GPUExtensions: GL backend isolation

This is part of the Vulkan task T68990.

This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
  commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
  inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
This commit is contained in:
2020-09-07 18:52:30 +02:00
parent 360489c751
commit 171b36683a
18 changed files with 370 additions and 380 deletions

View File

@@ -137,6 +137,7 @@ set(SRC
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_extensions_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_immediate_private.hh
intern/gpu_index_buffer_private.hh

View File

@@ -41,14 +41,10 @@ int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
int GPU_max_ubo_binds(void);
int GPU_max_ubo_size(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_arb_base_instance_is_supported(void);
bool GPU_arb_texture_cube_map_array_is_supported(void);
bool GPU_mip_render_workaround(void);
bool GPU_depth_blitting_workaround(void);
bool GPU_unused_fb_slot_workaround(void);
bool GPU_use_main_context_workaround(void);
bool GPU_texture_copy_workaround(void);
bool GPU_crappy_amd_driver(void);
int GPU_texture_size_with_limit(int res);

View File

@@ -24,214 +24,29 @@
* with checks for drivers and GPU support.
*/
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_platform.h"
#include "GPU_texture.h"
#include "intern/gpu_private.h"
#include "gpu_extensions_private.hh"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "gl_backend.hh" /* TODO remove */
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
namespace blender::gpu {
/* Extensions support */
GPUCapabilities GCaps;
/* -- extension: version of GL that absorbs it
* EXT_gpu_shader4: 3.0
* ARB_framebuffer object: 3.0
* EXT_framebuffer_multisample_blit_scaled: ???
* ARB_draw_instanced: 3.1
* ARB_texture_multisample: 3.2
* ARB_texture_query_lod: 4.0
*/
static struct GPUGlobal {
GLint maxtexsize;
GLint maxtex3dsize;
GLint maxtexlayers;
GLint maxcubemapsize;
GLint maxtextures;
GLint maxtexturesfrag;
GLint maxtexturesgeom;
GLint maxtexturesvert;
GLint maxubosize;
GLint maxubobinds;
int samples_color_texture_max;
/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
* calculate dfdy in shader differently when drawing to an off-screen buffer. First
* number is factor on screen and second is off-screen */
float dfdyfactors[2];
/* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
* these cases it is best to indicate that it is not supported. See T67951 */
bool glew_arb_base_instance_is_supported;
/* Cubemap Array support. */
bool glew_arb_texture_cube_map_array_is_supported;
/* Some Intel drivers have issues with using mips as framebuffer targets if
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
bool depth_blitting_workaround;
/* Crappy driver don't know how to map framebuffer slot to output vars...
* We need to have no "holes" in the output buffer slots. */
bool unused_fb_slot_workaround;
bool broken_amd_driver;
/* Some crappy Intel drivers don't work well with shaders created in different
* rendering contexts. */
bool use_main_context_workaround;
/* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
* (see T76273) */
bool texture_copy_workaround;
} GG = {1, 0};
static void gpu_detect_mip_render_workaround(void)
{
int cube_size = 2;
float *source_pix = (float *)MEM_callocN(sizeof(float[4][6]) * cube_size * cube_size, __func__);
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
GPUTexture *tex = GPU_texture_create_cube(__func__, cube_size, 2, GPU_RGBA16F, source_pix);
MEM_freeN(source_pix);
GPU_texture_bind(tex, 0);
GPU_texture_generate_mipmap(tex);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 0);
GPU_texture_unbind(tex);
GPUFrameBuffer *fb = GPU_framebuffer_create(__func__);
GPU_framebuffer_texture_attach(fb, tex, 0, 1);
GPU_framebuffer_bind(fb);
GPU_framebuffer_clear_color(fb, clear_color);
GPU_framebuffer_restore();
GPU_framebuffer_free(fb);
float *data = (float *)GPU_texture_read(tex, GPU_DATA_FLOAT, 1);
GG.mip_render_workaround = !equals_v4v4(clear_color, data);
MEM_freeN(data);
GPU_texture_free(tex);
}
/* GPU Extensions */
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size(void)
{
return GG.maxtexsize;
}
int GPU_max_texture_3d_size(void)
{
return GG.maxtex3dsize;
}
int GPU_max_texture_layers(void)
{
return GG.maxtexlayers;
}
int GPU_max_textures(void)
{
return GG.maxtextures;
}
int GPU_max_textures_frag(void)
{
return GG.maxtexturesfrag;
}
int GPU_max_textures_geom(void)
{
return GG.maxtexturesgeom;
}
int GPU_max_textures_vert(void)
{
return GG.maxtexturesvert;
}
int GPU_max_color_texture_samples(void)
{
return GG.samples_color_texture_max;
}
int GPU_max_cube_map_size(void)
{
return GG.maxcubemapsize;
}
int GPU_max_ubo_binds(void)
{
return GG.maxubobinds;
}
int GPU_max_ubo_size(void)
{
return GG.maxubosize;
}
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
}
bool GPU_arb_base_instance_is_supported(void)
{
return GG.glew_arb_base_instance_is_supported;
}
bool GPU_arb_texture_cube_map_array_is_supported(void)
{
return GG.glew_arb_texture_cube_map_array_is_supported;
}
bool GPU_mip_render_workaround(void)
{
return GG.mip_render_workaround;
}
bool GPU_depth_blitting_workaround(void)
{
return GG.depth_blitting_workaround;
}
bool GPU_unused_fb_slot_workaround(void)
{
return GG.unused_fb_slot_workaround;
}
bool GPU_use_main_context_workaround(void)
{
return GG.use_main_context_workaround;
}
bool GPU_texture_copy_workaround(void)
{
return GG.texture_copy_workaround;
