Commit Graph

2497 Commits

Author SHA1 Message Date
19f56cfe6c Cleanup: GLBackend: Move buf_free and tex_free to GLContext
This makes it easier to follow.

Also removes the GL related functions inside gpu_context.cc.
2020-09-07 20:17:45 +02:00
58353834f4 GPUCapabilities: Isolate GL memory statistics
This is part of the Vulkan task T68990

This is a simple cleanup.
2020-09-07 20:17:45 +02:00
c5c6b5ddb3 GPUCapabilities: Isolate GL_STEREO to GLContext
This is part of the Vulkan task T68990

This is a simple cleanup.
2020-09-07 20:17:45 +02:00
6b436b80a4 GPU: Rename gpu_extensions to gpu_capabilities
This makes more sense as this module has more to it than just
GL extensions.
2020-09-07 19:37:05 +02:00
5de4525e39 GPUTexture: Bump GPU_TEX_MAX_FBO_ATTACHED
This was causing an assert when using `--debug-gpu-force-workarounds`
2020-09-07 19:37:04 +02:00
a784e90be0 EEVEE: Try to allocate the lightcache and use fallback if failure
This is to remove an explicit opengl dependence to GPU_extension.
2020-09-07 19:37:04 +02:00
171b36683a 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.
2020-09-07 19:37:04 +02:00
360489c751 GPUPlatform: GL backend isolation
Part of the vulkan implementation T68990.

Pretty straight forward. Just move the GL code inside the GLBackend and
make the GPUPlatformGlobal a class object.
2020-09-07 19:37:04 +02:00
6b91c641e8 GPU: Fix clang tidy warnings 2020-09-07 14:03:03 +02:00
aa32e7a2f3 Cleanup: GPUVertBuf: Replace TRUST_NO_ONE by BLI_asserts and ifdef DEBUG 2020-09-07 13:59:51 +02:00
c38debd39f GPUVertBuf: GL Backend Isolation
Part of the Vulkan port T68990

This makes a few changes in how the data is being handled by the
backend to allow more flexibility in the future.

The overall code logic is left unchanged.
2020-09-07 13:59:51 +02:00
bb2aeb4504 GPUVertBuf: Rename GPUVertBuf to VertBuf and add some getters
to avoid more typecasts.
2020-09-07 13:59:51 +02:00
267b8e1a5c Cleanup: spelling
Also correct wrapped lines of example code in threads.cc.
2020-09-07 16:19:42 +10:00
7ffff04e49 GPUVertBuf: Make GPUVertBuf private to the GPU module
This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
2020-09-06 22:13:06 +02:00
4ea93029c6 GPUIndexBuf: GL backend Isolation
This is part of the Vulkan backend task T68990.

There is no real change, only making some code re-organisation.
This also make the IndexBuf completely abstract from outside the
GPU module.
2020-09-06 22:13:06 +02:00
84d67bd0a9 Cleanup: GPU: Rename GPU_element to GPU_index_buffer
Makes it follow the functions names.
2020-09-06 22:13:06 +02:00
71872e3809 GLTexture: Add Feedback loop check
The check is better than before as we take into
consideration the attached mip level.
2020-09-05 17:49:14 +02:00
14926a81b6 Cleanup: GPUFramebuffer: Remove unused variable 2020-09-05 17:49:14 +02:00
8e4c0efbe3 Cleanup: GPUTexture: Move debug messages outside of creation function
# Conflicts:
#	source/blender/gpu/intern/gpu_framebuffer.cc
2020-09-05 17:49:14 +02:00
ab95cdaba9 GPUTexture: Change texture creation API
This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.

This is a cleanup commit, there is no functional change.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
7d4adbdfab GLTexture: Add validation for empty slots before drawing
This is to have better error detection in debug builds.
This is not a replacement for a full check like in renderdoc but it
might catch some issues early on.
2020-09-05 17:49:14 +02:00
cc0410193d GPUTexture: Implement back 3D texture resize
But this time implement it outside the texture module.
This makes more sense as only the volume textures need this feature.
2020-09-05 17:49:14 +02:00
895ec05212 Cleanup: GPUTexture: Clean framebuffer attachment 2020-09-05 17:49:14 +02:00
13305fb513 Cleanup: GPUFrameBuffer: Use Texture class instead of gl calls 2020-09-05 17:49:14 +02:00
b100b77fda GLTexture: Add back texture proxy check
Cleanup the feature itself:
- Check 3D textures size against the correct limit.
- Add check for compressed textures.
2020-09-05 17:49:14 +02:00
31c77a14af GPUTexture: Add support for samplers
This just add back the support.
This commit also includes a bit of cleanup.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
c766d9b9dc GPUTexture: GL Backend Isolation
This is a massive cleanup needed for vulkan support T68990. It provides:

- More meaningful enums with conversion functions.
- Less hacky supports of arrays and cubemaps (all considered layered).
- More inline with the stateless design of vulkan and modern GL.
- Methods Fallbacks are using framebuffer functions that are wrapped
  instead of implementing inside the texture module.

