Related to the partial revert done for T97272. It seems also that the workaround should be enabled for any MACOS platform.
		
			
				
	
	
		
			557 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			557 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* SPDX-License-Identifier: GPL-2.0-or-later
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|  * Copyright 2020 Blender Foundation. 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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| 
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| #include "BKE_global.h"
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| 
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| #include "gpu_capabilities_private.hh"
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| #include "gpu_platform_private.hh"
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| 
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| #include "glew-mx.h"
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| 
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| #include "gl_debug.hh"
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| 
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| #include "gl_backend.hh"
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| 
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| namespace blender::gpu {
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Platform
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|  * \{ */
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| 
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| static bool match_renderer(StringRef renderer, const Vector<std::string> &items)
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| {
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|   for (const std::string &item : items) {
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|     const std::string wrapped = " " + item + " ";
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|     if (renderer.endswith(item) || renderer.find(wrapped) != StringRef::not_found) {
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|       return true;
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|     }
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|   }
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|   return false;
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| }
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| 
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| void GLBackend::platform_init()
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| {
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|   BLI_assert(!GPG.initialized);
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| 
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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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|   eGPUDeviceType device = GPU_DEVICE_ANY;
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|   eGPUOSType os = GPU_OS_ANY;
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|   eGPUDriverType driver = GPU_DRIVER_ANY;
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|   eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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| 
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| #ifdef _WIN32
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|   os = GPU_OS_WIN;
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| #elif defined(__APPLE__)
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|   os = GPU_OS_MAC;
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| #else
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|   os = GPU_OS_UNIX;
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| #endif
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| 
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|   if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
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|     device = GPU_DEVICE_ATI;
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|     driver = GPU_DRIVER_OFFICIAL;
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|   }
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|   else if (strstr(vendor, "NVIDIA")) {
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|     device = GPU_DEVICE_NVIDIA;
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|     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") || strstr(renderer, "Mesa DRI Mobile Intel")) {
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|     device = GPU_DEVICE_INTEL;
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|     driver = GPU_DRIVER_OFFICIAL;
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| 
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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") || strstr(renderer, "Kaby Lake GT2") ||
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|         strstr(renderer, "Whiskey Lake")) {
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|       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, "AMD") && 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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|     device = GPU_DEVICE_ATI;
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|     driver = GPU_DRIVER_OPENSOURCE;
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|   }
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|   else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
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|     device = GPU_DEVICE_NVIDIA;
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|     driver = GPU_DRIVER_OPENSOURCE;
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|   }
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|   else if (strstr(vendor, "Mesa")) {
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|     device = GPU_DEVICE_SOFTWARE;
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|     driver = GPU_DRIVER_SOFTWARE;
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|   }
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|   else if (strstr(vendor, "Microsoft")) {
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|     device = GPU_DEVICE_SOFTWARE;
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|     driver = GPU_DRIVER_SOFTWARE;
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|   }
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|   else if (strstr(vendor, "Apple")) {
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|     /* Apple Silicon. */
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|     device = GPU_DEVICE_APPLE;
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|     driver = GPU_DRIVER_OFFICIAL;
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|   }
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|   else if (strstr(renderer, "Apple Software Renderer")) {
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|     device = GPU_DEVICE_SOFTWARE;
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|     driver = GPU_DRIVER_SOFTWARE;
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|   }
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|   else if (strstr(renderer, "llvmpipe") || strstr(renderer, "softpipe")) {
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|     device = GPU_DEVICE_SOFTWARE;
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|     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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|   }
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| 
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|   /* Detect support level */
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|   if (!GLEW_VERSION_3_3) {
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|     support_level = GPU_SUPPORT_LEVEL_UNSUPPORTED;
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|   }
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|   else {
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|     if ((device & GPU_DEVICE_INTEL) && (os & GPU_OS_WIN)) {
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|       /* Old Intel drivers with known bugs that cause material properties to crash.
