Files
test/source/blender/gpu/opengl/gl_backend.cc
Jeroen Bakker 6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00

635 lines
26 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "gpu_capabilities_private.hh"
#include "gpu_platform_private.hh"
#include "gl_debug.hh"
#include "gl_backend.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Platform
* \{ */
static bool match_renderer(StringRef renderer, const Vector<std::string> &items)
{
for (const std::string &item : items) {
const std::string wrapped = " " + item + " ";
if (renderer.endswith(item) || renderer.find(wrapped) != StringRef::not_found) {
return true;
}
}
return false;
}
void GLBackend::platform_init()
{
BLI_assert(!GPG.initialized);
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
eGPUDeviceType device = GPU_DEVICE_ANY;
eGPUOSType os = GPU_OS_ANY;
eGPUDriverType driver = GPU_DRIVER_ANY;
eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
#ifdef _WIN32
os = GPU_OS_WIN;
#elif defined(__APPLE__)
os = GPU_OS_MAC;
#else
os = GPU_OS_UNIX;
#endif
if (!vendor) {
printf("Warning: No OpenGL vendor detected.\n");
device = GPU_DEVICE_UNKNOWN;
driver = GPU_DRIVER_ANY;
}
else if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
device = GPU_DEVICE_ATI;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "NVIDIA")) {
device = GPU_DEVICE_NVIDIA;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(vendor, "Intel") ||
/* src/mesa/drivers/dri/intel/intel_context.c */
strstr(renderer, "Mesa DRI Intel") || strstr(renderer, "Mesa DRI Mobile Intel"))
{
device = GPU_DEVICE_INTEL;
driver = GPU_DRIVER_OFFICIAL;
if (strstr(renderer, "UHD Graphics") ||
/* Not UHD but affected by the same bugs. */
strstr(renderer, "HD Graphics 530") || strstr(renderer, "Kaby Lake GT2") ||
strstr(renderer, "Whiskey Lake"))
{
device |= GPU_DEVICE_INTEL_UHD;
}
}
else if (strstr(renderer, "Mesa DRI R") ||
(strstr(renderer, "Radeon") && strstr(vendor, "X.Org")) ||
(strstr(renderer, "AMD") && strstr(vendor, "X.Org")) ||
(strstr(renderer, "Gallium ") && strstr(renderer, " on ATI ")) ||
(strstr(renderer, "Gallium ") && strstr(renderer, " on AMD ")))
{
device = GPU_DEVICE_ATI;
driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
device = GPU_DEVICE_NVIDIA;
driver = GPU_DRIVER_OPENSOURCE;
}
else if (strstr(vendor, "Mesa")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Microsoft")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(vendor, "Apple")) {
/* Apple Silicon. */
device = GPU_DEVICE_APPLE;
driver = GPU_DRIVER_OFFICIAL;
}
else if (strstr(renderer, "Apple Software Renderer")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else if (strstr(renderer, "llvmpipe") || strstr(renderer, "softpipe")) {
device = GPU_DEVICE_SOFTWARE;
driver = GPU_DRIVER_SOFTWARE;
}
else {
printf("Warning: Could not find a matching GPU name. Things may not behave as expected.\n");
printf("Detected OpenGL configuration:\n");
printf("Vendor: %s\n", vendor);
printf("Renderer: %s\n", renderer);
}
/* Detect support level */
if (!(epoxy_gl_version() >= 43)) {
support_level = GPU_SUPPORT_LEVEL_UNSUPPORTED;
}
else {
if ((device & GPU_DEVICE_INTEL) && (os & GPU_OS_WIN)) {
/* Old Intel drivers with known bugs that cause material properties to crash.
