Files
test/source/blender/gpu/intern/gpu_capabilities_private.hh
Clément Foucault 1c47e31367 GPU: Enable GL multithreaded compilation by default
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.

A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.

We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).

It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.

Add some heuristic to avoid too much memory usage
and / or too many stalls.

Also add some heuristic to the default number of subprocess for
the platform that shows scalling.

Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.

Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.

See pull request for measurements.

Pull Request: https://projects.blender.org/blender/blender/pulls/139821
2025-06-09 12:36:06 +02:00

79 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
namespace blender::gpu {
/**
* This includes both hardware capabilities & workarounds.
* Try to limit these to the implementation code-base (i.e.: `gpu/opengl/`).
* Only add workarounds here if they are common to all implementation or
* if you need access to it outside of the GPU module.
* Same goes for capabilities (i.e.: texture size).
*/
struct GPUCapabilities {
int max_texture_size = 0;
int max_texture_3d_size = 0;
int max_texture_layers = 0;
int max_textures = 0;
int max_textures_vert = 0;
int max_textures_geom = 0;
int max_textures_frag = 0;
int max_samplers = 0;
int max_images = 0;
int max_work_group_count[3] = {0, 0, 0};
int max_work_group_size[3] = {0, 0, 0};
int max_uniforms_vert = 0;
int max_uniforms_frag = 0;
int max_batch_indices = 0;
int max_batch_vertices = 0;
int max_vertex_attribs = 0;
int max_varying_floats = 0;
int max_shader_storage_buffer_bindings = 0;
int max_compute_shader_storage_blocks = 0;
size_t max_storage_buffer_size = 0;
size_t storage_buffer_alignment = 256;
int extensions_len = 0;
const char *(*extension_get)(int);
bool mem_stats_support = false;
bool geometry_shader_support = false;
bool shader_draw_parameters_support = false;
bool hdr_viewport_support = false;
bool stencil_export_support = false;
bool clip_control_support = false;
int max_parallel_compilations = -1;
/* OpenGL related workarounds. */
bool mip_render_workaround = false;
bool depth_blitting_workaround = false;
bool use_main_context_workaround = false;
bool broken_amd_driver = false;
bool use_hq_normals_workaround = false;
bool stencil_clasify_buffer_workaround = false;
bool node_link_instancing_workaround = false;
bool line_directive_workaround = false;
bool use_subprocess_shader_compilations = false;
/* Vulkan related workarounds. */
bool render_pass_workaround = false;
/* Metal related workarounds. */
/* Minimum per-vertex stride in bytes (For a vertex buffer). */
int minimum_per_vertex_stride = 1;
};
extern GPUCapabilities GCaps;
} // namespace blender::gpu