Files
2026-08-12 04:47:48 -04:00

215 lines
6.9 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* This interface allow GPU to manage VAOs for multiple context and threads.
*/
#pragma once
#include <cstdint>
#include <cstdio>
#include "GPU_platform.hh"
struct GHOST_GPUDevice;
class GHOST_IContext;
class GHOST_ISystem;
class GHOST_IWindow;
namespace blender {
struct GPUContext;
/* GPU back-ends abstract the differences between different APIs. #GPU_context_create
* automatically initializes the back-end, and #GPU_context_discard frees it when there
* are no more contexts. */
bool GPU_backend_supported();
void GPU_backend_type_selection_set(const GPUBackendType backend);
GPUBackendType GPU_backend_type_selection_get();
GPUBackendType GPU_backend_get_type();
const char *GPU_backend_get_name();
/**
* Detect the most suited GPUBackendType.
*
* - The detected backend will be set in `GPU_backend_type_selection_set`.
* - When GPU_backend_type_selection_is_overridden it checks the overridden backend.
* When not overridden it checks a default list.
* - OpenGL backend will be checked as a fallback for Metal.
*
* Returns true when detection found a supported backend, otherwise returns false.
* When no supported backend is found GPU_backend_type_selection_set is called with
* GPU_BACKEND_NONE.
*/
bool GPU_backend_type_selection_detect();
/**
* Alter the GPU_backend_type_selection_detect to only test a specific backend
*/
void GPU_backend_type_selection_set_override(GPUBackendType backend_type);
/**
* Check if the GPU_backend_type_selection_detect is overridden to only test a specific backend.
*/
bool GPU_backend_type_selection_is_overridden();
/**
* Override the user-preference GPU device to use the specified GPU.
*
* Device selection first tries the device with this (`vendor_id`, `device_id`, `index`),
* then falls back to the preferred device unless hard fail debugging is enabled. The
* values `vendor_id == uint32_t(-1)` and `device_id == uint32_t(-1)` are sentinels meaning
* "wildcard" (don't constrain that field), so passing both as the sentinel selects purely by
* enumeration `index`.
*/
void GPU_backend_preferred_device_set_override(int index, uint32_t vendor_id, uint32_t device_id);
/**
* Return the preferred GPU device for new contexts.
*/
GHOST_GPUDevice GPU_backend_preferred_device_get();
#ifdef WITH_VULKAN_BACKEND
/**
* Print one line per Vulkan device that meets minimum requirements, matching the
* `<vendor-hex>/<device-hex>/<index>` identifier used in user preferences. Used by
* `--gpu-device help`.
*/
void GPU_vulkan_supported_devices_print(FILE *fp);
#endif
/**
* Get the VSync value (when set).
*/
int GPU_backend_vsync_get();
/**
* Override the default VSync.
*
* \param vsync: See #GHOST_TVSyncModes for details.
*/
void GPU_backend_vsync_set_override(int vsync);
bool GPU_backend_vsync_is_overridden();
/** Opaque type hiding gpu::Context. */
GPUContext *GPU_context_create(GHOST_IWindow *ghost_window, GHOST_IContext *ghost_context);
/**
* To be called after #GPU_context_active_set(ctx_to_destroy).
*/
void GPU_context_discard(GPUContext *);
/**
* #GPUContext can be null.
*/
void GPU_context_active_set(GPUContext *);
GPUContext *GPU_context_active_get();
/**
* Begin and end frame are used to mark the singular boundary representing the lifetime of a whole
* frame. This also acts as a divisor for ensuring workload submission and flushing, especially for
* background rendering when there is no call to present.
* This is required by explicit-API's where there is no implicit workload flushing.
*/
void GPU_context_begin_frame(GPUContext *ctx);
void GPU_context_end_frame(GPUContext *ctx);
/**
* Legacy GPU (Intel HD4000 series) do not support sharing GPU objects between GPU
* contexts. EEVEE/Workbench can create different contexts for image/preview rendering, baking or
* compiling. When a legacy GPU is detected (`GPU_use_main_context_workaround()`) any worker
* threads should use the draw manager opengl context and make sure that they are the only one
* using it by locking the main context using these two functions.
*/
void GPU_context_main_lock();
void GPU_context_main_unlock();
/**
* \brief Enable shader create info pipeline state assert.
*
* Activates an assert when a shader create info contains pipeline states but using the shader
* still require a new pipeline. This helps to identify mismatches between the shader create info
* and actual usage.
*
* The assert can not be enabled by default as there are cases where new pipelines are expected.
* This function is used inside unit tests to check if pipeline creation is done when not expected.
* \param context: Context where to activate the pipeline creation debug.
* \param enable: #true enables the feature, #false disables the feature.
*
* \note Currently only supported by Vulkan.
*/
void GPU_context_debug_pipeline_creation(GPUContext *context, bool enable);
/** GPU Begin/end work blocks */
void GPU_render_begin();
void GPU_render_end();
/**
* For operations which need to run exactly once per frame -- even if there are no render updates.
*/
void GPU_render_step(bool force_resource_release = false);
/** For when we need access to a system context in order to create a GPU context. */
void GPU_backend_ghost_system_set(GHOST_ISystem *ghost_system_handle);
GHOST_ISystem *GPU_backend_ghost_system_get();
namespace gpu {
struct GPUSecondaryContextData {
GHOST_IContext *ghost_context = nullptr;
GPUContext *gpu_context = nullptr;
};
/** Creates a secondary off-screen GHOST and GPU contexts. Must be called on the main thread. */
GPUSecondaryContextData GPU_create_secondary_context();
/** Activates the given secondary GPU context. */
void GPU_activate_secondary_context(const GPUSecondaryContextData &data);
/** Deactivates the given secondary GPU context. */
void GPU_deactivate_secondary_context(const GPUSecondaryContextData &data);
/** Destroys the given secondary GPU context. */
void GPU_destroy_secondary_context(GPUSecondaryContextData &data);
/**
* Abstracts secondary GHOST and GPU context creation, activation and deletion.
* Must be created from the main thread and destructed from the thread they where activated in.
* (See GPUWorker for an usage example)
*/
class GPUSecondaryContext {
private:
GPUSecondaryContextData data_;
public:
GPUSecondaryContext();
~GPUSecondaryContext();
/** Must be called from a secondary thread. */
void activate();
};
/**
* \brief Activate pipeline creation debugging for a certain scope.
*/
struct DebugScopePipelineCreation {
private:
GPUContext *context_ = nullptr;
public:
DebugScopePipelineCreation(GPUContext *context) : context_(context)
{
GPU_context_debug_pipeline_creation(context, true);
}
~DebugScopePipelineCreation()
{
GPU_context_debug_pipeline_creation(context_, false);
}
};
} // namespace gpu
} // namespace blender