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goo-engine/intern/ghost/intern/GHOST_ContextCGL.h
T
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

193 lines
5.9 KiB
Objective-C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2014 Blender Foundation */
/** \file
* \ingroup GHOST
*/
#pragma once
#include "GHOST_Context.h"
#include <Cocoa/Cocoa.h>
#include <Metal/Metal.h>
#include <QuartzCore/QuartzCore.h>
@class CAMetalLayer;
@class MTLCommandQueue;
@class MTLDevice;
@class MTLRenderPipelineState;
@class MTLTexture;
@class NSOpenGLContext;
@class NSOpenGLView;
@class NSView;
class GHOST_ContextCGL : public GHOST_Context {
public:
/* Defines the number of simultaneous command buffers which can be in flight.
* The default limit of `64` is considered to be optimal for Blender. Too many command buffers
* will result in workload fragmentation and additional system-level overhead. This limit should
* also only be increased if the application is consistently exceeding the limit, and there are
* no command buffer leaks.
*
* If this limit is reached, starting a new command buffer will fail. The Metal back-end will
* therefore stall until completion and log a warning when this limit is reached in order to
* ensure correct function of the app.
*
* It is generally preferable to reduce the prevalence of GPU_flush or GPU Context switches
* (which will both break command submissions), rather than increasing this limit. */
static const int max_command_buffer_count = 64;
public:
/**
* Constructor.
*/
GHOST_ContextCGL(bool stereoVisual,
NSView *metalView,
CAMetalLayer *metalLayer,
NSOpenGLView *openglView,
GHOST_TDrawingContextType type);
/**
* Destructor.
*/
~GHOST_ContextCGL();
/**
* Swaps front and back buffers of a window.
* \return A boolean success indicator.
*/
GHOST_TSuccess swapBuffers() override;
/**
* Activates the drawing context of this window.
* \return A boolean success indicator.
*/
GHOST_TSuccess activateDrawingContext() override;
/**
* Release the drawing context of the calling thread.
* \return A boolean success indicator.
*/
GHOST_TSuccess releaseDrawingContext() override;
unsigned int getDefaultFramebuffer() override;
/**
* Call immediately after new to initialize. If this fails then immediately delete the object.
* \return Indication as to whether initialization has succeeded.
*/
GHOST_TSuccess initializeDrawingContext() override;
/**
* Removes references to native handles from this context and then returns
* \return GHOST_kSuccess if it is OK for the parent to release the handles and
* GHOST_kFailure if releasing the handles will interfere with sharing
*/
GHOST_TSuccess releaseNativeHandles() override;
/**
* Sets the swap interval for #swapBuffers.
* \param interval: The swap interval to use.
* \return A boolean success indicator.
*/
GHOST_TSuccess setSwapInterval(int interval) override;
/**
* Gets the current swap interval for #swapBuffers.
* \param intervalOut: Variable to store the swap interval if it can be read.
* \return Whether the swap interval can be read.
*/
GHOST_TSuccess getSwapInterval(int &) override;
/**
* Updates the drawing context of this window.
* Needed whenever the window is changed.
* \return Indication of success.
*/
GHOST_TSuccess updateDrawingContext() override;
/**
* Returns a texture that Metal code can use as a render target. The current
* contents of this texture will be composited on top of the frame-buffer
* each time `swapBuffers` is called.
*/
id<MTLTexture> metalOverlayTexture();
/**
* Return a pointer to the Metal command queue used by this context.
*/
MTLCommandQueue *metalCommandQueue();
/**
* Return a pointer to the Metal device associated with this context.
*/
MTLDevice *metalDevice();
/**
* Register present callback
*/
void metalRegisterPresentCallback(void (*callback)(
MTLRenderPassDescriptor *, id<MTLRenderPipelineState>, id<MTLTexture>, id<CAMetalDrawable>));
private:
/** Metal state */
/* Set this flag to `true` when rendering with Metal API for Viewport.
* TODO(Metal): This should be assigned to externally. */
bool m_useMetalForRendering = false;
NSView *m_metalView;
CAMetalLayer *m_metalLayer;
MTLCommandQueue *m_metalCmdQueue;
MTLRenderPipelineState *m_metalRenderPipeline;
bool m_ownsMetalDevice;
/** OpenGL state, for GPUs that don't support Metal */
NSOpenGLView *m_openGLView;
/** The OpenGL drawing context */
NSOpenGLContext *m_openGLContext;
/** The virtualized default frame-buffer. */
unsigned int m_defaultFramebuffer;
/** The virtualized default frame-buffer's texture. */
/**
* Texture that you can render into with Metal. The texture will be
* composited on top of `m_defaultFramebufferMetalTexture` whenever
* `swapBuffers` is called.
*/
static const int METAL_SWAPCHAIN_SIZE = 3;
struct MTLSwapchainTexture {
id<MTLTexture> texture;
unsigned int index;
};
MTLSwapchainTexture m_defaultFramebufferMetalTexture[METAL_SWAPCHAIN_SIZE];
unsigned int current_swapchain_index = 0;
/* Present callback.
* We use this such that presentation can be controlled from within the Metal
* Context. This is required for optimal performance and clean control flow.
* Also helps ensure flickering does not occur by present being dependent
* on existing submissions. */
void (*contextPresentCallback)(MTLRenderPassDescriptor *,
id<MTLRenderPipelineState>,
id<MTLTexture>,
id<CAMetalDrawable>);
int mtl_SwapInterval;
const bool m_debug;
/** The first created OpenGL context (for sharing display lists) */
static NSOpenGLContext *s_sharedOpenGLContext;
static int s_sharedCount;
/* Metal functions */
void metalInit();
void metalFree();
void metalInitFramebuffer();
void metalUpdateFramebuffer();
void metalSwapBuffers();
void initClear();
};