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:
@@ -721,7 +721,6 @@ void DRW_state_lock(DRWState state);
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void DRW_select_load_id(uint id);
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/* Draw State */
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void DRW_state_dfdy_factors_get(float dfdyfac[2]);
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bool DRW_state_is_fbo(void);
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bool DRW_state_is_select(void);
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bool DRW_state_is_depth(void);
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@@ -2496,11 +2496,6 @@ void DRW_draw_depth_object(
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/** \name Draw Manager State (DRW_state)
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* \{ */
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void DRW_state_dfdy_factors_get(float dfdyfac[2])
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{
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GPU_get_dfdy_factors(dfdyfac);
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}
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/**
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* When false, drawing doesn't output to a pixel buffer
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* eg: Occlusion queries, or when we have setup a context to draw in already.
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@@ -137,6 +137,7 @@ set(SRC
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intern/gpu_codegen.h
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intern/gpu_context_private.hh
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intern/gpu_drawlist_private.hh
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intern/gpu_extensions_private.hh
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intern/gpu_framebuffer_private.hh
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intern/gpu_immediate_private.hh
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intern/gpu_index_buffer_private.hh
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@@ -41,14 +41,10 @@ int GPU_max_color_texture_samples(void);
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int GPU_max_cube_map_size(void);
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int GPU_max_ubo_binds(void);
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int GPU_max_ubo_size(void);
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void GPU_get_dfdy_factors(float fac[2]);
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bool GPU_arb_base_instance_is_supported(void);
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bool GPU_arb_texture_cube_map_array_is_supported(void);
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bool GPU_mip_render_workaround(void);
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bool GPU_depth_blitting_workaround(void);
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bool GPU_unused_fb_slot_workaround(void);
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bool GPU_use_main_context_workaround(void);
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bool GPU_texture_copy_workaround(void);
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bool GPU_crappy_amd_driver(void);
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int GPU_texture_size_with_limit(int res);
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@@ -24,214 +24,29 @@
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* with checks for drivers and GPU support.
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*/
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_userdef_types.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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#include "GPU_platform.h"
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#include "GPU_texture.h"
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#include "intern/gpu_private.h"
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#include "gpu_extensions_private.hh"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "gl_backend.hh" /* TODO remove */
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#ifdef WIN32
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# include "BLI_winstuff.h"
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#endif
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namespace blender::gpu {
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/* Extensions support */
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GPUCapabilities GCaps;
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/* -- extension: version of GL that absorbs it
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* EXT_gpu_shader4: 3.0
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* ARB_framebuffer object: 3.0
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* EXT_framebuffer_multisample_blit_scaled: ???
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* ARB_draw_instanced: 3.1
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* ARB_texture_multisample: 3.2
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* ARB_texture_query_lod: 4.0
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*/
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static struct GPUGlobal {
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GLint maxtexsize;
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GLint maxtex3dsize;
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GLint maxtexlayers;
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GLint maxcubemapsize;
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GLint maxtextures;
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GLint maxtexturesfrag;
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GLint maxtexturesgeom;
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GLint maxtexturesvert;
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GLint maxubosize;
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GLint maxubobinds;
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int samples_color_texture_max;
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/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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* calculate dfdy in shader differently when drawing to an off-screen buffer. First
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* number is factor on screen and second is off-screen */
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float dfdyfactors[2];
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/* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
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* these cases it is best to indicate that it is not supported. See T67951 */
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bool glew_arb_base_instance_is_supported;
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/* Cubemap Array support. */
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bool glew_arb_texture_cube_map_array_is_supported;
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/* Some Intel drivers have issues with using mips as framebuffer targets if
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* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
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* We need a workaround in this cases. */
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bool mip_render_workaround;
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/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
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* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
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* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
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* still be broken. */
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bool depth_blitting_workaround;
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/* Crappy driver don't know how to map framebuffer slot to output vars...
