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
264 lines
4.4 KiB
C++
264 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2005 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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* Wrap OpenGL features such as textures, shaders and GLSL
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* with checks for drivers and GPU support.
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*/
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#include "DNA_userdef_types.h" /* For `U.glreslimit`. */
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#include "GPU_capabilities.hh"
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#include "gpu_context_private.hh"
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#include "gpu_capabilities_private.hh"
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namespace blender::gpu {
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GPUCapabilities GCaps;
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}
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Capabilities
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* \{ */
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int GPU_max_texture_size()
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{
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return GCaps.max_texture_size;
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}
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int GPU_max_texture_3d_size()
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{
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return GCaps.max_texture_3d_size;
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}
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int GPU_texture_size_with_limit(int res)
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{
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int size = GPU_max_texture_size();
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int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
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return min_ii(reslimit, res);
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}
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int GPU_max_texture_layers()
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{
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return GCaps.max_texture_layers;
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}
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int GPU_max_textures_vert()
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{
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return GCaps.max_textures_vert;
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}
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int GPU_max_textures_geom()
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{
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return GCaps.max_textures_geom;
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}
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int GPU_max_textures_frag()
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{
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return GCaps.max_textures_frag;
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}
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int GPU_max_textures()
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{
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return GCaps.max_textures;
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}
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int GPU_max_images()
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{
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return GCaps.max_images;
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}
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int GPU_max_work_group_count(int index)
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{
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return GCaps.max_work_group_count[index];
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}
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int GPU_max_work_group_size(int index)
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{
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return GCaps.max_work_group_size[index];
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}
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int GPU_max_uniforms_vert()
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{
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return GCaps.max_uniforms_vert;
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}
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int GPU_max_uniforms_frag()
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{
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return GCaps.max_uniforms_frag;
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}
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int GPU_max_batch_indices()
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{
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return GCaps.max_batch_indices;
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}
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int GPU_max_batch_vertices()
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{
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return GCaps.max_batch_vertices;
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}
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int GPU_max_vertex_attribs()
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{
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return GCaps.max_vertex_attribs;
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}
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int GPU_max_varying_floats()
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{
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return GCaps.max_varying_floats;
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}
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int GPU_extensions_len()
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{
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return GCaps.extensions_len;
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}
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const char *GPU_extension_get(int i)
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{
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return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
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}
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int GPU_max_samplers()
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{
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return GCaps.max_samplers;
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}
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bool GPU_use_parallel_compilation()
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{
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return GCaps.max_parallel_compilations > 0;
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}
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bool GPU_mip_render_workaround()
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{
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return GCaps.mip_render_workaround;
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}
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bool GPU_depth_blitting_workaround()
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{
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return GCaps.depth_blitting_workaround;
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}
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bool GPU_use_main_context_workaround()
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{
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return GCaps.use_main_context_workaround;
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}
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bool GPU_crappy_amd_driver()
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{
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/* Currently are the same drivers with the `unused_fb_slot` problem. */
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return GCaps.broken_amd_driver;
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}
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bool GPU_use_hq_normals_workaround()
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{
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return GCaps.use_hq_normals_workaround;
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}
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bool GPU_stencil_clasify_buffer_workaround()
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{
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return GCaps.stencil_clasify_buffer_workaround;
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}
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bool GPU_vulkan_render_pass_workaround()
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{
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return GCaps.render_pass_workaround;
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}
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bool GPU_geometry_shader_support()
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{
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return GCaps.geometry_shader_support;
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}
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bool GPU_shader_draw_parameters_support()
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{
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return GCaps.shader_draw_parameters_support;
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}
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bool GPU_hdr_support()
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{
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return GCaps.hdr_viewport_support;
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}
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bool GPU_texture_view_support()
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{
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return GCaps.texture_view_support;
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}
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bool GPU_stencil_export_support()
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{
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return GCaps.stencil_export_support;
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}
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int GPU_max_shader_storage_buffer_bindings()
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{
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return GCaps.max_shader_storage_buffer_bindings;
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}
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int GPU_max_compute_shader_storage_blocks()
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{
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return GCaps.max_compute_shader_storage_blocks;
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}
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int GPU_minimum_per_vertex_stride()
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{
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return GCaps.minimum_per_vertex_stride;
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}
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bool GPU_transform_feedback_support()
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{
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return GCaps.transform_feedback_support;
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}
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size_t GPU_max_storage_buffer_size()
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{
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return GCaps.max_storage_buffer_size;
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}
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size_t GPU_storage_buffer_alignment()
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{
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return GCaps.storage_buffer_alignment;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Memory statistics
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* \{ */
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bool GPU_mem_stats_supported()
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{
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return GCaps.mem_stats_support;
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}
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void GPU_mem_stats_get(int *r_totalmem, int *r_freemem)
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{
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Context::get()->memory_statistics_get(r_totalmem, r_freemem);
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}
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bool GPU_stereo_quadbuffer_support()
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{
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return Context::get()->front_right != nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Creator arguments overrides
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* \{ */
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void GPU_compilation_subprocess_override_set(int count)
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{
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BLI_assert(GCaps.max_parallel_compilations == -1);
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GCaps.max_parallel_compilations = count;
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}
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/** \} */
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