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|        * Version Build 10.18.14.5067 is the latest available and appears to be working
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|        * ok with our workarounds, so excluded from this list. */
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|       if (strstr(version, "Build 7.14") || strstr(version, "Build 7.15") ||
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|           strstr(version, "Build 8.15") || strstr(version, "Build 9.17") ||
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|           strstr(version, "Build 9.18") || strstr(version, "Build 10.18.10.3") ||
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|           strstr(version, "Build 10.18.10.4") || strstr(version, "Build 10.18.10.5") ||
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|           strstr(version, "Build 10.18.14.4")) {
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|         support_level = GPU_SUPPORT_LEVEL_LIMITED;
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|       }
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|     }
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|     if ((device & GPU_DEVICE_ATI) && (os & GPU_OS_UNIX)) {
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|       /* Platform seems to work when SB backend is disabled. This can be done
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|        * by adding the environment variable `R600_DEBUG=nosb`. */
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|       if (strstr(renderer, "AMD CEDAR")) {
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|         support_level = GPU_SUPPORT_LEVEL_LIMITED;
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|       }
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|     }
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|   }
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| 
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|   GPG.init(device, os, driver, support_level, GPU_BACKEND_OPENGL, vendor, renderer, version);
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| }
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| 
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| void GLBackend::platform_exit()
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| {
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|   BLI_assert(GPG.initialized);
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|   GPG.clear();
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| }
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| 
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| /** \} */
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Capabilities
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|  * \{ */
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| 
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| static bool detect_mip_render_workaround()
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| {
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|   int cube_size = 2;
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|   float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
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|   float *source_pix = (float *)MEM_callocN(sizeof(float[4]) * cube_size * cube_size * 6, __func__);
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| 
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|   /* NOTE: Debug layers are not yet enabled. Force use of glGetError. */
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|   debug::check_gl_error("Cubemap Workaround Start");
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|   /* Not using GPU API since it is not yet fully initialized. */
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|   GLuint tex, fb;
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|   /* Create cubemap with 2 mip level. */
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|   glGenTextures(1, &tex);
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|   glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
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|   for (int mip = 0; mip < 2; mip++) {
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|     for (int i = 0; i < 6; i++) {
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|       const int width = cube_size / (1 << mip);
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|       GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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|       glTexImage2D(target, mip, GL_RGBA16F, width, width, 0, GL_RGBA, GL_FLOAT, source_pix);
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|     }
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|   }
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|   glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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|   glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
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|   /* Attach and clear mip 1. */
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|   glGenFramebuffers(1, &fb);
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|   glBindFramebuffer(GL_FRAMEBUFFER, fb);
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|   glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 1);
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|   glDrawBuffer(GL_COLOR_ATTACHMENT0);
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|   glClearColor(UNPACK4(clear_color));
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|   glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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|   glClear(GL_COLOR_BUFFER_BIT);
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|   glBindFramebuffer(GL_FRAMEBUFFER, 0);
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| 
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|   /* Read mip 1. If color is not the same as the clear_color, the rendering failed. */
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|   glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA, GL_FLOAT, source_pix);
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|   bool enable_workaround = !equals_v4v4(clear_color, source_pix);
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|   MEM_freeN(source_pix);
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| 
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|   glDeleteFramebuffers(1, &fb);
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|   glDeleteTextures(1, &tex);
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| 
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|   debug::check_gl_error("Cubemap Workaround End9");
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| 
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|   return enable_workaround;
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| }
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| 
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| static const char *gl_extension_get(int i)
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| {
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|   return (char *)glGetStringi(GL_EXTENSIONS, i);
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| }
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| 
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| static void detect_workarounds()
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| {
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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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| 
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|   if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
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|     printf("\n");
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|     printf("GL: Forcing workaround usage and disabling extensions.\n");
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|     printf("    OpenGL identification strings\n");
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|     printf("    vendor: %s\n", vendor);
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|     printf("    renderer: %s\n", renderer);
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|     printf("    version: %s\n\n", version);
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|     GCaps.depth_blitting_workaround = true;
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|     GCaps.mip_render_workaround = true;
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|     GLContext::debug_layer_workaround = true;
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|     GLContext::unused_fb_slot_workaround = true;
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|     /* Turn off extensions. */
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|     GCaps.shader_image_load_store_support = false;
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|     GCaps.shader_storage_buffer_objects_support = false;
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|     GLContext::base_instance_support = false;
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|     GLContext::clear_texture_support = false;
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|     GLContext::copy_image_support = false;
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|     GLContext::debug_layer_support = false;
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|     GLContext::direct_state_access_support = false;
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|     GLContext::fixed_restart_index_support = false;
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|     GLContext::geometry_shader_invocations = false;
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|     GLContext::layered_rendering_support = false;
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|     GLContext::native_barycentric_support = false;
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|     GLContext::multi_bind_support = false;
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|     GLContext::multi_draw_indirect_support = false;
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|     GLContext::shader_draw_parameters_support = false;
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|     GLContext::texture_cube_map_array_support = false;
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|     GLContext::texture_filter_anisotropic_support = false;
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|     GLContext::texture_gather_support = false;
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|     GLContext::texture_storage_support = false;
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|     GLContext::vertex_attrib_binding_support = false;
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|     return;
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|   }
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| 
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|   /* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
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|    * (TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
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|    * GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
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|    * requirements.