}
bool GPU_crappy_amd_driver(void)
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GG.broken_amd_driver;
return GCaps.max_texture_size;
}
int GPU_texture_size_with_limit(int res)
@@ -241,165 +56,64 @@ int GPU_texture_size_with_limit(int res)
return min_ii(reslimit, res);
}
void gpu_extensions_init(void)
int GPU_max_texture_layers(void)
{
/* during 2.8 development each platform has its own OpenGL minimum requirements
* final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
* see developer.blender.org/T49012 for details
*/
BLI_assert(GLEW_VERSION_3_3);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesfrag);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesvert);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GG.maxtexturesgeom);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GG.maxtex3dsize);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
if (strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
strstr(version, "4.5.13422")) {
/* The renderers include:
* Mobility Radeon HD 5000;
* Radeon HD 7500M;
* Radeon HD 7570M;
* Radeon HD 7600M;
* And many others... */
GG.unused_fb_slot_workaround = true;
GG.broken_amd_driver = true;
}
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(renderer, "AMD VERDE")) {
/* We have issues with this specific renderer. (see T74024) */
GG.unused_fb_slot_workaround = true;
GG.broken_amd_driver = true;
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(version, "Mesa 19.3.4")) {
/* Fix slowdown on this particular driver. (see T77641) */
GG.broken_amd_driver = true;
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
strstr(renderer, "AMD Radeon RX")) {
GG.depth_blitting_workaround = true;
}
}
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
/* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
* covered since they only support GL 4.4 on windows.
* This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see T76273) */
if (!GLEW_VERSION_4_5) {
GG.texture_copy_workaround = true;
}
}
/* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
* (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
* GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
* requirements.
*
* We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
* disable it when we don't have an OpenGL4 context (See T77657) */
GG.glew_arb_base_instance_is_supported = GLEW_ARB_base_instance && GLEW_VERSION_4_0;
GG.glew_arb_texture_cube_map_array_is_supported = GLEW_ARB_texture_cube_map_array;
gpu_detect_mip_render_workaround();
if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
printf("\n");
printf("GPU: Bypassing workaround detection.\n");
printf("GPU: OpenGL identification strings\n");
printf("GPU: vendor: %s\n", vendor);
printf("GPU: renderer: %s\n", renderer);
printf("GPU: version: %s\n\n", version);
GG.mip_render_workaround = true;
GG.depth_blitting_workaround = true;
GG.unused_fb_slot_workaround = true;
GG.texture_copy_workaround = true;
}
/* Special fix for theses specific GPUs.
* Without this workaround, blender crashes on startup. (see T72098) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
GG.mip_render_workaround = true;
}
/* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
strstr(renderer, "HD Graphics 2500"))) {
GG.glew_arb_texture_cube_map_array_is_supported = false;
}
/* df/dy calculation factors, those are dependent on driver */
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = 1.0;
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
strstr(version, "3.3.10750")) {
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = -1.0;
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101") ||
strstr(version, "3.3.0 - Build 8.15.10.2618")) {
GG.dfdyfactors[0] = -1.0;
GG.dfdyfactors[1] = 1.0;
}
if (strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
strstr(version, "Build 10.18.14.5")) {
/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
* But it's hard to test each case. */
GG.glew_arb_base_instance_is_supported = false;
GG.use_main_context_workaround = true;
}
if (strstr(version, "Build 20.19.15.4285")) {
/* Somehow fixes armature display issues (see T69743). */
GG.use_main_context_workaround = true;
}
}
else if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
/* See T70187: merging vertices fail. This has been tested from 18.2.2 till 19.3.0~dev of the
* Mesa driver */
GG.unused_fb_slot_workaround = true;
}
GPU_invalid_tex_init();
return GCaps.max_texture_layers;
}
void gpu_extensions_exit(void)
int GPU_max_textures_vert(void)
{
GPU_invalid_tex_free();
return GCaps.max_textures_vert;
}
int GPU_max_textures_geom(void)
{
return GCaps.max_textures_geom;
}
int GPU_max_textures_frag(void)
{
return GCaps.max_textures_frag;
}
int GPU_max_textures(void)
{
return GCaps.max_textures;
}
bool GPU_arb_texture_cube_map_array_is_supported(void)
{
/* FIXME bad level call. */
return GLContext::texture_cube_map_array_support;
}
bool GPU_mip_render_workaround(void)
{
return GCaps.mip_render_workaround;
}
bool GPU_depth_blitting_workaround(void)
{
return GCaps.depth_blitting_workaround;
}
bool GPU_use_main_context_workaround(void)
{
return GCaps.use_main_context_workaround;
}
bool GPU_crappy_amd_driver(void)
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GCaps.broken_amd_driver;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported(void)
{
#ifndef GPU_STANDALONE
@@ -439,3 +153,5 @@ bool GPU_stereo_quadbuffer_support(void)
glGetBooleanv(GL_STEREO, &stereo);
return stereo == GL_TRUE;
}
/** \} */

