)
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GLuint GPU_vao_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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BLI_assert(pthread_equal(
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pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
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return active_ctx->default_vao;
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return static_cast<GLContext *>(active_ctx)->default_vao_;
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}
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GLuint GPU_framebuffer_default(void)
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{
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BLI_assert(active_ctx); /* need at least an active context */
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BLI_assert(pthread_equal(
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pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */
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return active_ctx->default_framebuffer;
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return static_cast<GLContext *>(active_ctx)->default_framebuffer_;
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}
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GLuint GPU_vao_alloc(void)
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{
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GLuint new_vao_id = 0;
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orphans_clear(active_ctx);
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glGenVertexArrays(1, &new_vao_id);
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return new_vao_id;
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}
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@ -201,7 +142,6 @@ GLuint GPU_vao_alloc(void)
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GLuint GPU_fbo_alloc(void)
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{
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GLuint new_fbo_id = 0;
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orphans_clear(active_ctx);
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glGenFramebuffers(1, &new_fbo_id);
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return new_fbo_id;
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}
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@ -209,7 +149,6 @@ GLuint GPU_fbo_alloc(void)
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GLuint GPU_buf_alloc(void)
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{
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GLuint new_buffer_id = 0;
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orphans_clear(active_ctx);
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glGenBuffers(1, &new_buffer_id);
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return new_buffer_id;
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}
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@ -217,51 +156,32 @@ GLuint GPU_buf_alloc(void)
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GLuint GPU_tex_alloc(void)
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{
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GLuint new_texture_id = 0;
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orphans_clear(active_ctx);
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glGenTextures(1, &new_texture_id);
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return new_texture_id;
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}
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void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
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{
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BLI_assert(ctx);
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if (ctx == active_ctx) {
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glDeleteVertexArrays(1, &vao_id);
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}
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else {
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orphans_add(ctx, &ctx->orphaned_vertarray_ids, vao_id);
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}
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static_cast<GLContext *>(ctx)->vao_free(vao_id);
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}
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void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx)
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{
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BLI_assert(ctx);
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if (ctx == active_ctx) {
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glDeleteFramebuffers(1, &fbo_id);
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}
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else {
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orphans_add(ctx, &ctx->orphaned_framebuffer_ids, fbo_id);
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}
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static_cast<GLContext *>(ctx)->fbo_free(fbo_id);
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}
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void GPU_buf_free(GLuint buf_id)
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{
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if (active_ctx) {
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glDeleteBuffers(1, &buf_id);
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}
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else {
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orphans_add(NULL, &orphaned_buffer_ids, buf_id);
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}
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/* TODO avoid using backend */
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GPUBackend *backend = gpu_backend_get();
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static_cast<GLBackend *>(backend)->buf_free(buf_id);
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}
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void GPU_tex_free(GLuint tex_id)
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{
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if (active_ctx) {
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glDeleteTextures(1, &tex_id);
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}
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else {
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orphans_add(NULL, &orphaned_texture_ids, tex_id);
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}
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/* TODO avoid using backend */
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GPUBackend *backend = gpu_backend_get();
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static_cast<GLBackend *>(backend)->tex_free(tex_id);
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}
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/* GPUBatch & GPUFrameBuffer contains respectively VAO & FBO indices
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@ -271,26 +191,20 @@ void GPU_tex_free(GLuint tex_id)
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void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
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{
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BLI_assert(ctx);
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ctx->orphans_mutex.lock();
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ctx->batches.emplace(batch);
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ctx->orphans_mutex.unlock();
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static_cast<GLContext *>(ctx)->batch_register(batch);
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}
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void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
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{
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BLI_assert(ctx);
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ctx->orphans_mutex.lock();
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ctx->batches.erase(batch);
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ctx->orphans_mutex.unlock();
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static_cast<GLContext *>(ctx)->batch_unregister(batch);
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}
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void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
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{
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#ifdef DEBUG
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BLI_assert(ctx);
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ctx->orphans_mutex.lock();
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ctx->framebuffers.emplace(fb);
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ctx->orphans_mutex.unlock();
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static_cast<GLContext *>(ctx)->framebuffer_register(fb);
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#else
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UNUSED_VARS(ctx, fb);
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#endif
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{
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#ifdef DEBUG
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BLI_assert(ctx);
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ctx->orphans_mutex.lock();
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ctx->framebuffers.erase(fb);
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ctx->orphans_mutex.unlock();
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static_cast<GLContext *>(ctx)->framebuffer_unregister(fb);
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#else
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UNUSED_VARS(ctx, fb);
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#endif
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@ -324,6 +236,14 @@ struct GPUMatrixState *gpu_context_active_matrix_state_get()
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return active_ctx->matrix_state;
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}
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/* -------------------------------------------------------------------- */
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/** \name Main context global mutex
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*
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* Used to avoid crash on some old drivers.
