The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
426 lines
11 KiB
C
426 lines
11 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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* Wrap OpenGL features such as textures, shaders and GLSL
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* with checks for drivers and GPU support.
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*/
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#include "BLI_utildefines.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vector.h"
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#include "BKE_global.h"
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#include "MEM_guardedalloc.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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#include "GPU_texture.h"
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#include "intern/gpu_private.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef WIN32
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# include "BLI_winstuff.h"
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#endif
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/* Extensions support */
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/* -- extension: version of GL that absorbs it
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* EXT_gpu_shader4: 3.0
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* ARB_framebuffer object: 3.0
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* EXT_framebuffer_multisample_blit_scaled: ???
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* ARB_draw_instanced: 3.1
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* ARB_texture_multisample: 3.2
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* ARB_texture_query_lod: 4.0
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*/
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static struct GPUGlobal {
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GLint maxtexsize;
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GLint maxtexlayers;
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GLint maxcubemapsize;
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GLint maxtextures;
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GLint maxtexturesfrag;
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GLint maxtexturesgeom;
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GLint maxtexturesvert;
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GLint maxubosize;
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GLint maxubobinds;
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int samples_color_texture_max;
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eGPUDeviceType device;
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eGPUOSType os;
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eGPUDriverType driver;
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float line_width_range[2];
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/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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* calculate dfdy in shader differently when drawing to an offscreen buffer. First
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* number is factor on screen and second is off-screen */
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float dfdyfactors[2];
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float max_anisotropy;
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/* Some Intel drivers have issues with using mips as framebuffer targets if
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* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
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* We need a workaround in this cases. */
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bool mip_render_workaround;
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/* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
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* Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
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* GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
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* still be broken. */
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bool depth_blitting_workaround;
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/* Crappy driver don't know how to map framebuffer slot to output vars...
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* We need to have no "holes" in the output buffer slots. */
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bool unused_fb_slot_workaround;
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} GG = {1, 0};
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static void gpu_detect_mip_render_workaround(void)
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{
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int cube_size = 2;
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float *source_pix = MEM_callocN(sizeof(float) * 4 * 6 * cube_size * cube_size, __func__);
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float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
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GPUTexture *tex = GPU_texture_create_cube(cube_size, GPU_RGBA16F, source_pix, NULL);
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MEM_freeN(source_pix);
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GPU_texture_bind(tex, 0);
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GPU_texture_generate_mipmap(tex);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 0);
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GPU_texture_unbind(tex);
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GPUFrameBuffer *fb = GPU_framebuffer_create();
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GPU_framebuffer_texture_attach(fb, tex, 0, 1);
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_clear_color(fb, clear_color);
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GPU_framebuffer_restore();
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GPU_framebuffer_free(fb);
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float *data = GPU_texture_read(tex, GPU_DATA_FLOAT, 1);
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GG.mip_render_workaround = !equals_v4v4(clear_color, data);
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MEM_freeN(data);
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GPU_texture_free(tex);
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}
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/* GPU Types */
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bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver)
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{
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return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
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}
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/* GPU Extensions */
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int GPU_max_texture_size(void)
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{
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return GG.maxtexsize;
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}
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int GPU_max_texture_layers(void)
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{
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return GG.maxtexlayers;
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}
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int GPU_max_textures(void)
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{
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return GG.maxtextures;
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}
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int GPU_max_textures_frag(void)
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{
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return GG.maxtexturesfrag;
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}
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int GPU_max_textures_geom(void)
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{
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return GG.maxtexturesgeom;
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}
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int GPU_max_textures_vert(void)
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{
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return GG.maxtexturesvert;
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}
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float GPU_max_texture_anisotropy(void)
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{
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return GG.max_anisotropy;
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}
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int GPU_max_color_texture_samples(void)
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{
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return GG.samples_color_texture_max;
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}
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int GPU_max_cube_map_size(void)
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{
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return GG.maxcubemapsize;
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}
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int GPU_max_ubo_binds(void)
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{
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return GG.maxubobinds;
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}
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int GPU_max_ubo_size(void)
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{
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return GG.maxubosize;
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}
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float GPU_max_line_width(void)
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{
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return GG.line_width_range[1];
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}
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void GPU_get_dfdy_factors(float fac[2])
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{
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copy_v2_v2(fac, GG.dfdyfactors);
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}
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bool GPU_mip_render_workaround(void)
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{
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return GG.mip_render_workaround;
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}
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bool GPU_depth_blitting_workaround(void)
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{
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return GG.depth_blitting_workaround;
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}
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bool GPU_unused_fb_slot_workaround(void)
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{
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return GG.unused_fb_slot_workaround;
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}
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bool GPU_crappy_amd_driver(void)
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{
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/* Currently are the same drivers with the `unused_fb_slot` problem. */
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return GPU_unused_fb_slot_workaround();
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}
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void gpu_extensions_init(void)
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{
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/* during 2.8 development each platform has its own OpenGL minimum requirements
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* final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
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* see developer.blender.org/T49012 for details
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*/
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BLI_assert(GLEW_VERSION_3_3);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesfrag);
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesvert);
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glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GG.maxtexturesgeom);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
