
In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel GPUs on Windows. The crash happened in the `local_context_workaround` that temporary stored compiled materials in a binary form to reload it in the main GL context. It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it is still needed for HD4000. After several unsuccesfull fixes we came to the conclusion that we could not support the local context workaround and needed to come with a different workaround. The idea of this patch is that in these cases there is only a single context that is used for rendering. Threads that uses these contextes are guarded by a mutex and will block. Impact on User Level: * Due to main mutex lock the UI freezes when rendering or baking or feel less snappy Reviewed By: Clément Foucault, Brecht van Lommel Differential Revision: https://developer.blender.org/D8410
67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* Generate shader code from the intermediate node graph.
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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struct GPUMaterial;
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struct GPUNodeGraph;
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struct GPUOutput;
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struct GPUShader;
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struct GSet;
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struct ListBase;
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typedef struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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} GPUPass;
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/* Pass */
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GPUPass *GPU_generate_pass(struct GPUMaterial *material,
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struct GPUNodeGraph *graph,
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const char *vert_code,
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const char *geom_code,
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const char *frag_lib,
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const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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bool GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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/* Module */
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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#endif /* __GPU_CODEGEN_H__ */
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