blender/intern/cycles/render/gpu_display.cpp

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/*
* Copyright 2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/gpu_display.h"
#include "render/buffers.h"
#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
void GPUDisplay::reset(const BufferParams &buffer_params)
{
thread_scoped_lock lock(mutex_);
const GPUDisplayParams old_params = params_;
params_.offset = make_int2(buffer_params.full_x, buffer_params.full_y);
params_.full_size = make_int2(buffer_params.full_width, buffer_params.full_height);
params_.size = make_int2(buffer_params.width, buffer_params.height);
/* If the parameters did change tag texture as unusable. This avoids drawing old texture content
* in an updated configuration of the viewport. For example, avoids drawing old frame when render
* border did change.
* If the parameters did not change, allow drawing the current state of the texture, which will
* not count as an up-to-date redraw. This will avoid flickering when doping camera navigation by
* showing a previously rendered frame for until the new one is ready. */
if (old_params.modified(params_)) {
texture_state_.is_usable = false;
}
texture_state_.is_outdated = true;
}
void GPUDisplay::mark_texture_updated()
{
texture_state_.is_outdated = false;
texture_state_.is_usable = true;
}
/* --------------------------------------------------------------------
* Update procedure.
*/
bool GPUDisplay::update_begin(int texture_width, int texture_height)
{
DCHECK(!update_state_.is_active);
if (update_state_.is_active) {
LOG(ERROR) << "Attempt to re-activate update process.";
return false;
}
/* Get parameters within a mutex lock, to avoid reset() modifying them at the same time.
* The update itself is non-blocking however, for better performance and to avoid
* potential deadlocks due to locks held by the subclass. */
GPUDisplayParams params;
{
thread_scoped_lock lock(mutex_);
params = params_;
texture_state_.size = make_int2(texture_width, texture_height);
}
if (!do_update_begin(params, texture_width, texture_height)) {
LOG(ERROR) << "GPUDisplay implementation could not begin update.";
return false;
}
update_state_.is_active = true;
return true;
}
void GPUDisplay::update_end()
{
DCHECK(update_state_.is_active);
if (!update_state_.is_active) {
LOG(ERROR) << "Attempt to deactivate inactive update process.";
return;
}
do_update_end();
update_state_.is_active = false;
}
int2 GPUDisplay::get_texture_size() const
{
return texture_state_.size;
}
/* --------------------------------------------------------------------
* Texture update from CPU buffer.
*/
void GPUDisplay::copy_pixels_to_texture(
const half4 *rgba_pixels, int texture_x, int texture_y, int pixels_width, int pixels_height)
{
DCHECK(update_state_.is_active);
if (!update_state_.is_active) {
LOG(ERROR) << "Attempt to copy pixels data outside of GPUDisplay update.";
return;
}
mark_texture_updated();
do_copy_pixels_to_texture(rgba_pixels, texture_x, texture_y, pixels_width, pixels_height);
}
/* --------------------------------------------------------------------
* Texture buffer mapping.
*/
half4 *GPUDisplay::map_texture_buffer()
{
DCHECK(!texture_buffer_state_.is_mapped);
DCHECK(update_state_.is_active);
if (texture_buffer_state_.is_mapped) {
LOG(ERROR) << "Attempt to re-map an already mapped texture buffer.";
return nullptr;
}
if (!update_state_.is_active) {
LOG(ERROR) << "Attempt to copy pixels data outside of GPUDisplay update.";
return nullptr;
}
half4 *mapped_rgba_pixels = do_map_texture_buffer();
if (mapped_rgba_pixels) {
texture_buffer_state_.is_mapped = true;
}
return mapped_rgba_pixels;
}
void GPUDisplay::unmap_texture_buffer()
{
DCHECK(texture_buffer_state_.is_mapped);
if (!texture_buffer_state_.is_mapped) {
LOG(ERROR) << "Attempt to unmap non-mapped texture buffer.";
return;
}
texture_buffer_state_.is_mapped = false;
mark_texture_updated();
do_unmap_texture_buffer();
}
/* --------------------------------------------------------------------
* Graphics interoperability.
*/
DeviceGraphicsInteropDestination GPUDisplay::graphics_interop_get()
{
DCHECK(!texture_buffer_state_.is_mapped);
DCHECK(update_state_.is_active);
if (texture_buffer_state_.is_mapped) {
LOG(ERROR)
<< "Attempt to use graphics interoperability mode while the texture buffer is mapped.";
return DeviceGraphicsInteropDestination();
}
if (!update_state_.is_active) {
LOG(ERROR) << "Attempt to use graphics interoperability outside of GPUDisplay update.";
return DeviceGraphicsInteropDestination();
}
/* Assume that interop will write new values to the texture. */
mark_texture_updated();
return do_graphics_interop_get();
}
void GPUDisplay::graphics_interop_activate()
{
}
void GPUDisplay::graphics_interop_deactivate()
{
}
/* --------------------------------------------------------------------
* Drawing.
*/
bool GPUDisplay::draw()
{
/* Get parameters within a mutex lock, to avoid reset() modifying them at the same time.
* The drawing itself is non-blocking however, for better performance and to avoid
* potential deadlocks due to locks held by the subclass. */
GPUDisplayParams params;
bool is_usable;
bool is_outdated;
{
thread_scoped_lock lock(mutex_);
params = params_;
is_usable = texture_state_.is_usable;
is_outdated = texture_state_.is_outdated;
}
if (is_usable) {
do_draw(params);
}
return !is_outdated;
}
CCL_NAMESPACE_END