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blender-archive/source/blender/gpu/intern/gpu_viewport.c
Jason Fielder 57552f52b2 Metal: Realtime compositor enablement with addition of GPU Compute.
This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.

GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.

Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T99210

Reviewed By: fclem

Maniphest Tasks: T99210, T96261

Differential Revision: https://developer.blender.org/D16990
2023-01-30 11:06:56 +01:00

612 lines
20 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_math_vector.h"
#include "BLI_rect.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
#include "DNA_vec_types.h"
#include "GPU_capabilities.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
/* Struct storing a viewport specific GPUBatch.
* The end-goal is to have a single batch shared across viewport and use a model matrix to place
* the batch. Due to OCIO and Image/UV editor we are not able to use an model matrix yet. */
struct GPUViewportBatch {
GPUBatch *batch;
struct {
rctf rect_pos;
rctf rect_uv;
} last_used_parameters;
};
static struct {
GPUVertFormat format;
struct {
uint pos, tex_coord;
} attr_id;
} g_viewport = {{0}};
struct GPUViewport {
int size[2];
int flag;
/* Set the active view (for stereoscopic viewport rendering). */
int active_view;
/* Viewport Resources. */
struct DRWData *draw_data;
/** Color buffers, one for each stereo view. Only one if not stereo viewport. */
GPUTexture *color_render_tx[2];
GPUTexture *color_overlay_tx[2];
/** Depth buffer. Can be shared with GPUOffscreen. */
GPUTexture *depth_tx;
/** Compositing framebuffer for stereo viewport. */
GPUFrameBuffer *stereo_comp_fb;
/** Overlay framebuffer for drawing outside of DRW module. */
GPUFrameBuffer *overlay_fb;
/* Color management. */
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
CurveMapping *orig_curve_mapping;
float dither;
/* TODO(fclem): the uvimage display use the viewport but do not set any view transform for the
* moment. The end goal would be to let the GPUViewport do the color management. */
bool do_color_management;
struct GPUViewportBatch batch;
};
enum {
DO_UPDATE = (1 << 0),
GPU_VIEWPORT_STEREO = (1 << 1),
};
void GPU_viewport_tag_update(GPUViewport *viewport)
{
viewport->flag |= DO_UPDATE;
}
bool GPU_viewport_do_update(GPUViewport *viewport)
{
bool ret = (viewport->flag & DO_UPDATE);
viewport->flag &= ~DO_UPDATE;
return ret;
}
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->do_color_management = false;
viewport->size[0] = viewport->size[1] = -1;
viewport->active_view = 0;
return viewport;
}
GPUViewport *GPU_viewport_stereo_create(void)
{
GPUViewport *viewport = GPU_viewport_create();
viewport->flag = GPU_VIEWPORT_STEREO;
return viewport;
}
struct DRWData **GPU_viewport_data_get(GPUViewport *viewport)
{
return &viewport->draw_data;
}
static void gpu_viewport_textures_create(GPUViewport *viewport)
{
int *size = viewport->size;
float empty_pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
if (viewport->color_render_tx[0] == NULL) {
/* NOTE: dtxl_color texture requires write support as it may be written to by the realtime
* compositor. */
viewport->color_render_tx[0] = GPU_texture_create_2d_ex(
"dtxl_color", UNPACK2(size), 1, GPU_RGBA16F, usage | GPU_TEXTURE_USAGE_SHADER_WRITE, NULL);
viewport->color_overlay_tx[0] = GPU_texture_create_2d_ex(
"dtxl_color_overlay", UNPACK2(size), 1, GPU_SRGB8_A8, usage, NULL);
if (GPU_clear_viewport_workaround()) {
GPU_texture_clear(viewport->color_render_tx[0], GPU_DATA_FLOAT, empty_pixel);
GPU_texture_clear(viewport->color_overlay_tx[0], GPU_DATA_FLOAT, empty_pixel);
}
}
if ((viewport->flag & GPU_VIEWPORT_STEREO) != 0 && viewport->color_render_tx[1] == NULL) {
viewport->color_render_tx[1] = GPU_texture_create_2d_ex("dtxl_color_stereo",
UNPACK2(size),
1,
GPU_RGBA16F,
usage | GPU_TEXTURE_USAGE_SHADER_WRITE,
NULL);
viewport->color_overlay_tx[1] = GPU_texture_create_2d_ex(
"dtxl_color_overlay_stereo", UNPACK2(size), 1, GPU_SRGB8_A8, usage, NULL);
if (GPU_clear_viewport_workaround()) {
GPU_texture_clear(viewport->color_render_tx[1], GPU_DATA_FLOAT, empty_pixel);
GPU_texture_clear(viewport->color_overlay_tx[1], GPU_DATA_FLOAT, empty_pixel);
}
}
