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blender-archive/source/blender/gpu/intern/gpu_capabilities.cc
Jeroen Bakker 6b03621c01 DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.

Timings before: between 0.000069s and 0.000362s.
Timings after:  between 0.000032s and 0.000092s.

Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.

Future improvements are possible by generating the index buffer
of hair directly on the GPU.

NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-28 08:16:26 +02:00

199 lines
4.0 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 "DNA_userdef_types.h"
#include "GPU_capabilities.h"
#include "gpu_context_private.hh"
#include "gpu_capabilities_private.hh"
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size(void)
{
return GCaps.max_texture_size;
}
int GPU_texture_size_with_limit(int res, bool limit_gl_texture_size)
{
int size = GPU_max_texture_size();
int reslimit = (limit_gl_texture_size && (U.glreslimit != 0)) ? min_ii(U.glreslimit, size) :
size;
return min_ii(reslimit, res);
}
int GPU_max_texture_layers(void)
{
return GCaps.max_texture_layers;
}
int GPU_max_textures_vert(void)
{
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;
}
int GPU_max_work_group_count(int index)
{
return GCaps.max_work_group_count[index];
}
int GPU_max_work_group_size(int index)
{
return GCaps.max_work_group_size[index];
}
int GPU_max_uniforms_vert(void)
{
return GCaps.max_uniforms_vert;
}
int GPU_max_uniforms_frag(void)
{
return GCaps.max_uniforms_frag;
}
int GPU_max_batch_indices(void)
{
return GCaps.max_batch_indices;
}
int GPU_max_batch_vertices(void)
{
return GCaps.max_batch_vertices;
}
int GPU_max_vertex_attribs(void)
{
return GCaps.max_vertex_attribs;
}
int GPU_max_varying_floats(void)
{
return GCaps.max_varying_floats;
}
int GPU_extensions_len(void)
{
return GCaps.extensions_len;
}
const char *GPU_extension_get(int i)
{
return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
}
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;
}
bool GPU_use_hq_normals_workaround(void)
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_compute_shader_support(void)
{
return GCaps.compute_shader_support;
}
bool GPU_shader_storage_buffer_objects_support(void)
{
return GCaps.shader_storage_buffer_objects_support;
}
bool GPU_shader_image_load_store_support(void)
{
return GCaps.shader_image_load_store_support;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported(void)
{
return GCaps.mem_stats_support;
}
void GPU_mem_stats_get(int *totalmem, int *freemem)
{
Context::get()->memory_statistics_get(totalmem, freemem);
}
/* Return support for the active context + window. */
bool GPU_stereo_quadbuffer_support(void)
{
return Context::get()->front_right != nullptr;
}
/** \} */