GPU: Workarounds and Device Features checks becoming obsolete #112224

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opened 2023-09-11 12:02:41 +02:00 by Jeroen Bakker · 1 comment
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Blender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.

This issue contains a list of features, workarounds that we should revisit.

  • shader_draw_parameters In Vulkan these seems to be supported even on low end devices (https://vulkan.gpuinfo.org/displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.
  • compute_shader_support is required for workbench-next
  • shader_storage_buffer_objects_support is required (#112572)
  • shader_image_load_store_support is required.
  • clear_viewport_workaround should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.
  • remove --debug-gpu-disable-ssbo as SSBO's are required. (#112571)
Blender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms. This issue contains a list of features, workarounds that we should revisit. * `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (https://vulkan.gpuinfo.org/displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan. * `compute_shader_support` is required for workbench-next * `shader_storage_buffer_objects_support` is required (#112572) * `shader_image_load_store_support` is required. * `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago. * remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)
Jeroen Bakker added the
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label 2023-09-11 12:02:41 +02:00
Jeroen Bakker self-assigned this 2023-09-11 12:02:41 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-09-11 12:02:43 +02:00

From my perspective (Windows on ARM devices via the MS Store "OpenGL Compatibility pack" - ie mesa):

  • shader_draw_parameters: GL_ARB_shader_draw_parameters seems to be present, so all good
  • compute_shader_support: This is actually broken on ARM64 devices right now - as nice as it would be to not have these required until the support can be added in the right place by QCom to the Windows adreno driver, I understand it is a requirement for workbench-next with no workaround
  • shader_storage_buffer_objects_support: GL_ARB_shader_storage_buffer_object seems to be present, so all good
  • shader_image_load_store_support: GL_ARB_shader_image_load_store is missing on ARM64 devices - I suspect this failing is also causing compute shader support to not show - due to this: https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/gallium/drivers/d3d12/d3d12_screen.cpp?ref_type=heads#L962
  • clear_viewport_workaround: Looks like this doesn't apply to my use case, as it's only enabled for Mac platforms, so no opinion from me
From my perspective (Windows on ARM devices via the MS Store "OpenGL Compatibility pack" - ie mesa): * `shader_draw_parameters`: `GL_ARB_shader_draw_parameters` seems to be present, so all good * `compute_shader_support`: This is actually broken on ARM64 devices right now - as nice as it would be to not have these required until the support can be added in the right place by QCom to the Windows adreno driver, I understand it is a requirement for workbench-next with no workaround * `shader_storage_buffer_objects_support`: `GL_ARB_shader_storage_buffer_object` seems to be present, so all good * `shader_image_load_store_support`: `GL_ARB_shader_image_load_store` is missing on ARM64 devices - I suspect this failing is also causing compute shader support to not show - due to this: https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/gallium/drivers/d3d12/d3d12_screen.cpp?ref_type=heads#L962 * `clear_viewport_workaround`: Looks like this doesn't apply to my use case, as it's only enabled for Mac platforms, so no opinion from me
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Reference: blender/blender#112224
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