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blender-archive/source/blender/gpu/intern/gpu_extensions.c
Clément Foucault 7dd0be9554 EEVEE: Replace octahedron reflection probe by cubemap array
We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.

This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.

Differential Revision: https://developer.blender.org/D7066
2020-03-11 17:12:16 +01:00

388 lines
11 KiB
C

/*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "BLI_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BKE_global.h"
#include "MEM_guardedalloc.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_texture.h"
#include "GPU_platform.h"
#include "intern/gpu_private.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
/* Extensions support */
/* -- extension: version of GL that absorbs it
* EXT_gpu_shader4: 3.0
* ARB_framebuffer object: 3.0
* EXT_framebuffer_multisample_blit_scaled: ???
* ARB_draw_instanced: 3.1
* ARB_texture_multisample: 3.2
* ARB_texture_query_lod: 4.0
*/
static struct GPUGlobal {
GLint maxtexsize;
GLint maxtexlayers;
GLint maxcubemapsize;
GLint maxtextures;
GLint maxtexturesfrag;
GLint maxtexturesgeom;
GLint maxtexturesvert;
GLint maxubosize;
GLint maxubobinds;
int samples_color_texture_max;
float line_width_range[2];
/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
* calculate dfdy in shader differently when drawing to an offscreen buffer. First
* number is factor on screen and second is off-screen */
float dfdyfactors[2];
float max_anisotropy;
/* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
* these cases it is best to indicate that it is not supported. See T67951 */
bool glew_arb_base_instance_is_supported;
/* Cubemap Array support. */
bool glew_arb_texture_cube_map_array_is_supported;
/* Some Intel drivers have issues with using mips as framebuffer targets if
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
/* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
bool depth_blitting_workaround;
/* Crappy driver don't know how to map framebuffer slot to output vars...
* We need to have no "holes" in the output buffer slots. */
bool unused_fb_slot_workaround;
bool broken_amd_driver;
/* Some crappy Intel drivers don't work well with shaders created in different
* rendering contexts. */
bool context_local_shaders_workaround;
} GG = {1, 0};
static void gpu_detect_mip_render_workaround(void)
{
int cube_size = 2;
float *source_pix = MEM_callocN(sizeof(float) * 4 * 6 * cube_size * cube_size, __func__);
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
GPUTexture *tex = GPU_texture_create_cube(cube_size, GPU_RGBA16F, source_pix, NULL);
MEM_freeN(source_pix);
GPU_texture_bind(tex, 0);
GPU_texture_generate_mipmap(tex);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 0);
GPU_texture_unbind(tex);
GPUFrameBuffer *fb = GPU_framebuffer_create();
GPU_framebuffer_texture_attach(fb, tex, 0, 1);
GPU_framebuffer_bind(fb);
GPU_framebuffer_clear_color(fb, clear_color);
GPU_framebuffer_restore();
GPU_framebuffer_free(fb);
float *data = GPU_texture_read(tex, GPU_DATA_FLOAT, 1);
GG.mip_render_workaround = !equals_v4v4(clear_color, data);
MEM_freeN(data);
GPU_texture_free(tex);
}
/* GPU Extensions */
int GPU_max_texture_size(void)
{
return GG.maxtexsize;
}
int GPU_max_texture_layers(void)
{
return GG.maxtexlayers;
}
int GPU_max_textures(void)
{
return GG.maxtextures;
}
int GPU_max_textures_frag(void)
{
return GG.maxtexturesfrag;
}
int GPU_max_textures_geom(void)
{
return GG.maxtexturesgeom;
}
int GPU_max_textures_vert(void)
{
return GG.maxtexturesvert;
}
float GPU_max_texture_anisotropy(void)
{
return GG.max_anisotropy;
}
int GPU_max_color_texture_samples(void)
{
return GG.samples_color_texture_max;
}
int GPU_max_cube_map_size(void)
{
return GG.maxcubemapsize;
}
int GPU_max_ubo_binds(void)
{
return GG.maxubobinds;
}
int GPU_max_ubo_size(void)
{
return GG.maxubosize;
}
float GPU_max_line_width(void)
{
return GG.line_width_range[1];
}
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
}
bool GPU_arb_base_instance_is_supported(void)
{