What is not in there:
- API change.
- Samplers support (breaks a few effects).

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
db21c12abe GPUFramebuffer: Encapsulate single attachement clear
This is in preparation of using it to clear single texture.

Also includes minor cleanups about not using tex target in
assert and adding enum operators.
2020-09-05 17:49:14 +02:00
a92d77acf7 GPUTexture: Add skeleton of the new GLTexture class 2020-09-05 17:49:14 +02:00
f72c1c4547 GPUTexture: Remove bind to edit calls
This is going to be unecessary after the GPU opengl texture backend refactor.

For now add a save/restore mechanism to leave the state untouched.

Also remove some calls where the caller would bind to particular binding
point and set the shader uniform.
2020-09-05 17:49:14 +02:00
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
f0c376a52a Fix T80332: principle volume shader not working for world in Eevee
The handling of missing volume grids for the principled volume shader was
incomplete, different inputs need different default values.
2020-09-03 15:49:41 +02:00
957346694d Cleanup: spelling, rename attachement -> attachment 2020-09-02 10:04:50 +10:00
71aa3c864d Cleanup: spelling 2020-09-02 09:58:26 +10:00
f1b10477c2 GPUOffscreen: Remove scissor and viewport state tracking
This was a workaround that is not needed anymore.

Fix FT80321 Cropped output with Viewport Render Animation
2020-09-01 17:22:57 +02:00
53a806f6df GPU: Move UBO binding validation to GL backend
This also make the validation quicker by tracking the currently
bound slots.
2020-09-01 12:03:52 +02:00
5ec0250df9 EEVEE: Volumetric: Fix Mesa Compiler error
The compiler does not seems to understand the `const` in the
function declaration and complains about non constant indexing
of unsized array.
2020-09-01 12:03:52 +02:00
82a197cc7f GPUDebug: Reformat GL debug callbacks and move them to GL backend
Now the callbacks are setup for each debug context.

The formating has been reworked to be less verbose and make errors
and warnings stand out from the notifications.
Errors are most of the time sufficiently explicit in their message.

This also remove the support for AMD_debug_output which is 10 years old.

This is related to the Vulkan port T68990.
2020-09-01 00:30:36 +02:00
13b0a697a0 Cleanup: GPU: Remove GPU_draw_primitive and default_vao_
These are not used anymore and can be replicated using the GPUBatch API.
2020-09-01 00:30:36 +02:00
052538edc1 Cleanup: Use GPUBatch for icon and area drawing
This is in order to remove GPU_draw_primitive to streamline the drawing
abstraction.
2020-09-01 00:30:36 +02:00
a1df2fc443 Cleanup: GPU: Remove unused attr_binding and primitive code 2020-08-31 15:15:04 +02:00
1804eb57fd GPUImmediate: GL backend isolation
This is part of the Vulkan backend task T68990.

This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.

# Conflicts:
#	source/blender/gpu/intern/gpu_context.cc
2020-08-31 15:14:47 +02:00
1b3a0ae231 GLContext: Fix framebuffer deletion to GPUContext
This has more meaning as it's the base class who holds the pointer.

# Conflicts:
#	source/blender/gpu/opengl/gl_context.cc
2020-08-31 15:13:26 +02:00
a54fb081ba Cleanup: GPU_immediate: Change assert to BLI_assert 2020-08-31 15:10:38 +02:00
ade8d84fe3 GPUFrameBuffer: Fix build error on MSVC
This also gets rid of the macro.
2020-08-30 19:07:49 +02:00
dee665b462 GPUShader: Improve shader compilation log
- Print shader type (fragment, vertex, geom)
- Support for Apple + intel error format.
- Handle formatting a bit more gracefully.
2020-08-30 13:35:25 +02:00
d98c722a5a GPUFramebuffer: Tag dirty after recursing downsample
Also do not bind automatically. This is fine since the framebuffer will
update next time it's bound.
2020-08-30 13:11:03 +02:00
8527d84d35 GPUState: Move Scissor and Viewport state to framebuffer
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.

The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
2020-08-30 13:11:03 +02:00
0f372f3966 GPUContext: Update internal framebuffer size when activating context
This is to ensure the FrameBuffer extents are always up to date.
2020-08-30 13:11:03 +02:00
832a975c2c GPUUniformBuf: Fix debug name being shorter than release name 2020-08-30 13:11:02 +02:00