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* We need to have no "holes" in the output buffer slots. */
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bool unused_fb_slot_workaround;
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bool broken_amd_driver;
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/* Some crappy Intel drivers don't work well with shaders created in different
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* rendering contexts. */
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bool use_main_context_workaround;
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/* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
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* (see T76273) */
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bool texture_copy_workaround;
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} GG = {1, 0};
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static void gpu_detect_mip_render_workaround(void)
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{
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int cube_size = 2;
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float *source_pix = (float *)MEM_callocN(sizeof(float[4][6]) * cube_size * cube_size, __func__);
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float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
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GPUTexture *tex = GPU_texture_create_cube(__func__, cube_size, 2, GPU_RGBA16F, source_pix);
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MEM_freeN(source_pix);
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GPU_texture_bind(tex, 0);
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GPU_texture_generate_mipmap(tex);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 0);
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GPU_texture_unbind(tex);
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GPUFrameBuffer *fb = GPU_framebuffer_create(__func__);
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GPU_framebuffer_texture_attach(fb, tex, 0, 1);
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_clear_color(fb, clear_color);
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GPU_framebuffer_restore();
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GPU_framebuffer_free(fb);
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float *data = (float *)GPU_texture_read(tex, GPU_DATA_FLOAT, 1);
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GG.mip_render_workaround = !equals_v4v4(clear_color, data);
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MEM_freeN(data);
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GPU_texture_free(tex);
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}
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/* GPU Extensions */
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Capabilities
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* \{ */
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int GPU_max_texture_size(void)
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{
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return GG.maxtexsize;
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}
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int GPU_max_texture_3d_size(void)
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{
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return GG.maxtex3dsize;
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}
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int GPU_max_texture_layers(void)
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{
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return GG.maxtexlayers;
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}
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int GPU_max_textures(void)
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{
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return GG.maxtextures;
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}
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int GPU_max_textures_frag(void)
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{
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return GG.maxtexturesfrag;
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}
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int GPU_max_textures_geom(void)
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{
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return GG.maxtexturesgeom;
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}
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int GPU_max_textures_vert(void)
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{
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return GG.maxtexturesvert;
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}
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int GPU_max_color_texture_samples(void)
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{
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return GG.samples_color_texture_max;
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}
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int GPU_max_cube_map_size(void)
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{
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return GG.maxcubemapsize;
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}
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int GPU_max_ubo_binds(void)
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{
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return GG.maxubobinds;
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}
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int GPU_max_ubo_size(void)
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{
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return GG.maxubosize;
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}
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void GPU_get_dfdy_factors(float fac[2])
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{
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copy_v2_v2(fac, GG.dfdyfactors);
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}
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bool GPU_arb_base_instance_is_supported(void)
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{
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return GG.glew_arb_base_instance_is_supported;
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}
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bool GPU_arb_texture_cube_map_array_is_supported(void)
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{
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return GG.glew_arb_texture_cube_map_array_is_supported;
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}
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bool GPU_mip_render_workaround(void)
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{
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return GG.mip_render_workaround;
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}
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bool GPU_depth_blitting_workaround(void)
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{
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return GG.depth_blitting_workaround;
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}
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bool GPU_unused_fb_slot_workaround(void)
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{
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return GG.unused_fb_slot_workaround;
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}
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bool GPU_use_main_context_workaround(void)
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{
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return GG.use_main_context_workaround;
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}
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bool GPU_texture_copy_workaround(void)
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{
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return GG.texture_copy_workaround;
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}
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bool GPU_crappy_amd_driver(void)
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{
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/* Currently are the same drivers with the `unused_fb_slot` problem. */
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return GG.broken_amd_driver;
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return GCaps.max_texture_size;
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}
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int GPU_texture_size_with_limit(int res)
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@@ -241,165 +56,64 @@ int GPU_texture_size_with_limit(int res)
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return min_ii(reslimit, res);
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}
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void gpu_extensions_init(void)
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int GPU_max_texture_layers(void)
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{
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/* during 2.8 development each platform has its own OpenGL minimum requirements
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* final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
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* see developer.blender.org/T49012 for details
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*/
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BLI_assert(GLEW_VERSION_3_3);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesfrag);
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesvert);
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glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GG.maxtexturesgeom);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
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glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GG.maxtex3dsize);
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
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glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
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const char *vendor = (const char *)glGetString(GL_VENDOR);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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const char *version = (const char *)glGetString(GL_VERSION);
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
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if (strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
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strstr(version, "4.5.13422")) {
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/* The renderers include:
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* Mobility Radeon HD 5000;
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* Radeon HD 7500M;
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* Radeon HD 7570M;
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* Radeon HD 7600M;
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* And many others... */
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GG.unused_fb_slot_workaround = true;
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GG.broken_amd_driver = true;
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}
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}
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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strstr(renderer, "AMD VERDE")) {
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/* We have issues with this specific renderer. (see T74024) */
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GG.unused_fb_slot_workaround = true;
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GG.broken_amd_driver = true;
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}
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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strstr(version, "Mesa 19.3.4")) {
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/* Fix slowdown on this particular driver. (see T77641) */
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GG.broken_amd_driver = true;
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}
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
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if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
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strstr(renderer, "AMD Radeon RX")) {
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GG.depth_blitting_workaround = true;
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}
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}
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if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
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/* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
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* covered since they only support GL 4.4 on windows.