* Version Build 10.18.14.5067 is the latest available and appears to be working
* ok with our workarounds, so excluded from this list. */
if (strstr(version, "Build 7.14") || strstr(version, "Build 7.15") ||
strstr(version, "Build 8.15") || strstr(version, "Build 9.17") ||
strstr(version, "Build 9.18") || strstr(version, "Build 10.18.10.3") ||
strstr(version, "Build 10.18.10.4") || strstr(version, "Build 10.18.10.5") ||
strstr(version, "Build 10.18.14.4"))
{
support_level = GPU_SUPPORT_LEVEL_LIMITED;
}
}
if ((device & GPU_DEVICE_ATI) && (os & GPU_OS_UNIX)) {
/* Platform seems to work when SB backend is disabled. This can be done
* by adding the environment variable `R600_DEBUG=nosb`. */
if (strstr(renderer, "AMD CEDAR")) {
support_level = GPU_SUPPORT_LEVEL_LIMITED;
}
}
/* Check SSBO bindings requirement. */
GLint max_ssbo_binds_vertex;
GLint max_ssbo_binds_fragment;
GLint max_ssbo_binds_compute;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &max_ssbo_binds_vertex);
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &max_ssbo_binds_fragment);
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &max_ssbo_binds_compute);
GLint max_ssbo_binds = min_iii(
max_ssbo_binds_vertex, max_ssbo_binds_fragment, max_ssbo_binds_compute);
if (max_ssbo_binds < 8) {
std::cout << "Warning: Unsupported platform as it supports max " << max_ssbo_binds
<< " SSBO binding locations\n";
support_level = GPU_SUPPORT_LEVEL_UNSUPPORTED;
}
}
GPG.init(device, os, driver, support_level, GPU_BACKEND_OPENGL, vendor, renderer, version);
}
void GLBackend::platform_exit()
{
BLI_assert(GPG.initialized);
GPG.clear();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
static bool detect_mip_render_workaround()
{
int cube_size = 2;
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
float *source_pix = (float *)MEM_callocN(sizeof(float[4]) * cube_size * cube_size * 6, __func__);
/* NOTE: Debug layers are not yet enabled. Force use of glGetError. */
debug::check_gl_error("Cubemap Workaround Start");
/* Not using GPU API since it is not yet fully initialized. */
GLuint tex, fb;
/* Create cubemap with 2 mip level. */
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (int mip = 0; mip < 2; mip++) {
for (int i = 0; i < 6; i++) {
const int width = cube_size / (1 << mip);
GLenum target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
glTexImage2D(target, mip, GL_RGBA16F, width, width, 0, GL_RGBA, GL_FLOAT, source_pix);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
/* Attach and clear mip 1. */
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 1);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(UNPACK4(clear_color));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/* Read mip 1. If color is not the same as the clear_color, the rendering failed. */
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA, GL_FLOAT, source_pix);
bool enable_workaround = !equals_v4v4(clear_color, source_pix);
MEM_freeN(source_pix);
glDeleteFramebuffers(1, &fb);
glDeleteTextures(1, &tex);
debug::check_gl_error("Cubemap Workaround End9");
return enable_workaround;
}
static const char *gl_extension_get(int i)
{
return (char *)glGetStringi(GL_EXTENSIONS, i);
}
static void detect_workarounds()
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
const char *version = (const char *)glGetString(GL_VERSION);
if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
printf("\n");
printf("GL: Forcing workaround usage and disabling extensions.\n");
printf(" OpenGL identification strings\n");
printf(" vendor: %s\n", vendor);
printf(" renderer: %s\n", renderer);
printf(" version: %s\n\n", version);
GCaps.depth_blitting_workaround = true;
GCaps.mip_render_workaround = true;
GLContext::debug_layer_workaround = true;
GLContext::unused_fb_slot_workaround = true;
/* Turn off Blender features. */
GCaps.hdr_viewport_support = false;
/* Turn off OpenGL 4.4 features. */
GLContext::clear_texture_support = false;
GLContext::multi_bind_support = false;
GLContext::multi_bind_image_support = false;
/* Turn off OpenGL 4.5 features. */
GLContext::direct_state_access_support = false;
/* Turn off OpenGL 4.6 features. */
GLContext::texture_filter_anisotropic_support = false;
GCaps.shader_draw_parameters_support = false;
GLContext::shader_draw_parameters_support = false;
/* Although an OpenGL 4.3 feature, our implementation requires shader_draw_parameters_support.
* NOTE: we should untangle this by checking both features for clarity. */
GLContext::multi_draw_indirect_support = false;
/* Turn off vendor specific extensions. */
GLContext::native_barycentric_support = false;
/* Do not alter OpenGL 4.3 features.
* These code paths should be removed. */
/*
GCaps.shader_image_load_store_support = false;
GLContext::base_instance_support = false;
GLContext::copy_image_support = false;
GLContext::debug_layer_support = false;
GLContext::fixed_restart_index_support = false;
GLContext::geometry_shader_invocations = false;
GLContext::layered_rendering_support = false;
GLContext::texture_cube_map_array_support = false;
GLContext::texture_gather_support = false;
GLContext::texture_storage_support = false;
GLContext::vertex_attrib_binding_support = false;
*/
return;
}
/* Only use main context when running inside RenderDoc.