/* Can be shared with GPUOffscreen. */
if (viewport->depth_tx == NULL) {
viewport->depth_tx = GPU_texture_create_2d_ex(
"dtxl_depth", UNPACK2(size), 1, GPU_DEPTH24_STENCIL8, usage, NULL);
if (GPU_clear_viewport_workaround()) {
static int depth_clear = 0;
GPU_texture_clear(viewport->depth_tx, GPU_DATA_UINT_24_8, &depth_clear);
}
}
if (!viewport->depth_tx || !viewport->color_render_tx[0] || !viewport->color_overlay_tx[0]) {
GPU_viewport_free(viewport);
}
}
static void gpu_viewport_textures_free(GPUViewport *viewport)
{
GPU_FRAMEBUFFER_FREE_SAFE(viewport->stereo_comp_fb);
GPU_FRAMEBUFFER_FREE_SAFE(viewport->overlay_fb);
for (int i = 0; i < 2; i++) {
GPU_TEXTURE_FREE_SAFE(viewport->color_render_tx[i]);
GPU_TEXTURE_FREE_SAFE(viewport->color_overlay_tx[i]);
}
GPU_TEXTURE_FREE_SAFE(viewport->depth_tx);
}
void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect)
{
int rect_size[2];
/* add one pixel because of scissor test */
rect_size[0] = BLI_rcti_size_x(rect) + 1;
rect_size[1] = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (!equals_v2v2_int(viewport->size, rect_size)) {
copy_v2_v2_int(viewport->size, rect_size);
gpu_viewport_textures_free(viewport);
gpu_viewport_textures_create(viewport);
}
viewport->active_view = view;
}
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool is_xr_surface)
{
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
/* XR surfaces will already check for texture size changes and free if necessary (see
* #wm_xr_session_surface_offscreen_ensure()), so don't free here as it has a significant
* performance impact (leads to texture re-creation in #gpu_viewport_textures_create() every VR
* drawing iteration). */
if (!is_xr_surface) {
gpu_viewport_textures_free(viewport);
}
/* This is the only texture we can share. */
viewport->depth_tx = depth;
gpu_viewport_textures_create(viewport);
}
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
const ColorManagedDisplaySettings *display_settings,
float dither)
{
/**
* HACK(fclem): We copy the settings here to avoid use after free if an update frees the scene
* and the viewport stays cached (see T75443). But this means the OCIO curve-mapping caching
* (which is based on #CurveMap pointer address) cannot operate correctly and it will create
* a different OCIO processor for each viewport. We try to only reallocate the curve-map copy
* if needed to avoid unneeded cache invalidation.
*/
if (view_settings->curve_mapping) {
if (viewport->view_settings.curve_mapping) {
if (view_settings->curve_mapping->changed_timestamp !=
viewport->view_settings.curve_mapping->changed_timestamp) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
}
}
if (viewport->orig_curve_mapping != view_settings->curve_mapping) {
viewport->orig_curve_mapping = view_settings->curve_mapping;
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
/* Don't copy the curve mapping already. */
CurveMapping *tmp_curve_mapping = view_settings->curve_mapping;
CurveMapping *tmp_curve_mapping_vp = viewport->view_settings.curve_mapping;
view_settings->curve_mapping = NULL;
viewport->view_settings.curve_mapping = NULL;
BKE_color_managed_view_settings_copy(&viewport->view_settings, view_settings);
/* Restore. */
view_settings->curve_mapping = tmp_curve_mapping;
viewport->view_settings.curve_mapping = tmp_curve_mapping_vp;
/* Only copy curve-mapping if needed. Avoid unneeded OCIO cache miss. */
if (tmp_curve_mapping && viewport->view_settings.curve_mapping == NULL) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
viewport->view_settings.curve_mapping = BKE_curvemapping_copy(tmp_curve_mapping);
}
BKE_color_managed_display_settings_copy(&viewport->display_settings, display_settings);
viewport->dither = dither;
viewport->do_color_management = true;
}
void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format)
{
if (!ELEM(stereo_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* Early Exit: the other display modes need access to the full screen and cannot be
* done from a single viewport. See `wm_stereo.c` */
return;
}
/* The composite framebuffer object needs to be created in the window context. */
GPU_framebuffer_ensure_config(
&viewport->stereo_comp_fb,
{
GPU_ATTACHMENT_NONE,
/* We need the sRGB attachment to be first for GL_FRAMEBUFFER_SRGB to be turned on.