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|    *
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|    * We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
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|    * disable it when we don't have an OpenGL4 context (See T77657) */
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|   if (!GLEW_VERSION_4_0) {
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|     GLContext::base_instance_support = false;
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|   }
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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|       (strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
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|        strstr(version, "4.5.13422") || strstr(version, "4.5.13467"))) {
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|     /* The renderers include:
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|      *   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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|      *   Radeon R5 Graphics;
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|      * And others... */
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|     GLContext::unused_fb_slot_workaround = true;
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|     GCaps.mip_render_workaround = true;
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|     GCaps.shader_image_load_store_support = false;
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|     GCaps.broken_amd_driver = true;
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|   }
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|   /* Compute shaders have some issues with those versions (see T94936). */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
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|       (strstr(version, "4.5.14831") || strstr(version, "4.5.14760"))) {
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|     GCaps.compute_shader_support = false;
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|   }
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|   /* We have issues with this specific renderer. (see T74024) */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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|       (strstr(renderer, "AMD VERDE") || strstr(renderer, "AMD KAVERI") ||
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|        strstr(renderer, "AMD TAHITI"))) {
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|     GLContext::unused_fb_slot_workaround = true;
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|     GCaps.shader_image_load_store_support = false;
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|     GCaps.broken_amd_driver = true;
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|   }
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|   /* Fix slowdown on this particular driver. (see T77641) */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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|       strstr(version, "Mesa 19.3.4")) {
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|     GCaps.shader_image_load_store_support = false;
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|     GCaps.broken_amd_driver = true;
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|   }
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|   /* See T82856: AMD drivers since 20.11 running on a polaris architecture doesn't support the
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|    * `GL_INT_2_10_10_10_REV` data type correctly. This data type is used to pack normals and flags.
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|    * The work around uses `GPU_RGBA16I`.
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|    */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
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|     const Vector<std::string> matches = {"RX 460",
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|                                          "RX 470",
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|                                          "RX 480",
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|                                          "RX 490",
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|                                          "RX 560",
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|                                          "RX 560X",
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|                                          "RX 570",
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|                                          "RX 580",
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|                                          "RX 580X",
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|                                          "RX 590",
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|                                          "RX550/550",
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|                                          "(TM) 520",
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|                                          "(TM) 530",
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|                                          "(TM) 535",
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|                                          "R5",
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|                                          "R7",
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|                                          "R9"};
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| 
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|     if (match_renderer(renderer, matches)) {
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|       GCaps.use_hq_normals_workaround = true;
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|     }
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|   }
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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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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
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|     if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
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|         strstr(renderer, "AMD Radeon RX")) {
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|       GCaps.depth_blitting_workaround = true;
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|     }
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|   }
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|   /* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
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|    * covered since they only support GL 4.4 on windows.
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|    * This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see T76273) */
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|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) && !GLEW_VERSION_4_5) {
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|     GLContext::copy_image_support = false;
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|   }
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|   /* Special fix for these specific GPUs.
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|    * Without this workaround, blender crashes on startup. (see T72098) */
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|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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|       (strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
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|     GCaps.mip_render_workaround = true;
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|   }
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|   /* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
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|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
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|       (strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
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|        strstr(renderer, "HD Graphics 2500"))) {
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|     GLContext::texture_cube_map_array_support = false;
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|   }
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|   /* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
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|    * But it's hard to test each case.
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|    * We get crashes from some crappy Intel drivers don't work well with shaders created in
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|    * different rendering contexts. */
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|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
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|       (strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
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|        strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
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|        strstr(version, "Build 10.18.14.5"))) {
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|     GLContext::base_instance_support = false;
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|     GCaps.use_main_context_workaround = true;
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|   }
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|   /* Somehow fixes armature display issues (see T69743). */
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|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
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|       (strstr(version, "Build 20.19.15.4285"))) {
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|     GCaps.use_main_context_workaround = true;
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|   }
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|   /* See T70187: merging vertices fail. This has been tested from `18.2.2` till `19.3.0~dev`
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|    * of the Mesa driver */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
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|       (strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
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|        strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2"))) {
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|     GLContext::unused_fb_slot_workaround = true;
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|   }
 | |
|   /* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
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|    * is reported to be supported but yield a compile error (see T55802). */
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|   if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
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|     GLContext::texture_gather_support = false;
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|   }
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| 
 | |
|   /* dFdx/dFdy calculation factors, those are dependent on driver. */
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|   if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
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|       strstr(version, "3.3.10750")) {
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|     GLContext::derivative_signs[0] = 1.0;
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|     GLContext::derivative_signs[1] = -1.0;
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|   }
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|   else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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|     if (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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|       GLContext::derivative_signs[0] = -1.0;
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|       GLContext::derivative_signs[1] = 1.0;
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|     }
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|   }
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| 
 | |
|   /* Some Intel drivers have issues with using mips as frame-buffer targets if
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|    * GL_TEXTURE_MAX_LEVEL is higher than the target MIP.