View File

@@ -0,0 +1,54 @@
/*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2020, Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_platform.h"
namespace blender::gpu {
/**
* This includes both hardware capabilities & workarounds.
* Try to limit these to the implementation codebase (i.e.: gpu/opengl/).
* Only add workarounds here if they are common to all implementation or
* if you need access to it outside of the GPU module.
* Same goes for capabilities (i.e.: texture size)
**/
struct GPUCapabilities {
int max_texture_size = 0;
int max_texture_layers = 0;
int max_textures = 0;
int max_textures_vert = 0;
int max_textures_geom = 0;
int max_textures_frag = 0;
/* OpenGL related workarounds. */
bool mip_render_workaround = false;
bool depth_blitting_workaround = false;
bool use_main_context_workaround = false;
bool broken_amd_driver = false;
};
extern GPUCapabilities GCaps;
} // namespace blender::gpu

View File

@@ -48,7 +48,6 @@ void GPU_init(void)
}
initialized = true;
gpu_extensions_init(); /* must come first */
gpu_codegen_init();
gpu_material_library_init();
@@ -79,8 +78,6 @@ void GPU_exit(void)
gpu_material_library_exit();
gpu_codegen_exit();
gpu_extensions_exit();
initialized = false;
}

View File

@@ -24,10 +24,6 @@
extern "C" {
#endif
/* call this before running any of the functions below */
void gpu_extensions_init(void);
void gpu_extensions_exit(void);
/* gpu_pbvh.c */
void gpu_pbvh_init(void);
void gpu_pbvh_exit(void);

View File

@@ -47,7 +47,6 @@ UniformBuf::UniformBuf(size_t size, const char *name)
{
/* Make sure that UBO is padded to size of vec4 */
BLI_assert((size % 16) == 0);
BLI_assert(size <= GPU_max_ubo_size());
size_in_bytes_ = size;

View File

@@ -21,6 +21,9 @@
* \ingroup gpu
*/
#include "BKE_global.h"
#include "gpu_extensions_private.hh"
#include "gpu_platform_private.hh"
#include "glew-mx.h"
@@ -29,6 +32,10 @@
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Platform
* \{ */
void GLBackend::platform_init(void)
{
BLI_assert(!GPG.initialized);
@@ -132,4 +139,217 @@ void GLBackend::platform_exit(void)
GPG.clear();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
static bool detect_mip_render_workaround(void)
{
int cube_size = 2;
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
float *source_pix = (float *)MEM_callocN(sizeof(float[4]) * cube_size * cube_size * 6, __func__);
/* Not using GPU API since it is not yet fully initialized. */
GLuint tex, fb;
/* Create cubemap with 2 mip level. */
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (int mip = 0; mip < 2; mip++) {
for (int i = 0; i < 6; i++) {
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
glTexImage2D(target, mip, GL_RGBA16F, 2, 2, 0, GL_RGBA, GL_FLOAT, source_pix);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
/* Attach and clear mip 1. */
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 1);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(UNPACK4(clear_color));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
/* Read mip 1. If color is not the same as the clear_color, the rendering failed. */
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA, GL_FLOAT, source_pix);
bool enable_workaround = !equals_v4v4(clear_color, source_pix);
MEM_freeN(source_pix);
glDeleteFramebuffers(1, &fb);
glDeleteTextures(1, &tex);
return enable_workaround;
}
static void detect_workarounds(void)
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
printf("\n");
printf("GL: Forcing workaround usage and disabling extensions.\n");
printf(" OpenGL identification strings\n");
printf(" vendor: %s\n", vendor);
printf(" renderer: %s\n", renderer);
printf(" version: %s\n\n", version);
GCaps.depth_blitting_workaround = true;
GCaps.mip_render_workaround = true;
GLContext::unused_fb_slot_workaround = true;
GLContext::texture_copy_workaround = true;
/* Turn off extensions. */
GLContext::base_instance_support = false;
GLContext::texture_cube_map_array_support = false;
return;
}
/* Some Intel drivers have issues with using mips as framebuffer targets if
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* Only check at the end after all other workarounds because this uses the drawing code. */
GCaps.mip_render_workaround = detect_mip_render_workaround();
/* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
* (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
* GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