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* This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see T76273) */
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if (!GLEW_VERSION_4_5) {
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GG.texture_copy_workaround = true;
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}
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}
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/* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
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* (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
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* GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
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* requirements.
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*
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* We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
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* disable it when we don't have an OpenGL4 context (See T77657) */
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GG.glew_arb_base_instance_is_supported = GLEW_ARB_base_instance && GLEW_VERSION_4_0;
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GG.glew_arb_texture_cube_map_array_is_supported = GLEW_ARB_texture_cube_map_array;
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gpu_detect_mip_render_workaround();
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if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
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printf("\n");
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printf("GPU: Bypassing workaround detection.\n");
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printf("GPU: OpenGL identification strings\n");
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printf("GPU: vendor: %s\n", vendor);
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printf("GPU: renderer: %s\n", renderer);
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printf("GPU: version: %s\n\n", version);
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GG.mip_render_workaround = true;
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GG.depth_blitting_workaround = true;
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GG.unused_fb_slot_workaround = true;
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GG.texture_copy_workaround = true;
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}
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/* Special fix for theses specific GPUs.
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* Without this workaround, blender crashes on startup. (see T72098) */
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if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
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GG.mip_render_workaround = true;
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}
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/* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
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if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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(strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
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strstr(renderer, "HD Graphics 2500"))) {
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GG.glew_arb_texture_cube_map_array_is_supported = false;
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}
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/* df/dy calculation factors, those are dependent on driver */
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GG.dfdyfactors[0] = 1.0;
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GG.dfdyfactors[1] = 1.0;
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
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strstr(version, "3.3.10750")) {
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GG.dfdyfactors[0] = 1.0;
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GG.dfdyfactors[1] = -1.0;
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}
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else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
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strstr(version, "4.0.0 - Build 9.18.10.3186") ||
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strstr(version, "4.0.0 - Build 9.18.10.3165") ||
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strstr(version, "3.1.0 - Build 9.17.10.3347") ||
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strstr(version, "3.1.0 - Build 9.17.10.4101") ||
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strstr(version, "3.3.0 - Build 8.15.10.2618")) {
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GG.dfdyfactors[0] = -1.0;
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GG.dfdyfactors[1] = 1.0;
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}
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if (strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
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strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
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strstr(version, "Build 10.18.14.5")) {
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/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
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* But it's hard to test each case. */
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GG.glew_arb_base_instance_is_supported = false;
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GG.use_main_context_workaround = true;
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}
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if (strstr(version, "Build 20.19.15.4285")) {
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/* Somehow fixes armature display issues (see T69743). */
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GG.use_main_context_workaround = true;
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}
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}
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else if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
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strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
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/* See T70187: merging vertices fail. This has been tested from 18.2.2 till 19.3.0~dev of the
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||||
* 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;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
54
source/blender/gpu/intern/gpu_extensions_private.hh
Normal file
54
source/blender/gpu/intern/gpu_extensions_private.hh
Normal 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
|
@@ -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;
|
||||
}
|
||||
|
||||
|
@@ -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);
|
||||
|
@@ -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;
|
||||
|
||||
|
@@ -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
|
@@ -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
|
||||
|
@@ -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 {
|
||||
|
@@ -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;
|
||||
|
||||
|
@@ -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;
|
||||
}
|
||||
|
@@ -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. */
|
||||
|
@@ -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;
|
||||
|
@@ -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);
|
||||
|
||||
|
@@ -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;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user