Commit Graph

82 Commits

Author SHA1 Message Date
6acf8642e5 Cleanup: remove unused GPU code. 2018-09-11 11:53:56 +02:00
0d20207771 Fix GPU build error after recent commit. 2018-07-27 14:17:37 +02:00
708ef19d88 GPU: Remove Mesa + Vega hack.
This is not needed anymore with linux 4.15 + Mesa 17.3.3.
2018-02-07 05:44:05 +01:00
12fa6750f5 Eevee : Add a workaround for bug with AMD RX VEGA Linux + Mesa Driver
This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable.

This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
2017-10-11 02:15:42 +02:00
51278bab5d remove GPU_legacy_support query
In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions.

OpenSubdiv was the only user; I'll update OSD next.
2017-05-18 18:30:23 -04:00
414c1c0e77 OpenGL: remove -noglsl option & GPU_extensions_disable
Also removed a leftover reference to the old basic-shader-glsl option.
2017-05-18 18:30:23 -04:00
7823957455 remove GPU_geometry_shader_support, instanced_drawing_support queries
These are always supported now
- instancing as of GL 3.1
- geometry shaders as of GL 3.2

The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
2017-05-18 18:30:23 -04:00
8cb3c7bdec remove GPU_display_list_support query
Display lists are not part of modern OpenGL.

Only BGE used this, and I forced those uses to false. Commented out old BGE logic for reference.
2017-05-18 18:30:23 -04:00
f60626e3a6 OpenGL: drop support for EXT_geometry_shader4
See gpu_shader.c for the main changes.

EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.

Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
2017-04-08 02:21:13 -04:00
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00
22f59b81d7 OpenGL: remove GLSL support query (it's always supported) 2016-10-10 01:13:03 -04:00
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
0df1bdc268 OpenGL: fix max texture anisotropy check
Query max supported on init, use that to clamp user-set values.
2016-01-07 16:32:35 -05:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
b25e4b310f OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it. 2015-12-08 18:58:52 +01:00
8cfcc444c6 OpenGL: new GPU_legacy_support() function
Is current context compatible with legacy GL (version 2.1)?

My earlier approach -- checking for GLEW_ARB_compatibility -- was not
enough.

This should always return true if we set our GL context up properly. It
will return false when we switch to core profile.
2015-12-06 18:02:07 -05:00
291afea8cc OpenGL: clean up use of old extensions 2015-11-24 02:21:07 -05:00
Dalai Felinto
0173116117 New function to draw offscreen, and related API changes
This expose the capability of handling offscreen drawing. The initial
support lays the barebones for addons to work with framebuffer objects
and implement 3d viewport offscreen drawing. This can be used by script
writers to make fisheye lens preview, head mounted display support, ...

The complete documentation is here: http://www.blender.org/api/blender_python_api_2_76_1/gpu.offscreen.html

Review and many changes by Campbell Barton (thank you :)

https://developer.blender.org/D1533
2015-10-20 01:15:03 -02:00
53d73c51a7 Support for multi-sample off-screen buffers
Replaces much slower manual accumulation buffer which simply did multiple renders.

Needs OpenGL3.2, otherwise multi-sample is disabled.
2015-10-14 10:51:17 +11:00
1fa3bd6148 Fix T46128: High Quality DoF broken
The issue was caused by some special tricks needed to compile OpenSubdiv shader
which was using stupid check whether geometry shader is used or not.

Now made it more explicit call whether special OpenSubdiv trickery is needed or
not.

Its not ideal solution, but it's not really easy to do a proper solution for
this, because while we can do half of the work with if-defs in the shader code
but we'll still need to somewhat define layout of the input blocks which isn't
really doable with current shader version we're using.
2015-09-16 22:38:46 +05:00
754fb6b907 Revert "Fix crash in opengl render caused..."
This reverts commit d64b1221c6.

While this prevents the crash, offscreen renders still aren't working right.
2015-09-14 13:13:48 +10:00
d64b1221c6 Fix crash in opengl render caused by gfx being blacklisted for
non-power-of-2 texture support.  Note that all I did was pass
the correct width/height into glReadPixels; the result may not
be the same as if non2 textures were enabled.
2015-09-13 14:52:31 -07:00
80d75cb3e4 Add debug option --debug-gpumem to show GPU memory used in status bar.
Only used in ATIs and NVIDIAs. Used extensions are:

https://www.opengl.org/registry/specs/ATI/meminfo.txt
http://developer.download.nvidia.com/opengl/specs/

If you read the documentation, the numbers are not supposed to be exact
and also depend on the time when the call is made. The numbers can also
change quite quickly. It's only meant to give a rough measure of what is
going on.
2015-04-24 14:11:21 +02:00
866532360c Fix T31546 fragment program gets created every frame
That was really crappy indeed. Now we have a separate API
for low level OpenGL programs, plus a nice interface for GPU, also
removes some GL calls from main code as a plus :)

The source for the programs is also moved to nice external .glsl files
(not sure which extension convention GPU assemply uses)
2015-04-09 20:20:50 +02:00
590efaacb8 Potential fix for T43987, ambient occlusion different between offscreen
and on screen rendering.

