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GPUContextPool.h
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GPUContextPool.h
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/* ***** BEGIN LICENSE BLOCK *****
* This file is part of Natron <https://natrongithub.github.io/>,
* (C) 2018-2021 The Natron developers
* (C) 2013-2018 INRIA and Alexandre Gauthier-Foichat
*
* Natron is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Natron is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Natron. If not, see <http://www.gnu.org/licenses/gpl-2.0.html>
* ***** END LICENSE BLOCK ***** */
#ifndef GPUCONTEXTPOOL_H
#define GPUCONTEXTPOOL_H
// ***** BEGIN PYTHON BLOCK *****
// from <https://docs.python.org/3/c-api/intro.html#include-files>:
// "Since Python may define some pre-processor definitions which affect the standard headers on some systems, you must include Python.h before any standard headers are included."
#include <Python.h>
// ***** END PYTHON BLOCK *****
#include "Global/Macros.h"
#if !defined(Q_MOC_RUN) && !defined(SBK_RUN)
#include <boost/scoped_ptr.hpp>
#endif
#include "Engine/EngineFwd.h"
NATRON_NAMESPACE_ENTER
// If set, multiple frame renders may use the same GPU context instead of locking it for the whole render of a frame.
#define NATRON_RENDER_SHARED_CONTEXT
struct GPUContextPoolPrivate;
class GPUContextPool
{
public:
GPUContextPool();
~GPUContextPool();
//////////////////////////////// OpenGL related /////////////////////////////////
/**
* @brief Attaches one of the OpenGL context in the pool to a specific frame render.
* The context will not be available to other renders until releaseGLContextFromRender() is called
* for on the same thread that called this function.
* This function is blocking and the calling thread will wait until one context is made available
* in the pool again.
* If a context is already attached on the thread, this function returns immediately
* After returning this function, the context must be made current before
* OpenGL calls can be made.
* If during the render, other threads are participating and needs to make the context current, they
* may call makeContextCurrent with the context returned from this function.
*
* @param renderUniqueAbortInfo These are the infos that uniquely identify the render attached to the context
**/
OSGLContextPtr attachGLContextToRender(bool checkIfGLLoaded = true);
/**
* @brief Releases the given OpenGL context from a render. After this call the context may be re-used
* by other threads waiting in attachContextToThread().
* This function MUST be call when a render is finished and the argument passed should be the context returned
* from the function attachGLContextToRender().
**/
void releaseGLContextFromRender(const OSGLContextPtr& context);
/**
* @brief Returns the max texture size, i.e: the value returned by glGetIntegerv(GL_MAX_TEXTURE_SIZE,&v)
* This does not call glGetIntegerv and does not require a context to be bound.
**/
int getCurrentOpenGLRendererMaxTextureSize() const;
////////////////////////////////////////////////////////////////
/**
* @brief Clear all created contexts
**/
void clear();
private:
boost::scoped_ptr<GPUContextPoolPrivate> _imp;
};
NATRON_NAMESPACE_EXIT
#endif // GPUCONTEXTPOOL_H