145 lines
4.1 KiB
C++
145 lines
4.1 KiB
C++
/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include <atomic>
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#include "session/display_driver.h"
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#include "util/thread.h"
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#include "util/unique_ptr.h"
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namespace blender {
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struct GPUContext;
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struct GPUFence;
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struct RenderEngine;
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struct Scene;
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namespace gpu {
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class Shader;
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} // namespace gpu
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} // namespace blender
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CCL_NAMESPACE_BEGIN
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/* Base class of shader used for display driver rendering. */
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class BlenderDisplayShader {
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public:
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static constexpr const char *position_attribute_name = "pos";
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static constexpr const char *tex_coord_attribute_name = "texCoord";
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/* Create shader implementation suitable for the given render engine and scene configuration. */
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static unique_ptr<BlenderDisplayShader> create(blender::RenderEngine &b_engine,
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blender::Scene &b_scene);
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BlenderDisplayShader() = default;
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virtual ~BlenderDisplayShader() = default;
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virtual blender::gpu::Shader *bind(const int width, const int height) = 0;
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virtual void unbind() = 0;
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/* Get attribute location for position and texture coordinate respectively.
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* NOTE: The shader needs to be bound to have access to those. */
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virtual int get_position_attrib_location();
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virtual int get_tex_coord_attrib_location();
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protected:
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/* Get program of this display shader.
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* NOTE: The shader needs to be bound to have access to this. */
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virtual blender::gpu::Shader *get_shader_program() = 0;
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/* Cached values of various OpenGL resources. */
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int position_attribute_location_ = -1;
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int tex_coord_attribute_location_ = -1;
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};
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class BlenderDisplaySpaceShader : public BlenderDisplayShader {
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public:
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BlenderDisplaySpaceShader(blender::RenderEngine &b_engine, blender::Scene &b_scene);
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blender::gpu::Shader *bind(const int width, const int height) override;
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void unbind() override;
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protected:
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blender::gpu::Shader *get_shader_program() override;
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blender::RenderEngine &b_engine_;
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blender::Scene &b_scene_;
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/* Cached values of various OpenGL resources. */
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blender::gpu::Shader *shader_program_ = nullptr;
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};
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/* Display driver implementation which is specific for Blender viewport integration. */
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class BlenderDisplayDriver : public DisplayDriver {
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public:
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BlenderDisplayDriver(blender::RenderEngine &b_engine,
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blender::Scene &b_scene,
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blender::RegionView3D *b_rv3d,
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const bool background);
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~BlenderDisplayDriver() override;
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void graphics_interop_activate() override;
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void graphics_interop_deactivate() override;
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void zero() override;
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void set_zoom(const float zoom_x, const float zoom_y);
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protected:
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void next_tile_begin() override;
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bool update_begin(const Params ¶ms,
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const int texture_width,
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const int texture_height) override;
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void update_end() override;
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half4 *map_texture_buffer() override;
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void unmap_texture_buffer() override;
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GraphicsInteropDevice graphics_interop_get_device() override;
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void graphics_interop_update_buffer() override;
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void draw(const Params ¶ms) override;
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void flush() override;
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/* Helper function which allocates new GPU context. */
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void gpu_context_create();
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bool gpu_context_enable();
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void gpu_context_disable();
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void gpu_context_destroy();
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void gpu_context_lock();
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void gpu_context_unlock();
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/* Create GPU resources used by the display driver. */
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bool gpu_resources_create();
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/* Destroy all GPU resources which are being used by this object. */
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void gpu_resources_destroy();
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blender::RenderEngine &b_engine_;
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blender::RegionView3D *b_rv3d_;
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bool background_;
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/* Content of the display is to be filled with zeroes. */
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std::atomic<bool> need_zero_ = true;
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unique_ptr<BlenderDisplayShader> display_shader_;
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/* Opaque storage for an internal state and data for tiles. */
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struct Tiles;
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unique_ptr<Tiles> tiles_;
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blender::GPUFence *gpu_render_sync_ = nullptr;
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blender::GPUFence *gpu_upload_sync_ = nullptr;
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float2 zoom_ = make_float2(1.0f, 1.0f);
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thread_condition_variable has_update_cond_;
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thread_mutex has_update_mutex_;
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};
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CCL_NAMESPACE_END
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