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|    * Only check at the end after all other workarounds because this uses the drawing code.
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|    * Also after device/driver flags to avoid the check that causes pre GCN Radeon to crash. */
 | |
|   if (GCaps.mip_render_workaround == false) {
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|     GCaps.mip_render_workaround = detect_mip_render_workaround();
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|   }
 | |
|   /* Disable multi-draw if the base instance cannot be read. */
 | |
|   if (GLContext::shader_draw_parameters_support == false) {
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|     GLContext::multi_draw_indirect_support = false;
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|   }
 | |
|   /* Enable our own incomplete debug layer if no other is available. */
 | |
|   if (GLContext::debug_layer_support == false) {
 | |
|     GLContext::debug_layer_workaround = true;
 | |
|   }
 | |
| 
 | |
|   /* Broken glGenerateMipmap on macOS 10.15.7 security update. */
 | |
|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_ANY) &&
 | |
|       strstr(renderer, "HD Graphics 4000")) {
 | |
|     GLContext::generate_mipmap_workaround = true;
 | |
|   }
 | |
| 
 | |
|   /* Buggy interface query functions cause crashes when handling SSBOs (T93680) */
 | |
|   if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY) &&
 | |
|       (strstr(renderer, "HD Graphics 4400") || strstr(renderer, "HD Graphics 4600"))) {
 | |
|     GCaps.shader_storage_buffer_objects_support = false;
 | |
|   }
 | |
| 
 | |
|   /* Certain Intel/AMD based platforms don't clear the viewport textures. Always clearing leads to
 | |
|    * noticeable performance regressions on other platforms as well. */
 | |
|   if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY) ||
 | |
|       GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_UNIX, GPU_DRIVER_ANY)) {
 | |
|     GCaps.clear_viewport_workaround = true;
 | |
|   }
 | |
| 
 | |
|   /* Metal-related Workarounds. */
 | |
| 
 | |
|   /* Minimum Per-Vertex stride is 1 byte for OpenGL. */
 | |
|   GCaps.minimum_per_vertex_stride = 1;
 | |
| 
 | |
| }  // namespace blender::gpu
 | |
| 
 | |
| /** Internal capabilities. */
 | |
| 
 | |
| GLint GLContext::max_cubemap_size = 0;
 | |
| GLint GLContext::max_texture_3d_size = 0;
 | |
| GLint GLContext::max_ubo_binds = 0;
 | |
| GLint GLContext::max_ubo_size = 0;
 | |
| GLint GLContext::max_ssbo_binds = 0;
 | |
| GLint GLContext::max_ssbo_size = 0;
 | |
| 
 | |
| /** Extensions. */
 | |
| 
 | |
| bool GLContext::base_instance_support = false;
 | |
| bool GLContext::clear_texture_support = false;
 | |
| bool GLContext::copy_image_support = false;
 | |
| bool GLContext::debug_layer_support = false;
 | |
| bool GLContext::direct_state_access_support = false;
 | |
| bool GLContext::explicit_location_support = false;
 | |
| bool GLContext::geometry_shader_invocations = false;
 | |
| bool GLContext::fixed_restart_index_support = false;
 | |
| bool GLContext::layered_rendering_support = false;
 | |
| bool GLContext::native_barycentric_support = false;
 | |
| bool GLContext::multi_bind_support = false;
 | |
| bool GLContext::multi_draw_indirect_support = false;
 | |
| bool GLContext::shader_draw_parameters_support = false;
 | |
| bool GLContext::stencil_texturing_support = false;
 | |
| bool GLContext::texture_cube_map_array_support = false;
 | |
| bool GLContext::texture_filter_anisotropic_support = false;
 | |
| bool GLContext::texture_gather_support = false;
 | |
| bool GLContext::texture_storage_support = false;
 | |
| bool GLContext::vertex_attrib_binding_support = false;
 | |
| 
 | |
| /** Workarounds. */
 | |
| 
 | |
| bool GLContext::debug_layer_workaround = false;
 | |
| bool GLContext::unused_fb_slot_workaround = false;
 | |
| bool GLContext::generate_mipmap_workaround = false;
 | |
| float GLContext::derivative_signs[2] = {1.0f, 1.0f};
 | |
| 
 | |
| void GLBackend::capabilities_init()
 | |
| {
 | |
|   BLI_assert(GLEW_VERSION_3_3);
 | |
|   /* Common Capabilities. */
 | |
|   glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GCaps.max_texture_size);
 | |
|   glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GCaps.max_texture_layers);
 | |
|   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_frag);
 | |
|   glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_vert);
 | |
|   glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_geom);
 | |
|   glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GCaps.max_textures);
 | |
|   glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &GCaps.max_uniforms_vert);
 | |
|   glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &GCaps.max_uniforms_frag);
 | |
|   glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GCaps.max_batch_indices);
 | |
|   glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GCaps.max_batch_vertices);
 | |
|   glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &GCaps.max_vertex_attribs);
 | |
|   if (GPU_type_matches(GPU_DEVICE_APPLE, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
 | |
|     /* Due to a bug, querying GL_MAX_VARYING_FLOATS is emitting GL_INVALID_ENUM.