* RenderDoc requires that all calls are* from the same context. */
if (G.debug & G_DEBUG_GPU_RENDERDOC) {
GCaps.use_main_context_workaround = true;
}
/* Limit support for GL_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
* (TeraScale) report that they support GL_ARB_base_instance, but the driver does not support
* GLEW_ARB_draw_indirect as it has an OpenGL3 context what also matches the minimum needed
* requirements.
*
* We use it as a target for glMapBuffer(Range) what is part of the OpenGL 4 API. So better
* disable it when we don't have an OpenGL4 context (See #77657) */
if (!(epoxy_gl_version() >= 40)) {
GLContext::base_instance_support = false;
}
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
strstr(version, "4.5.13422") || strstr(version, "4.5.13467")))
{
/* The renderers include:
* Radeon HD 5000;
* Radeon HD 7500M;
* Radeon HD 7570M;
* Radeon HD 7600M;
* Radeon R5 Graphics;
* And others... */
GLContext::unused_fb_slot_workaround = true;
GCaps.mip_render_workaround = true;
GCaps.shader_image_load_store_support = false;
GCaps.shader_draw_parameters_support = false;
GCaps.broken_amd_driver = true;
}
/* Compute shaders have some issues with those versions (see #94936). */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
(strstr(version, "4.5.14831") || strstr(version, "4.5.14760")))
{
GCaps.compute_shader_support = false;
}
/* We have issues with this specific renderer. (see #74024) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(renderer, "AMD VERDE") || strstr(renderer, "AMD KAVERI") ||
strstr(renderer, "AMD TAHITI")))
{
GLContext::unused_fb_slot_workaround = true;
GCaps.shader_image_load_store_support = false;
GCaps.shader_draw_parameters_support = false;
GCaps.broken_amd_driver = true;
}
/* Fix slowdown on this particular driver. (see #77641) */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
strstr(version, "Mesa 19.3.4"))
{
GCaps.shader_image_load_store_support = false;
GCaps.shader_draw_parameters_support = false;
GCaps.broken_amd_driver = true;
}
/* See #82856: AMD drivers since 20.11 running on a polaris architecture doesn't support the
* `GL_INT_2_10_10_10_REV` data type correctly. This data type is used to pack normals and flags.
* The work around uses `GPU_RGBA16I`. In 22.?.? drivers this has been fixed for
* polaris platform. Keeping legacy platforms around just in case.
*/
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
const Vector<std::string> matches = {
"RX550/550", "(TM) 520", "(TM) 530", "(TM) 535", "R5", "R7", "R9"};
if (match_renderer(renderer, matches)) {
GCaps.use_hq_normals_workaround = true;
}
}
/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
if (strstr(renderer, "AMD Radeon Pro") || strstr(renderer, "AMD Radeon R9") ||
strstr(renderer, "AMD Radeon RX"))
{
GCaps.depth_blitting_workaround = true;
}
}
/* Limit this fix to older hardware with GL < 4.5. This means Broadwell GPUs are
* covered since they only support GL 4.4 on windows.
* This fixes some issues with workbench anti-aliasing on Win + Intel GPU. (see #76273) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
!(epoxy_gl_version() >= 45))
{
GLContext::copy_image_support = false;
}
/* Special fix for these specific GPUs.
* Without this workaround, blender crashes on startup. (see #72098) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630")))
{
GCaps.mip_render_workaround = true;
}
/* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see #75943) */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
(strstr(renderer, "HD Graphics 4000") || strstr(renderer, "HD Graphics 4400") ||
strstr(renderer, "HD Graphics 2500")))
{
GLContext::texture_cube_map_array_support = false;
}
/* Maybe not all of these drivers have problems with `GL_ARB_base_instance`.
* But it's hard to test each case.