* requirements.
*
* We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
* disable it when we don't have an OpenGL4 context (See T77657) */
if (!GLEW_VERSION_4_0) {
GLContext::base_instance_support = false;
}
/* The renderers include:
* Mobility Radeon HD 5000;
* Radeon HD 7500M;
* Radeon HD 7570M;
* Radeon HD 7600M;
* And many others... */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
strstr(version, "4.5.13422"))) {
GLContext::unused_fb_slot_workaround = true;
GCaps.broken_amd_driver = true;
}
/* We have issues with this specific renderer. (see T74024) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(renderer, "AMD VERDE")) {
GLContext::unused_fb_slot_workaround = true;
GCaps.broken_amd_driver = true;
}
/* Fix slowdown on this particular driver. (see T77641) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(version, "Mesa 19.3.4")) {
GCaps.broken_amd_driver = true;
}
/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
strstr(renderer, "AMD Radeon RX")) {
GCaps.depth_blitting_workaround = true;
}
}
/* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
* covered since they only support GL 4.4 on windows.
* This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see T76273) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) && !GLEW_VERSION_4_5) {
GLContext::texture_copy_workaround = true;
}
/* Special fix for theses specific GPUs.
* Without this workaround, blender crashes on startup. (see T72098) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
GCaps.mip_render_workaround = true;
}
/* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
strstr(renderer, "HD Graphics 2500"))) {
GLContext::texture_cube_map_array_support = false;
}
/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
* But it's hard to test each case.
* We get crashes from some crappy Intel drivers don't work well with shaders created in
* different rendering contexts. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
(strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
strstr(version, "Build 10.18.14.5"))) {
GLContext::base_instance_support = false;
GCaps.use_main_context_workaround = true;
}
/* Somehow fixes armature display issues (see T69743). */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
(strstr(version, "Build 20.19.15.4285"))) {
GCaps.use_main_context_workaround = true;
}
/* See T70187: merging vertices fail. This has been tested from 18.2.2 till 19.3.0~dev of the
* Mesa driver */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
GLContext::unused_fb_slot_workaround = true;
}
/* dFdx/dFdy calculation factors, those are dependent on driver. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
strstr(version, "3.3.10750")) {
GLContext::derivative_signs[0] = 1.0;
GLContext::derivative_signs[1] = -1.0;
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101") ||
strstr(version, "3.3.0 - Build 8.15.10.2618")) {
GLContext::derivative_signs[0] = -1.0;
GLContext::derivative_signs[1] = 1.0;
}
}
}
/** Internal capabilities. */
GLint GLContext::max_texture_3d_size;
GLint GLContext::max_cubemap_size;
GLint GLContext::max_ubo_size;
GLint GLContext::max_ubo_binds;
/** Extensions. */
bool GLContext::base_instance_support = false;
bool GLContext::texture_cube_map_array_support = false;
/** Workarounds. */
bool GLContext::texture_copy_workaround = false;
bool GLContext::unused_fb_slot_workaround = false;
float GLContext::derivative_signs[2] = {1.0f, 1.0f};
void GLBackend::capabilities_init(void)
{
BLI_assert(GLEW_VERSION_3_3);
/* Common Capabilities. */
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GCaps.max_texture_size);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GCaps.max_texture_layers);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_frag);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_vert);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_geom);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GCaps.max_textures);
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GLContext::max_cubemap_size);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GLContext::max_ubo_binds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GLContext::max_ubo_size);
GLContext::base_instance_support = GLEW_ARB_base_instance;
GLContext::texture_cube_map_array_support = GLEW_ARB_texture_cube_map_array;
detect_workarounds();
}
/** \} */
} // namespace blender::gpu