* Note that this is the opposite of what the texture binding is. */
GPU_ATTACHMENT_TEXTURE(viewport->color_overlay_tx[0]),
GPU_ATTACHMENT_TEXTURE(viewport->color_render_tx[0]),
});
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_framebuffer_bind(viewport->stereo_comp_fb);
GPU_matrix_push();
GPU_matrix_push_projection();
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE);
int settings = stereo_format->display_mode;
if (settings == S3D_DISPLAY_ANAGLYPH) {
switch (stereo_format->anaglyph_type) {
case S3D_ANAGLYPH_REDCYAN:
GPU_color_mask(false, true, true, true);
break;
case S3D_ANAGLYPH_GREENMAGENTA:
GPU_color_mask(true, false, true, true);
break;
case S3D_ANAGLYPH_YELLOWBLUE:
GPU_color_mask(false, false, true, true);
break;
}
}
else if (settings == S3D_DISPLAY_INTERLACE) {
settings |= stereo_format->interlace_type << 3;
SET_FLAG_FROM_TEST(settings, stereo_format->flag & S3D_INTERLACE_SWAP, 1 << 6);
}
immUniform1i("stereoDisplaySettings", settings);
GPU_texture_bind(viewport->color_render_tx[1], 0);
GPU_texture_bind(viewport->color_overlay_tx[1], 1);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immVertex2f(pos, 1.0f, 1.0f);
immEnd();
GPU_texture_unbind(viewport->color_render_tx[1]);
GPU_texture_unbind(viewport->color_overlay_tx[1]);
immUnbindProgram();
GPU_matrix_pop_projection();
GPU_matrix_pop();
if (settings == S3D_DISPLAY_ANAGLYPH) {
GPU_color_mask(true, true, true, true);
}
GPU_framebuffer_restore();
}
/* -------------------------------------------------------------------- */
/** \name Viewport Batches
* \{ */
static GPUVertFormat *gpu_viewport_batch_format(void)
{
if (g_viewport.format.attr_len == 0) {
GPUVertFormat *format = &g_viewport.format;
g_viewport.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
g_viewport.attr_id.tex_coord = GPU_vertformat_attr_add(
format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
return &g_viewport.format;
}
static GPUBatch *gpu_viewport_batch_create(const rctf *rect_pos, const rctf *rect_uv)
{
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(gpu_viewport_batch_format());
const uint vbo_len = 4;
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, tex_coord_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.tex_coord, &tex_coord_step);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymax);
return GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
static GPUBatch *gpu_viewport_batch_get(GPUViewport *viewport,
const rctf *rect_pos,
const rctf *rect_uv)
{
const float compare_limit = 0.0001f;
const bool parameters_changed =
(!BLI_rctf_compare(
&viewport->batch.last_used_parameters.rect_pos, rect_pos, compare_limit) ||
!BLI_rctf_compare(&viewport->batch.last_used_parameters.rect_uv, rect_uv, compare_limit));
if (viewport->batch.batch && parameters_changed) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
if (!viewport->batch.batch) {
viewport->batch.batch = gpu_viewport_batch_create(rect_pos, rect_uv);
viewport->batch.last_used_parameters.rect_pos = *rect_pos;
viewport->batch.last_used_parameters.rect_uv = *rect_uv;
}
return viewport->batch.batch;
}
static void gpu_viewport_batch_free(GPUViewport *viewport)
{
if (viewport->batch.batch) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
}
/** \} */
static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
int view,
const rctf *rect_pos,
const rctf *rect_uv,
bool display_colorspace,
bool do_overlay_merge)
{
GPUTexture *color = viewport->color_render_tx[view];
GPUTexture *color_overlay = viewport->color_overlay_tx[view];
bool use_ocio = false;
if (viewport->do_color_management && display_colorspace) {
/* During the binding process the last used VertexFormat is tested and can assert as it is not
* valid. By calling the `immVertexFormat` the last used VertexFormat is reset and the assert
* does not happen. This solves a chicken and egg problem when using GPUBatches. GPUBatches
* contain the correct vertex format, but can only bind after the shader is bound.