return GG.glew_arb_base_instance_is_supported;
}
bool GPU_arb_texture_cube_map_array_is_supported(void)
{
return GG.glew_arb_texture_cube_map_array_is_supported;
}
bool GPU_mip_render_workaround(void)
{
return GG.mip_render_workaround;
}
bool GPU_depth_blitting_workaround(void)
{
return GG.depth_blitting_workaround;
}
bool GPU_unused_fb_slot_workaround(void)
{
return GG.unused_fb_slot_workaround;
}
bool GPU_context_local_shaders_workaround(void)
{
return GG.context_local_shaders_workaround;
}
bool GPU_crappy_amd_driver(void)
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GG.broken_amd_driver;
}
void gpu_extensions_init(void)
{
/* during 2.8 development each platform has its own OpenGL minimum requirements
* final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
* see developer.blender.org/T49012 for details
*/
BLI_assert(GLEW_VERSION_3_3);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesfrag);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesvert);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GG.maxtexturesgeom);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
if (GLEW_EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy);
}
else {
GG.max_anisotropy = 1.0f;
}
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
if (strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
strstr(version, "4.5.13422")) {
/* The renderers include:
* Mobility Radeon HD 5000;
* Radeon HD 7500M;
* Radeon HD 7570M;
* Radeon HD 7600M;
* And many others... */
GG.unused_fb_slot_workaround = true;
GG.broken_amd_driver = true;
}
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
strstr(renderer, "AMD Radeon RX")) {
GG.depth_blitting_workaround = true;
}
}
GG.glew_arb_base_instance_is_supported = GLEW_ARB_base_instance;
GG.glew_arb_texture_cube_map_array_is_supported = GLEW_ARB_texture_cube_map_array;
gpu_detect_mip_render_workaround();
if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
printf("\n");
printf("GPU: Bypassing workaround detection.\n");
printf("GPU: OpenGL identification strings\n");
printf("GPU: vendor: %s\n", vendor);
printf("GPU: renderer: %s\n", renderer);
printf("GPU: version: %s\n\n", version);
GG.mip_render_workaround = true;
GG.depth_blitting_workaround = true;
GG.unused_fb_slot_workaround = true;
GG.context_local_shaders_workaround = GLEW_ARB_get_program_binary;
}
/* df/dy calculation factors, those are dependent on driver */
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = 1.0;
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
strstr(version, "3.3.10750")) {
GG.dfdyfactors[0] = 1.0;
GG.dfdyfactors[1] = -1.0;
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101") ||
strstr(version, "3.3.0 - Build 8.15.10.2618")) {
GG.dfdyfactors[0] = -1.0;
GG.dfdyfactors[1] = 1.0;
}
if (strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
strstr(version, "Build 10.18.14.5")) {
/* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
* But it's hard to test each case. */
GG.glew_arb_base_instance_is_supported = false;
GG.context_local_shaders_workaround = true;
}
if (strstr(version, "Build 20.19.15.4285")) {
/* Somehow fixes armature display issues (see T69743). */
GG.context_local_shaders_workaround = true;
}
}
else if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
/* See T70187: merging vertices fail. This has been tested from 18.2.2 till 19.3.0~dev of the
* Mesa driver */
GG.unused_fb_slot_workaround = true;
}
GPU_invalid_tex_init();
}
void gpu_extensions_exit(void)
{
GPU_invalid_tex_free();
}
bool GPU_mem_stats_supported(void)
{
#ifndef GPU_STANDALONE
return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo) && (G.debug & G_DEBUG_GPU_MEM);
#else
return false;
#endif
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
/* TODO(merwin): use Apple's platform API to get this info */
if (GLEW_NVX_gpu_memory_info) {
/* returned value in Kb */
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem);
}
else if (GLEW_ATI_meminfo) {
int stats[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
*freemem = stats[0];
*totalmem = 0;
}
else {
*totalmem = 0;
*freemem = 0;
}
}