GPUViewport is creating a bunch of framebuffer textures for itself, but some space types never initialize/use them. E.g. Sequencer, Nodes etc. only ever use the "overlay" texture. Eventually when viewport is "drawn", it combines this uninitialized texture data and then only by luck it happens that most of the time it is black. But not always! The textures were only cleared (right now) on Metal backend, under GPU_clear_viewport_workaround as if it was some driver workaround. Stop doing that, and just clear them always. However, there was seemingly a performance issue on OpenGL, when this clear was being done. At least on my machine (Win10, Geforce RTX 3080Ti), the overhead of doing the clears is measurable, and is caused by usage of GL4.4 glClearTexImage instead of a framebuffer clear. As if glClearTexImage makes "pixel data to exist" on the CPU side and then later on binding this framebuffer sends off that data to the GPU, or somesuch. More details in the PR. Pull Request: https://projects.blender.org/blender/blender/pulls/131518
76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "GPU_platform.hh"
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namespace blender::gpu {
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/**
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* This includes both hardware capabilities & workarounds.
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* Try to limit these to the implementation code-base (i.e.: `gpu/opengl/`).
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* Only add workarounds here if they are common to all implementation or
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* if you need access to it outside of the GPU module.
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* Same goes for capabilities (i.e.: texture size).
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*/
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struct GPUCapabilities {
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int max_texture_size = 0;
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int max_texture_3d_size = 0;
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int max_texture_layers = 0;
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int max_textures = 0;
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int max_textures_vert = 0;
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int max_textures_geom = 0;
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int max_textures_frag = 0;
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int max_samplers = 0;
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int max_images = 0;
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int max_work_group_count[3] = {0, 0, 0};
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int max_work_group_size[3] = {0, 0, 0};
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int max_uniforms_vert = 0;
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int max_uniforms_frag = 0;
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int max_batch_indices = 0;
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int max_batch_vertices = 0;
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int max_vertex_attribs = 0;
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int max_varying_floats = 0;
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int max_shader_storage_buffer_bindings = 0;
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int max_compute_shader_storage_blocks = 0;
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size_t max_storage_buffer_size = 0;
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size_t storage_buffer_alignment = 256;
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int extensions_len = 0;
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const char *(*extension_get)(int);
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bool mem_stats_support = false;
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bool geometry_shader_support = false;
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bool shader_draw_parameters_support = false;
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bool transform_feedback_support = false;
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bool hdr_viewport_support = false;
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bool texture_view_support = true;
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bool stencil_export_support = false;
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int max_parallel_compilations = -1;
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/* OpenGL related workarounds. */
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bool mip_render_workaround = false;
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bool depth_blitting_workaround = false;
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bool use_main_context_workaround = false;
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bool broken_amd_driver = false;
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bool use_hq_normals_workaround = false;
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bool stencil_clasify_buffer_workaround = false;
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/* Vulkan related workarounds. */
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bool render_pass_workaround = false;
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/* Metal related workarounds. */
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/* Minimum per-vertex stride in bytes (For a vertex buffer). */
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int minimum_per_vertex_stride = 1;
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};
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extern GPUCapabilities GCaps;
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} // namespace blender::gpu
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