 | |
|      * Force use minimum required value. */
 | |
|     GCaps.max_varying_floats = 32;
 | |
|   }
 | |
|   else {
 | |
|     glGetIntegerv(GL_MAX_VARYING_FLOATS, &GCaps.max_varying_floats);
 | |
|   }
 | |
| 
 | |
|   glGetIntegerv(GL_NUM_EXTENSIONS, &GCaps.extensions_len);
 | |
|   GCaps.extension_get = gl_extension_get;
 | |
| 
 | |
|   GCaps.mem_stats_support = GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo;
 | |
|   GCaps.shader_image_load_store_support = GLEW_ARB_shader_image_load_store;
 | |
|   GCaps.compute_shader_support = GLEW_ARB_compute_shader && GLEW_VERSION_4_3;
 | |
|   if (GCaps.compute_shader_support) {
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
 | |
|     glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
 | |
|     glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS,
 | |
|                   &GCaps.max_shader_storage_buffer_bindings);
 | |
|     glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &GCaps.max_compute_shader_storage_blocks);
 | |
|   }
 | |
|   GCaps.shader_storage_buffer_objects_support = GLEW_ARB_shader_storage_buffer_object;
 | |
|   /* GL specific capabilities. */
 | |
|   glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);
 | |
|   glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GLContext::max_cubemap_size);
 | |
|   glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GLContext::max_ubo_binds);
 | |
|   glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GLContext::max_ubo_size);
 | |
|   if (GCaps.shader_storage_buffer_objects_support) {
 | |
|     glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &GLContext::max_ssbo_binds);
 | |
|     glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &GLContext::max_ssbo_size);
 | |
|   }
 | |
|   GLContext::base_instance_support = GLEW_ARB_base_instance;
 | |
|   GLContext::clear_texture_support = GLEW_ARB_clear_texture;
 | |
|   GLContext::copy_image_support = GLEW_ARB_copy_image;
 | |
|   GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output;
 | |
|   GLContext::direct_state_access_support = GLEW_ARB_direct_state_access;
 | |
|   GLContext::explicit_location_support = GLEW_VERSION_4_3;
 | |
|   GLContext::geometry_shader_invocations = GLEW_ARB_gpu_shader5;
 | |
|   GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
 | |
|   GLContext::layered_rendering_support = GLEW_AMD_vertex_shader_layer;
 | |
|   GLContext::native_barycentric_support = GLEW_AMD_shader_explicit_vertex_parameter;
 | |
|   GLContext::multi_bind_support = GLEW_ARB_multi_bind;
 | |
|   GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
 | |
|   GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters;
 | |
|   GLContext::stencil_texturing_support = GLEW_VERSION_4_3;
 | |
|   GLContext::texture_cube_map_array_support = GLEW_ARB_texture_cube_map_array;
 | |
|   GLContext::texture_filter_anisotropic_support = GLEW_EXT_texture_filter_anisotropic;
 | |
|   GLContext::texture_gather_support = GLEW_ARB_texture_gather;
 | |
|   GLContext::texture_storage_support = GLEW_VERSION_4_3;
 | |
|   GLContext::vertex_attrib_binding_support = GLEW_ARB_vertex_attrib_binding;
 | |
| 
 | |
|   detect_workarounds();
 | |
| 
 | |
|   /* Disable this feature entirely when not debugging. */
 | |
|   if ((G.debug & G_DEBUG_GPU) == 0) {
 | |
|     GLContext::debug_layer_support = false;
 | |
|     GLContext::debug_layer_workaround = false;
 | |
|   }
 | |
| }
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| }  // namespace blender::gpu
 |