View File

@@ -50,6 +50,7 @@ class GLBackend : public GPUBackend {
/* platform_init needs to go first. */
GLBackend::platform_init();
GLBackend::capabilities_init();
GLTexture::samplers_init();
}
~GLBackend()
@@ -127,6 +128,8 @@ class GLBackend : public GPUBackend {
private:
static void platform_init(void);
static void platform_exit(void);
static void capabilities_init(void);
};
} // namespace gpu

View File

@@ -34,6 +34,7 @@
#include "gpu_batch_private.hh"
#include "gpu_shader_private.hh"
#include "gl_backend.hh"
#include "gl_context.hh"
#include "gl_debug.hh"
#include "gl_index_buffer.hh"
@@ -314,7 +315,7 @@ void GLBatch::bind(int i_first)
#endif
/* Can be removed if GL 4.2 is required. */
if (!GPU_arb_base_instance_is_supported() && (i_first > 0)) {
if (!GLContext::base_instance_support && (i_first > 0)) {
glBindVertexArray(vao_cache_.base_instance_vao_get(this, i_first));
}
else {
@@ -339,7 +340,7 @@ void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
GLint base_index = el->index_base_;
void *v_first_ofs = el->offset_ptr(v_first);
if (GPU_arb_base_instance_is_supported()) {
if (GLContext::base_instance_support) {
glDrawElementsInstancedBaseVertexBaseInstance(
gl_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
}
@@ -353,7 +354,7 @@ void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
#ifdef __APPLE__
glDisable(GL_PRIMITIVE_RESTART);
#endif
if (GPU_arb_base_instance_is_supported()) {
if (GLContext::base_instance_support) {
glDrawArraysInstancedBaseInstance(gl_type, v_first, v_count, i_count, i_first);
}
else {