*
* Image/UV editor still uses imm, after that has been changed we could move this fix to the
* OCIO. */
immVertexFormat();
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(&viewport->view_settings,
&viewport->display_settings,
NULL,
viewport->dither,
false,
do_overlay_merge);
}
GPUBatch *batch = gpu_viewport_batch_get(viewport, rect_pos, rect_uv);
if (use_ocio) {
GPU_batch_program_set_imm_shader(batch);
}
else {
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE);
GPU_batch_uniform_1i(batch, "overlay", do_overlay_merge);
GPU_batch_uniform_1i(batch, "display_transform", display_colorspace);
}
GPU_texture_bind(color, 0);
GPU_texture_bind(color_overlay, 1);
GPU_batch_draw(batch);
GPU_texture_unbind(color);
GPU_texture_unbind(color_overlay);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
}
void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
int view,
const rcti *rect,
bool display_colorspace,
bool do_overlay_merge)
{
GPUTexture *color = viewport->color_render_tx[view];
if (color == NULL) {
return;
}
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
/* We allow rects with min/max swapped, but we also need correctly assigned coordinates. */
rcti sanitized_rect = *rect;
BLI_rcti_sanitize(&sanitized_rect);
BLI_assert(w == BLI_rcti_size_x(&sanitized_rect) + 1);
BLI_assert(h == BLI_rcti_size_y(&sanitized_rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
rctf pos_rect = {
.xmin = sanitized_rect.xmin,
.ymin = sanitized_rect.ymin,
.xmax = sanitized_rect.xmin + w,
.ymax = sanitized_rect.ymin + h,
};
rctf uv_rect = {
.xmin = halfx,
.ymin = halfy,
.xmax = halfx + 1.0f,
.ymax = halfy + 1.0f,
};
/* Mirror the UV rect in case axis-swapped drawing is requested (by passing a rect with min and
* max values swapped). */
if (BLI_rcti_size_x(rect) < 0) {
SWAP(float, uv_rect.xmin, uv_rect.xmax);
}
if (BLI_rcti_size_y(rect) < 0) {
SWAP(float, uv_rect.ymin, uv_rect.ymax);
}
gpu_viewport_draw_colormanaged(
viewport, view, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect)
{
GPU_viewport_draw_to_screen_ex(viewport, view, rect, true, true);
}
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool display_colorspace,
bool do_overlay_merge)
{
const int view = 0;
if (viewport->color_render_tx[view] == NULL) {
return;
}
GPU_depth_test(GPU_DEPTH_NONE);
GPU_offscreen_bind(ofs, false);
rctf pos_rect = {
.xmin = -1.0f,
.ymin = -1.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
rctf uv_rect = {
.xmin = 0.0f,
.ymin = 0.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
gpu_viewport_draw_colormanaged(
viewport, view, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
/* This one is from the offscreen. Don't free it with the viewport. */
viewport->depth_tx = NULL;
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
int GPU_viewport_active_view_get(GPUViewport *viewport)
{
return viewport->active_view;
}
bool GPU_viewport_is_stereo_get(GPUViewport *viewport)
{
return (viewport->flag & GPU_VIEWPORT_STEREO) != 0;
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view)
{
return viewport->color_render_tx[view];
}
GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view)
{
return viewport->color_overlay_tx[view];
}
GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport)
{
return viewport->depth_tx;
}
GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport)
{
GPU_framebuffer_ensure_config(
&viewport->overlay_fb,
{
GPU_ATTACHMENT_TEXTURE(viewport->depth_tx),
GPU_ATTACHMENT_TEXTURE(viewport->color_overlay_tx[viewport->active_view]),
});
return viewport->overlay_fb;
}
void GPU_viewport_free(GPUViewport *viewport)
{
if (viewport->draw_data) {
DRW_viewport_data_free(viewport->draw_data);
}
gpu_viewport_textures_free(viewport);
BKE_color_managed_view_settings_free(&viewport->view_settings);
gpu_viewport_batch_free(viewport);
MEM_freeN(viewport);
}