Commit Graph

3048 Commits

Author SHA1 Message Date
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
a708cdabe6 Fix T80328 Commit introduced build warnings in Windows 2020-09-01 16:16:48 +02:00
998b680e5b UI: Widget: Add conservative raster to avoid cut widget borders
This avoids incorrect AA when the widget is not perfectly alligned with the
pixel grid.
2020-09-01 16:08:50 +02:00
991eb5f79c Cleanup: GPUContext: Remove unused functions 2020-09-01 12:03:52 +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
4e06afb0a1 GL: Fix two GLerror
The gizmo one was only reproducible in debug builds.
The GLImmediate one was only affecting amdpro drivers when --debug-gpu was
enabled.
2020-09-01 00:30:36 +02:00
7f95d780e8 GLImmediate: Use CL_CHECK_ERROR
This provides a bit more debugging info on MacOS.
2020-09-01 00:30:36 +02:00
9d932b426f GL: Move MacOS debug callback to gl_debug.cc
And format to use the same callback as standard debugging layer.
2020-09-01 00:30:36 +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
596b30a080 Clang Tidy: Fix readability-delete-null-pointer warnings 2020-08-30 18:58:40 -05:00
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
ad5d5d3f3b EEVEE: Fix broken rendering caused by SSR + Alpha blended material
This was affecting Mesa drivers as well as AMD pro driver. But it
might have been noticeable on other config too.

This was introduced by rBa9f2ebb21508.
2020-08-30 13:11:03 +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
f69c7a7ff9 Cleanup: GPUContext: Remove default_framebuffer_
This is now handled by FrameBuffer wrapping.
2020-08-30 13:11:02 +02:00
807817c0c4 GPUFrameBuffer: Use debug name support
This is to make it easier to navigate captures in renderdoc.
2020-08-30 13:11:02 +02:00
f3a65a1b4a GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990.

This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.

There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.

Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.

This also adds support for naming framebuffers but it is currently not
used.
2020-08-30 13:11:02 +02:00
0850afb34e Cleanup: GPU: Remove unused init/exit functions 2020-08-30 13:11:02 +02:00
6e901fd8fc GPUFramebuffer: Make GPUFrameBuffer an opaque type
This is in preparation of the Framebuffer GL backend.

This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.

This is part of T68990.
2020-08-30 13:11:02 +02:00
ed7dbaa5a7 GPUState: Fix missing writemask encapsulation
This was the last remaining.
2020-08-30 13:11:02 +02:00
5db5ac611a GPU: Fix Segmentation Fault Freeing Failed Shader
The CPP Shader class does not initialize the interface attribute.
What will crash when deleting the shader.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8740
2020-08-28 15:45:07 +02:00
b8f990b0b4 Revert "GPU: Fix Segmentation Fault Freeing Failed Shader"
This reverts commit c284326809.
2020-08-28 15:43:14 +02:00
Jeroen Bakker
3198fec1fe Fix T80160: Workbench shadows are broken
In recent refactoring {a9f2ebb21508} an issue was introduced that the
opengl rasterizer would be disabled when only writing to a stencil
buffer.

This fix adds stencil writing to the write mask and set it. This makes
the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be
enabled in `GLStateManager::set_write_mask`.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8743
2020-08-28 14:38:33 +02:00
Jeroen Bakker
c284326809 GPU: Fix Segmentation Fault Freeing Failed Shader
The CPP Shader class does not initialize the interface attribute.
What will crash when deleting the shader.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8740
2020-08-28 14:32:29 +02:00
be4abb42c1 Cleanup: spelling 2020-08-26 09:41:30 +10:00
999667a8c5 Fix T79494 Refrence Image reflects object after source got deleted
Silly typo was causing the error texture to not be bound.
2020-08-25 19:25:39 +02:00
97f75ca87f GPUState: Move state limits getter to the area they belong
This fix a GL_INVALID_VALUE error on startup due to 0.0f max line width.

Also moves the max anisotropy filter to the sampler creation.

This reduces code fragmentation.
2020-08-25 18:18:55 +02:00
949d92ad5d Fix T79811 MacOS: Edit Mode - vertex/edge/face selection is missing
The VAO reconfiguration from the offset workaround was not working.
2020-08-25 17:42:07 +02:00
9dd4d87f18 GPU: Fix compilation issue caused by rBb43f4fda19b9 2020-08-25 15:16:06 +02:00
b43f4fda19 GL: Add error checking function
This is to ease the debugging process on Apple GL implementation.
2020-08-25 15:02:34 +02:00
e51c428be6 GPUSelect: Avoid assert caused by clearing without a depth mask
This should not cause any problem since the depth test is required
in order to draw to the depth buffer and this is not altered by
this change.

To be on the safe side, we still restor the mask after altering it.
2020-08-25 15:02:34 +02:00
ed4c83f61f T79811 MacOS: Edit Mode - vertex/edge/face selection is missing
This is quite embarassing... it was returning the base instance instead of
the correct vao. No wonder that it was causing crash and at most drawing
issues.
2020-08-24 19:25:43 +02:00
7ce764c9ec Fix T79896 Awful performance with Dyntopo on
Regression caused by rB9443da6166f5. Forgot to clear the flag.
2020-08-24 13:52:01 +02:00
cb8da6efce GPUState: Fix scissor state being overwritten when changing scissor bounds
Fix T79899 viewport artifacts when sculpting
2020-08-24 12:28:54 +02:00
e4932d1167 Fix T80034 Crash using material panel on 2.91.0 alpha
This was caused by a NULL name.
2020-08-23 14:48:44 +02:00
f18e537451 Cleanup: GPU: Use explicit clear value in GPU_clear* commands
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
2020-08-23 12:04:24 +02:00
846cac94db GPUFramebuffer: Use GPUState to temporary change write mask in clear fn
This avoid breaking sync of the state object. Also avoid more hazard.
2020-08-23 12:04:24 +02:00
72e78df464 GPUState: Expose Stencil mask and test
This is to be used by framebuffer clearing.
2020-08-23 12:04:24 +02:00
e26301f4d1 Fix T79971 Regression: Transform Gizmos doesnt work anymore
This changes the state of occlusion queries quite a bit. Now scissors is
explicitely disabled and we enabled color write.

I still don't understand why we now need this. This patch is just trial and
error on an affected setup. Note that on the same computer, renderdoc
was not able to capture the regression (the regression did not manifest
during capture).

Regression likely introduced by rB5f414234ddea
2020-08-22 01:42:15 +02:00
661ba642f2 Cleanup: spelling 2020-08-22 00:10:52 +10:00