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* \{ */
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static std::mutex main_context_mutex;
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void GPU_context_main_lock(void)
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{
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main_context_mutex.lock();
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@ -334,6 +254,8 @@ void GPU_context_main_unlock(void)
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main_context_mutex.unlock();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Backend selection
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* \{ */
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@ -358,7 +280,11 @@ void GPU_backend_init(eGPUBackendType backend_type)
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void GPU_backend_exit(void)
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{
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delete g_backend;
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if (g_backend) {
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/* TODO assert no resource left. Currently UI textures are still not freed in their context
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* correctly. */
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delete g_backend;
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}
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}
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GPUBackend *gpu_backend_get(void)
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@ -25,6 +25,8 @@
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_context.h"
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/* TODO cleanup this ifdef */
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@ -37,34 +39,29 @@
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# include <vector>
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struct GPUFrameBuffer;
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struct GPUMatrixState;
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struct GPUContext {
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GLuint default_vao;
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GLuint default_framebuffer;
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GPUFrameBuffer *current_fbo;
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std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
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# ifdef DEBUG
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std::unordered_set<GPUFrameBuffer *>
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framebuffers; /* Framebuffers that have FBO from this context */
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# endif
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struct GPUMatrixState *matrix_state;
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std::vector<GLuint> orphaned_vertarray_ids;
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std::vector<GLuint> orphaned_framebuffer_ids;
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std::mutex orphans_mutex; /* todo: try spinlock instead */
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# if TRUST_NO_ONE
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pthread_t thread; /* Thread on which this context is active. */
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bool thread_is_used;
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# endif
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public:
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/** State managment */
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GPUFrameBuffer *current_fbo = NULL;
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GPUMatrixState *matrix_state = NULL;
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GPUContext()
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{
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# if TRUST_NO_ONE
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thread_is_used = false;
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# endif
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current_fbo = 0;
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};
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protected:
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/** Thread on which this context is active. */
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pthread_t thread_;
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bool is_active_;
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virtual ~GPUContext(){};
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public:
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GPUContext();
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virtual ~GPUContext();
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virtual void activate(void) = 0;
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virtual void deactivate(void) = 0;
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bool is_active_on_thread(void);
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MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
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};
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#endif
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gpu_extensions_exit();
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gpu_platform_exit(); /* must come last */
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GPU_backend_exit();
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initialized = false;
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}
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#include "gpu_backend.hh"
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#include "BLI_vector.hh"
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#include "gl_context.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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private:
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GLSharedOrphanLists shared_orphan_list_;
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public:
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GPUContext *context_alloc(void *ghost_window)
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{
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return new GLContext(ghost_window);
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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/* TODO remove */
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void buf_free(GLuint buf_id);
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void tex_free(GLuint tex_id);
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void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, unsigned int id)
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{
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list_mutex.lock();
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orphan_list.append(id);
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list_mutex.unlock();
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}
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};
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} // namespace gpu
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} // namespace blender
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@ -30,24 +30,209 @@
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#include "gpu_context_private.h"
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#include "gl_backend.hh" /* TODO remove */
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#include "gl_context.hh"
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// TODO(fclem) this requires too much refactor for now.
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// using namespace blender::gpu;
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Constructor / Destructor
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* \{ */
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GLContext::GLContext(void *ghost_window) : GPUContext()
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GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list)
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: shared_orphan_list_(shared_orphan_list)
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{
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default_framebuffer_ = ghost_window ?