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glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
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if (GLEW_EXT_texture_filter_anisotropic)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy);
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else
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GG.max_anisotropy = 1.0f;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
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glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
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#ifndef NDEBUG
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GLint ret;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &ret);
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/* We expect FRONT_LEFT to be the default buffer. */
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BLI_assert(ret == GL_FRAMEBUFFER_DEFAULT);
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#endif
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
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const char *vendor = (const char *)glGetString(GL_VENDOR);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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const char *version = (const char *)glGetString(GL_VERSION);
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if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
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GG.device = GPU_DEVICE_ATI;
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GG.driver = GPU_DRIVER_OFFICIAL;
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#ifdef _WIN32
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if (strstr(version, "4.5.13399") ||
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strstr(version, "4.5.13417") ||
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strstr(version, "4.5.13422"))
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{
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/* The renderers include:
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* Mobility Radeon HD 5000;
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* Radeon HD 7500M;
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* Radeon HD 7570M;
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* Radeon HD 7600M;
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* And many others... */
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GG.unused_fb_slot_workaround = true;
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}
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#endif
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#if defined(__APPLE__)
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if (strstr(renderer, "AMD Radeon Pro") ||
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strstr(renderer, "AMD Radeon R9") ||
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strstr(renderer, "AMD Radeon RX"))
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{
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GG.depth_blitting_workaround = true;
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}
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#endif
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}
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else if (strstr(vendor, "NVIDIA")) {
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GG.device = GPU_DEVICE_NVIDIA;
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GG.driver = GPU_DRIVER_OFFICIAL;
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}
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else if (strstr(vendor, "Intel") ||
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/* src/mesa/drivers/dri/intel/intel_context.c */
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strstr(renderer, "Mesa DRI Intel") ||
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strstr(renderer, "Mesa DRI Mobile Intel"))
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{
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GG.device = GPU_DEVICE_INTEL;
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GG.driver = GPU_DRIVER_OFFICIAL;
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if (strstr(renderer, "UHD Graphics") ||
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/* Not UHD but affected by the same bugs. */
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strstr(renderer, "HD Graphics 530") ||
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strstr(renderer, "Kaby Lake GT2"))
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{
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GG.device |= GPU_DEVICE_INTEL_UHD;
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}
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}
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else if ((strstr(renderer, "Mesa DRI R")) ||
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(strstr(renderer, "Radeon") && strstr(vendor, "X.Org")) ||
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(strstr(renderer, "Gallium ") && strstr(renderer, " on ATI ")) ||
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(strstr(renderer, "Gallium ") && strstr(renderer, " on AMD ")))
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{
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GG.device = GPU_DEVICE_ATI;
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GG.driver = GPU_DRIVER_OPENSOURCE;
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}
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else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
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GG.device = GPU_DEVICE_NVIDIA;
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GG.driver = GPU_DRIVER_OPENSOURCE;
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}
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else if (strstr(vendor, "Mesa")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else if (strstr(vendor, "Microsoft")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else if (strstr(renderer, "Apple Software Renderer")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else if (strstr(renderer, "llvmpipe")) {
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GG.device = GPU_DEVICE_SOFTWARE;
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GG.driver = GPU_DRIVER_SOFTWARE;
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}
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else {
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printf("Warning: Could not find a matching GPU name. Things may not behave as expected.\n");
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printf("Detected OpenGL configuration:\n");
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printf("Vendor: %s\n", vendor);
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printf("Renderer: %s\n", renderer);
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GG.device = GPU_DEVICE_ANY;
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GG.driver = GPU_DRIVER_ANY;
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}
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#ifdef _WIN32
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GG.os = GPU_OS_WIN;
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#elif defined(__APPLE__)
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GG.os = GPU_OS_MAC;
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#else
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GG.os = GPU_OS_UNIX;
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#endif
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gpu_detect_mip_render_workaround();
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if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
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printf("\n");
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printf("GPU: Bypassing workaround detection.\n");
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printf("GPU: OpenGL identification strings\n");
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printf("GPU: vendor: %s\n", vendor);
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printf("GPU: renderer: %s\n", renderer);
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printf("GPU: version: %s\n\n", version);
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GG.mip_render_workaround = true;
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GG.depth_blitting_workaround = true;
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GG.unused_fb_slot_workaround = true;
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}
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/* df/dy calculation factors, those are dependent on driver */
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if ((strstr(vendor, "ATI") && strstr(version, "3.3.10750"))) {
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GG.dfdyfactors[0] = 1.0;
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GG.dfdyfactors[1] = -1.0;
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}
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else if ((GG.device == GPU_DEVICE_INTEL) && (GG.os == GPU_OS_WIN) &&
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(strstr(version, "4.0.0 - Build 10.18.10.3308") ||
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strstr(version, "4.0.0 - Build 9.18.10.3186") ||
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strstr(version, "4.0.0 - Build 9.18.10.3165") ||
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strstr(version, "3.1.0 - Build 9.17.10.3347") ||
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strstr(version, "3.1.0 - Build 9.17.10.4101") ||
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strstr(version, "3.3.0 - Build 8.15.10.2618")))
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{
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GG.dfdyfactors[0] = -1.0;
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GG.dfdyfactors[1] = 1.0;
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}
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else {
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GG.dfdyfactors[0] = 1.0;
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GG.dfdyfactors[1] = 1.0;
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}
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GPU_invalid_tex_init();
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}
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void gpu_extensions_exit(void)
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{
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GPU_invalid_tex_free();
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}
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bool GPU_mem_stats_supported(void)
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{
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return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo) && (G.debug & G_DEBUG_GPU_MEM);
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}
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void GPU_mem_stats_get(int *totalmem, int *freemem)
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{
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/* TODO(merwin): use Apple's platform API to get this info */
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if (GLEW_NVX_gpu_memory_info) {
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/* returned value in Kb */
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glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
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glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem);
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}
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else if (GLEW_ATI_meminfo) {
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int stats[4];
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glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
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*freemem = stats[0];
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*totalmem = 0;
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}
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else {
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*totalmem = 0;
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*freemem = 0;
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}
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}
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