View File

@@ -55,6 +55,19 @@ class GLSharedOrphanLists {
class GLContext : public GPUContext {
public:
/** Capabilities. */
static GLint max_texture_3d_size;
static GLint max_cubemap_size;
static GLint max_ubo_size;
static GLint max_ubo_binds;
/** Extensions. */
static bool base_instance_support;
static bool texture_cube_map_array_support;
/** Workarounds. */
static bool texture_copy_workaround;
static bool unused_fb_slot_workaround;
static float derivative_signs[2];
/** Used for debugging purpose. Bitflags of all bound slots. */
uint16_t bound_ubo_slots;

View File

@@ -76,7 +76,7 @@ GLDrawList::GLDrawList(int length)
data_ = NULL;
if (USE_MULTI_DRAW_INDIRECT && GLEW_ARB_multi_draw_indirect &&
GPU_arb_base_instance_is_supported()) {
GLContext::base_instance_support) {
/* Alloc the biggest possible command list, which is indexed. */
buffer_size_ = sizeof(GLDrawCommandIndexed) * length;
}

View File

@@ -208,7 +208,7 @@ void GLFrameBuffer::update_attachments(void)
}
}
if (GPU_unused_fb_slot_workaround()) {
if (GLContext::unused_fb_slot_workaround) {
/* Fill normally un-occupied slots to avoid rendering artifacts on some hardware. */
GLuint gl_tex = 0;
/* NOTE: Inverse iteration to get the first color texture. */

View File

@@ -28,6 +28,7 @@
#include "GPU_extensions.h"
#include "GPU_platform.h"
#include "gl_backend.hh"
#include "gl_vertex_buffer.hh"
#include "gl_shader.hh"
@@ -118,10 +119,8 @@ char *GLShader::glsl_patch_get(void)
}
/* Derivative sign can change depending on implementation. */
float derivatives[2];
GPU_get_dfdy_factors(derivatives);
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", derivatives[0]);
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", derivatives[1]);
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
BLI_assert(slen < sizeof(patch));
return patch;

View File

@@ -369,7 +369,7 @@ void GLTexture::copy_to(Texture *dst_)
/* TODO support array / 3D textures. */
BLI_assert(dst->d_ == 0);
if (GLEW_ARB_copy_image && !GPU_texture_copy_workaround()) {
if (GLEW_ARB_copy_image && !GLContext::texture_copy_workaround) {
/* Opengl 4.3 */
int mip = 0;
/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
@@ -560,8 +560,8 @@ bool GLTexture::proxy_check(int mip)
{
/* Manual validation first, since some implementation have issues with proxy creation. */
int max_size = GPU_max_texture_size();
int max_3d_size = GPU_max_texture_3d_size();
int max_cube_size = GPU_max_cube_map_size();
int max_3d_size = GLContext::max_texture_3d_size;
int max_cube_size = GLContext::max_cubemap_size;
int size[3] = {1, 1, 1};
this->mip_size_get(mip, size);

View File

@@ -42,6 +42,7 @@ namespace blender::gpu {
GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
{
/* Do not create ubo GL buffer here to allow allocation from any thread. */
BLI_assert(size <= GLContext::max_ubo_size);
}
GLUniformBuf::~GLUniformBuf()
@@ -90,12 +91,12 @@ void GLUniformBuf::update(const void *data)
void GLUniformBuf::bind(int slot)
{
if (slot >= GPU_max_ubo_binds()) {
if (slot >= GLContext::max_ubo_binds) {
fprintf(stderr,
"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.",
name_,
slot,
GPU_max_ubo_binds());
GLContext::max_ubo_binds);
return;
}