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GPUImmediate: Make activation / deactivation implicit

This avoids unecessary complexity.

Also makes the GPUImmediate threadsafe by using a threadlocal imm variable.
master
Clément Foucault 1 year ago
parent
commit
ccc512cc61
  1. 1
      intern/ghost/test/multitest/MultiTest.c
  2. 18
      source/blender/draw/intern/draw_manager.c
  3. 6
      source/blender/gpu/GPU_immediate.h
  4. 12
      source/blender/gpu/intern/gpu_immediate.cc
  5. 5
      source/blender/gpu/intern/gpu_immediate_private.hh
  6. 8
      source/blender/gpu/intern/gpu_init_exit.c
  7. 4
      source/blender/gpu/opengl/gl_context.cc
  8. 3
      source/blender/windowmanager/intern/wm_playanim.c
  9. 3
      source/blender/windowmanager/intern/wm_surface.c
  10. 2
      source/blender/windowmanager/intern/wm_window.c

1
intern/ghost/test/multitest/MultiTest.c

@ -439,7 +439,6 @@ static void loggerwindow_do_draw(LoggerWindow *lw)
GHOST_ActivateWindowDrawingContext(lw->win);
GPU_context_active_set(lw->gpu_context);
immActivate();
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);

18
source/blender/draw/intern/draw_manager.c

@ -2767,17 +2767,11 @@ void DRW_opengl_context_create(void)
BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
DST.gl_context_mutex = BLI_ticket_mutex_alloc();
if (!G.background) {
immDeactivate();
}
/* This changes the active context. */
DST.gl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.gl_context);
/* Be sure to create gpu_context too. */
DST.gpu_context = GPU_context_create(0);
if (!G.background) {
immActivate();
}
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
@ -2794,25 +2788,15 @@ void DRW_opengl_context_destroy(void)
}
}
void DRW_opengl_context_enable_ex(bool restore)
void DRW_opengl_context_enable_ex(bool UNUSED(restore))
{
if (DST.gl_context != NULL) {
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
if (BLI_thread_is_main() && restore) {
if (!G.background) {
immDeactivate();
}
}
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
if (BLI_thread_is_main() && restore) {
if (!G.background) {
immActivate();
}
}
}
}

6
source/blender/gpu/GPU_immediate.h

@ -145,12 +145,6 @@ void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int
void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
/* These are called by the system -- not part of drawing API. */
void immInit(void);
void immActivate(void);
void immDeactivate(void);
void immDestroy(void);
#ifdef __cplusplus
}
#endif

12
source/blender/gpu/intern/gpu_immediate.cc

@ -39,12 +39,7 @@
using namespace blender::gpu;
static Immediate *imm = NULL;
void immInit(void)
{
/* TODO Remove */
}
static thread_local Immediate *imm = NULL;
void immActivate(void)
{
@ -56,11 +51,6 @@ void immDeactivate(void)
imm = NULL;
}
void immDestroy(void)
{
/* TODO Remove */
}
GPUVertFormat *immVertexFormat(void)
{
GPU_vertformat_clear(&imm->vertex_format);

5
source/blender/gpu/intern/gpu_immediate_private.hh

@ -63,4 +63,7 @@ class Immediate {
virtual void end(void) = 0;
};
} // namespace blender::gpu
} // namespace blender::gpu
void immActivate(void);
void immDeactivate(void);

8
source/blender/gpu/intern/gpu_init_exit.c

@ -54,10 +54,6 @@ void GPU_init(void)
gpu_batch_init();
if (!G.background) {
immInit();
}
#ifndef GPU_STANDALONE
gpu_pbvh_init();
#endif
@ -69,10 +65,6 @@ void GPU_exit(void)
gpu_pbvh_exit();
#endif
if (!G.background) {
immDestroy();
}
gpu_batch_exit();
gpu_material_library_exit();

4
source/blender/gpu/opengl/gl_context.cc

@ -32,6 +32,7 @@
#include "GHOST_C-api.h"
#include "gpu_context_private.hh"
#include "gpu_immediate_private.hh"
#include "gl_debug.hh"
#include "gl_immediate.hh"
@ -151,10 +152,13 @@ void GLContext::activate(void)
/* Not really following the state but we should consider
* no ubo bound when activating a context. */
bound_ubo_slots = 0;
immActivate();
}
void GLContext::deactivate(void)
{
immDeactivate();
is_active_ = false;
}

3
source/blender/windowmanager/intern/wm_playanim.c

@ -1292,7 +1292,6 @@ static char *wm_main_playanim_intern(int argc, const char **argv)
/* initialize OpenGL immediate mode */
g_WS.gpu_context = GPU_context_create(g_WS.ghost_window);
GPU_init();
immActivate();
/* initialize the font */
BLF_init();
@ -1579,8 +1578,6 @@ static char *wm_main_playanim_intern(int argc, const char **argv)
GPU_shader_free_builtin_shaders();
immDeactivate();
if (g_WS.gpu_context) {
GPU_context_active_set(g_WS.gpu_context);
GPU_context_discard(g_WS.gpu_context);

3
source/blender/windowmanager/intern/wm_surface.c

@ -56,8 +56,6 @@ void wm_surface_clear_drawable(void)
WM_opengl_context_release(g_drawable->ghost_ctx);
GPU_context_active_set(NULL);
immDeactivate();
if (g_drawable->deactivate) {
g_drawable->deactivate();
}
@ -79,7 +77,6 @@ void wm_surface_set_drawable(wmSurface *surface, bool activate)
}
GPU_context_active_set(surface->gpu_ctx);
immActivate();
}
void wm_surface_make_drawable(wmSurface *surface)

2
source/blender/windowmanager/intern/wm_window.c

@ -1099,13 +1099,11 @@ static void wm_window_set_drawable(wmWindowManager *wm, wmWindow *win, bool acti
GHOST_ActivateWindowDrawingContext(win->ghostwin);
}
GPU_context_active_set(win->gpuctx);
immActivate();
}
void wm_window_clear_drawable(wmWindowManager *wm)
{
if (wm->windrawable) {
immDeactivate();
wm->windrawable = NULL;
}
}

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