Aaaaah, the beauty of driver implementations of OpenGL!

Turns out the problem here is that drivers calculate df/dy differently
in some cases (probably because OpenGL counts y reverse to how the
window system does, so drivers can get confused).

Fixed this for the ATI case based on info we have so far, there's also
the Intel case which will be handled separately (missing info on Intel's
renderer string etc).

Unfortunately we can't really fix this for the general case so we'll
have to haldle cases as they come in our tracker and by adding silly
string comparisons in our GPU initialization module <sigh>.
2015-03-30 14:14:52 +02:00
38321faa8d cleanup: use spaces for alignment
while studying GPU lib
2015-03-23 15:40:44 -04:00
07b2508305 Fix high quality depth of field on the Mac.
Quite a few things wrong here:

* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
2015-03-20 15:26:13 +01:00
3e9947c4d4 Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

 http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
2015-03-19 15:18:14 +01:00
c0fa864e24 Cleanup: bool & const
Using bool when we're asking yes/no questions such as whether some GPU
feature is supported.

Consolidated these simple functions into gpu_extensions.c and grouped
them in the header.

Const-ified some args where the functions don't modify the pointed-to
data.
2015-03-16 22:57:56 -04:00
b42a3d2485 Another stability commit for legacy users - don't crash when toggling
dyntopo just notify user that their system doesn't support it.
2015-03-03 11:34:23 +01:00
fed61d50c7 Debug GPU functionality from soc-viewport_fx by Jason Wilkins
patch number D706 with changes:

- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.

Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.

- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.

- Did not port changes needed for GLES to regular glew.h

- Got rid of duplicate or very similar new functionality.

Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.

It also provides a nice substitute function for glu error descriptions
2015-02-23 13:35:57 +01:00
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
9f64a86436 Fix framebuffer completeness being broken after last framebuffer cleanup
commits.

Basically, we don't set a draw buffer until draw time comes. Also add
explicit validation function to validate after all textures have been
attached (could be done automatically at bind time too probably, but
left out for now)
2014-11-25 16:16:50 +01:00
3ae0126f86 GPUFramebuffer API cleanup:
* read buffers are set at texture binding time
* change naming when setting a texture as framebuffer
* add function to set slot of framebuffer as current target instead of
texture.
* Binding a buffer reuses the dimensions of the texture at bind time
(can use viewport to set to arbitrary range later)
* Removed offscreen buffer width/height, use the generated texture
dimensions instead. Those were supposed to be checked to see if
generated texture had the requested size but were never actually changed
to the texture dimensions (and it's redundant to store twice).
2014-11-18 12:37:55 +01:00
998a867ba3 GPU framebuffer API:
Allow binding a texture to a different texture attachment than the
first.

Also fix a number error in seperable gaussian blur shader.
2014-11-18 11:56:37 +01:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
e8c63caf77 Fix T40498 invalid textures flickering.
Issue here is most likely sampler uniforms and textures not being
updated properly when zero binding is created. Solution for now is to
allow zero binding but when this happens use sexy pink invalid texture
instead :p.
2014-06-10 01:43:54 +03:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
494687908c BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a on some ATI cards?
Disabling display lists for legacy ATI cards since they don't support display lists well.

Also removing an unused variable from the display list rasterizer.
2013-09-11 23:24:45 +00:00
77da6b3662 move editmesh functions out editderivedmesh.c into editmesh.c 2013-04-16 05:46:17 +00:00
d0beabb642 Add function to query maximum texture size. Also, make texture upload
functions aware of this limit.
2013-04-12 17:56:07 +00:00
2d21e6521f Fix: multisample viewport drawing didn't work well with selection or particle
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.

In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
2013-03-15 19:56:33 +00:00
9fe858264c OpenGL: more work on fixed function lighting implementation as GLSL.
* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
2013-03-10 15:38:23 +00:00
4643d61ffb OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. The
code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.

The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
2013-02-26 00:49:42 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
b25ca62f20 Fix #32404: GLSL normal maps using float images were incorrectly getting
color managed.
2012-08-30 17:42:04 +00:00
9fe1fe0aa8 bmesh py api:
add mtexpoly image access
2012-05-01 06:50:43 +00:00