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GHOST_GetDefaultOpenGLFramebuffer((GHOST_WindowHandle)ghost_window) :
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0;
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glGenVertexArrays(1, &default_vao_);
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float data[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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glGenBuffers(1, &default_attr_vbo_);
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glBindBuffer(GL_ARRAY_BUFFER, default_attr_vbo_);
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glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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GLContext::~GLContext()
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{
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BLI_assert(orphaned_framebuffers_.is_empty());
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BLI_assert(orphaned_vertarrays_.is_empty());
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/* For now don't allow GPUFrameBuffers to be reuse in another context. */
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BLI_assert(framebuffers_.is_empty());
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/* Delete vaos so the batch can be reused in another context. */
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for (GPUBatch *batch : batches_) {
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GPU_batch_vao_cache_clear(batch);
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}
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glDeleteVertexArrays(1, &default_vao_);
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glDeleteBuffers(1, &default_attr_vbo_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Activate / Deactivate context
|
||||
* \{ */
|
||||
|
||||
void GLContext::activate(void)
|
||||
{
|
||||
/* 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();
|
||||
}
|
||||
|
||||
void GLContext::deactivate(void)
|
||||
{
|
||||
is_active_ = false;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \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(void)
|
||||
{
|
||||
/* Check if any context is active on this thread! */
|
||||
BLI_assert(GPU_context_active_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(void)
|
||||
{
|
||||
/* 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 == GPU_context_active_get()) {
|
||||
glDeleteVertexArrays(1, &vao_id);
|
||||
}
|
||||
else {
|
||||
orphans_add(orphaned_vertarrays_, lists_mutex_, vao_id);
|
||||
}
|
||||
}
|
||||
|
||||
void GLContext::fbo_free(GLuint fbo_id)
|
||||
{
|
||||
if (this == GPU_context_active_get()) {
|
||||
glDeleteFramebuffers(1, &fbo_id);
|
||||
}
|
||||
else {
|
||||
orphans_add(orphaned_framebuffers_, lists_mutex_, fbo_id);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::buf_free(GLuint buf_id)
|
||||
{
|
||||
/* Any context can free. */
|
||||
if (GPU_context_active_get()) {
|
||||
glDeleteBuffers(1, &buf_id);
|
||||
}
|
||||
else {
|
||||
orphans_add(shared_orphan_list_.buffers, shared_orphan_list_.lists_mutex, buf_id);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::tex_free(GLuint tex_id)
|
||||
{
|
||||
/* Any context can free. */
|
||||
if (GPU_context_active_get()) {
|
||||
glDeleteTextures(1, &tex_id);
|
||||
}
|
||||
else {
|
||||
orphans_add(shared_orphan_list_.textures, shared_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 accross context or if context
|
||||
* is discarded.
|
||||
* \{ */
|
||||
|
||||
void GLContext::batch_register(struct GPUBatch *batch)
|
||||
{
|
||||
lists_mutex_.lock();
|
||||
batches_.add(batch);
|
||||
lists_mutex_.unlock();
|
||||
}
|
||||
|
||||
void GLContext::batch_unregister(struct GPUBatch *batch)
|
||||
{
|
||||
/* vao_cache_clear() can acquire lists_mutex_ so avoid deadlock. */
|
||||
// reinterpret_cast<GLBatch *>(batch)->vao_cache_clear();
|
||||
|
||||
lists_mutex_.lock();
|
||||
batches_.remove(batch);
|
||||
lists_mutex_.unlock();
|
||||
}
|
||||
|
||||
void GLContext::framebuffer_register(struct GPUFrameBuffer *fb)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
lists_mutex_.lock();
|
||||
framebuffers_.add(fb);
|
||||
lists_mutex_.unlock();
|
||||
#else
|
||||
UNUSED_VARS(fb);
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLContext::framebuffer_unregister(struct GPUFrameBuffer *fb)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
lists_mutex_.lock();
|
||||
framebuffers_.remove(fb);
|
||||
lists_mutex_.unlock();
|
||||
#else
|
||||
UNUSED_VARS(fb);
|
||||
#endif
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
|
|
@ -25,6 +25,9 @@
|
|||
|
||||
#include "gpu_context_private.h"
|
||||
|
||||
#include "BLI_vector.hh"
|
||||
#include "BLI_set.hh"
|
||||
|
||||
#include "glew-mx.h"
|
||||
|
||||
#include <iostream>
|
||||
|
@ -32,19 +35,63 @@
|
|||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
// TODO(fclem) this requires too much refactor for now.
|
||||
// namespace blender {
|
||||
// namespace gpu {
|
||||
namespace blender {
|
||||
namespace gpu {
|
||||
|
||||
class GLContext : public GPUContext {
|
||||
class GLSharedOrphanLists {
|
||||
public:
|
||||
GLContext(void *ghost_window);
|
||||
~GLContext();
|
||||
/** Mutex for the bellow structures. */
|
||||
std::mutex lists_mutex;
|
||||
/** Buffers and textures are shared across context. Any context can free them. */
|
||||
Vector<GLuint> textures;
|
||||
Vector<GLuint> buffers;
|
||||
|
||||
private:
|
||||
/** Default framebuffer object for some GL implementation. */
|
||||
GLuint default_framebuffer_;
|
||||
public:
|
||||
void orphans_clear(void);
|
||||
};
|
||||
|
||||
// } // namespace gpu
|
||||
// } // namespace blender
|
||||
class GLContext : public GPUContext {
|
||||
/* TODO(fclem) these needs to become private. */
|
||||
public:
|
||||
/** Default VAO for procedural draw calls. */
|
||||
GLuint default_vao_;
|
||||
/** Default framebuffer object for some GL implementation. */
|
||||
GLuint default_framebuffer_;
|
||||
/** VBO for missing vertex attrib binding. Avoid undefined behavior on some implementation. */
|
||||
GLuint default_attr_vbo_;
|
||||
/**
|
||||
* GPUBatch & GPUFramebuffer have references to the context they are from, in the case the
|
||||
* context is destroyed, we need to remove any reference to it.
|
||||
*/
|
||||
Set<GPUBatch *> batches_;
|
||||
Set<GPUFrameBuffer *> framebuffers_;
|
||||
/** Mutex for the bellow structures. */
|
||||
std::mutex lists_mutex_;
|
||||
/** VertexArrays and framebuffers are not shared across context. */
|
||||
Vector<GLuint> orphaned_vertarrays_;
|
||||
Vector<GLuint> orphaned_framebuffers_;
|
||||
/** GLBackend onws this data. */
|
||||
GLSharedOrphanLists &shared_orphan_list_;
|
||||
|
||||
public:
|
||||
GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list);
|
||||
~GLContext();
|
||||
|
||||
void activate(void) override;
|
||||
void deactivate(void) override;
|
||||
|
||||
/* TODO(fclem) these needs to become private. */
|
||||
public:
|
||||
void orphans_add(Vector<GLuint> &orphan_list, std::mutex &list_mutex, GLuint id);
|
||||
void orphans_clear(void);
|
||||
|
||||
void vao_free(GLuint vao_id);
|
||||
void fbo_free(GLuint fbo_id);
|
||||
void batch_register(struct GPUBatch *batch);
|
||||
void batch_unregister(struct GPUBatch *batch);
|
||||
void framebuffer_register(struct GPUFrameBuffer *fb);
|
||||
void framebuffer_unregister(struct GPUFrameBuffer *fb);
|
||||
};
|
||||
|
||||
} // namespace gpu
|
||||
} // namespace blender
|
||||
|
|
|
@ -121,6 +121,7 @@
|
|||
#include "UI_interface.h"
|
||||
#include "UI_resources.h"
|
||||
|
||||
#include "GPU_context.h"
|
||||
#include "GPU_init_exit.h"
|
||||
#include "GPU_material.h"
|
||||
|
||||
|
@ -634,6 +635,8 @@ void WM_exit_ex(bContext *C, const bool do_python)
|
|||
|
||||
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
|
||||
|
||||
GPU_backend_exit();
|
||||
|
||||
wm_ghost_exit();
|
||||
|
||||
CTX_free(C);
|
||||
|
|
Loading…
Reference in New Issue