* We get crashes from some crappy Intel drivers don't work well with shaders created in
* different rendering contexts. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
(strstr(version, "Build 10.18.10.3") || strstr(version, "Build 10.18.10.4") ||
strstr(version, "Build 10.18.10.5") || strstr(version, "Build 10.18.14.4") ||
strstr(version, "Build 10.18.14.5")))
{
GLContext::base_instance_support = false;
GCaps.use_main_context_workaround = true;
}
/* Somehow fixes armature display issues (see #69743). */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY) &&
strstr(version, "Build 20.19.15.4285"))
{
GCaps.use_main_context_workaround = true;
}
/* See #70187: merging vertices fail. This has been tested from `18.2.2` till `19.3.0~dev`
* of the Mesa driver */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
(strstr(version, "Mesa 18.") || strstr(version, "Mesa 19.0") ||
strstr(version, "Mesa 19.1") || strstr(version, "Mesa 19.2")))
{
GLContext::unused_fb_slot_workaround = true;
}
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
* is reported to be supported but yield a compile error (see #55802). */
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) &&
!(epoxy_gl_version() >= 40)) {
GLContext::texture_gather_support = false;
}
/* dFdx/dFdy calculation factors, those are dependent on driver. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) && strstr(version, "3.3.10750"))
{
GLContext::derivative_signs[0] = 1.0;
GLContext::derivative_signs[1] = -1.0;
}
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY)) {
if (strstr(version, "4.0.0 - Build 10.18.10.3308") ||
strstr(version, "4.0.0 - Build 9.18.10.3186") ||
strstr(version, "4.0.0 - Build 9.18.10.3165") ||
strstr(version, "3.1.0 - Build 9.17.10.3347") ||
strstr(version, "3.1.0 - Build 9.17.10.4101") ||
strstr(version, "3.3.0 - Build 8.15.10.2618"))
{
GLContext::derivative_signs[0] = -1.0;
GLContext::derivative_signs[1] = 1.0;
}
}
/* Disable TF on macOS. */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY)) {
GCaps.transform_feedback_support = false;
}
/* Some Intel drivers have issues with using mips as frame-buffer targets if
* GL_TEXTURE_MAX_LEVEL is higher than the target MIP.
* Only check at the end after all other workarounds because this uses the drawing code.
* Also after device/driver flags to avoid the check that causes pre GCN Radeon to crash. */
if (GCaps.mip_render_workaround == false) {
GCaps.mip_render_workaround = detect_mip_render_workaround();
}
/* Disable multi-draw if the base instance cannot be read. */
if (GLContext::shader_draw_parameters_support == false) {
GLContext::multi_draw_indirect_support = false;
}
/* Enable our own incomplete debug layer if no other is available. */
if (GLContext::debug_layer_support == false) {
GLContext::debug_layer_workaround = true;
}
/* Broken glGenerateMipmap on macOS 10.15.7 security update. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_ANY) &&
strstr(renderer, "HD Graphics 4000"))
{
GLContext::generate_mipmap_workaround = true;
}
/* Certain Intel/AMD based platforms don't clear the viewport textures. Always clearing leads to
* noticeable performance regressions on other platforms as well. */
if (GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY) ||
GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
{
GCaps.clear_viewport_workaround = true;
}
/* There is an issue in AMD official driver where we cannot use multi bind when using images. AMD
* is aware of the issue, but hasn't released a fix. */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
GLContext::multi_bind_image_support = false;
}
/* Metal-related Workarounds. */
/* Minimum Per-Vertex stride is 1 byte for OpenGL. */
GCaps.minimum_per_vertex_stride = 1;
}
/** Internal capabilities. */
GLint GLContext::max_cubemap_size = 0;
GLint GLContext::max_ubo_binds = 0;
GLint GLContext::max_ubo_size = 0;
GLint GLContext::max_ssbo_binds = 0;
GLint GLContext::max_ssbo_size = 0;
/** Extensions. */
bool GLContext::base_instance_support = false;
bool GLContext::clear_texture_support = false;
bool GLContext::copy_image_support = false;
bool GLContext::debug_layer_support = false;
bool GLContext::direct_state_access_support = false;
bool GLContext::explicit_location_support = false;
bool GLContext::geometry_shader_invocations = false;
bool GLContext::fixed_restart_index_support = false;
bool GLContext::layered_rendering_support = false;
bool GLContext::native_barycentric_support = false;
bool GLContext::multi_bind_support = false;
bool GLContext::multi_bind_image_support = false;
bool GLContext::multi_draw_indirect_support = false;
bool GLContext::shader_draw_parameters_support = false;
bool GLContext::stencil_texturing_support = false;
bool GLContext::texture_cube_map_array_support = false;
bool GLContext::texture_filter_anisotropic_support = false;
bool GLContext::texture_gather_support = false;
bool GLContext::texture_storage_support = false;
bool GLContext::vertex_attrib_binding_support = false;
/** Workarounds. */
bool GLContext::debug_layer_workaround = false;
bool GLContext::unused_fb_slot_workaround = false;
bool GLContext::generate_mipmap_workaround = false;
float GLContext::derivative_signs[2] = {1.0f, 1.0f};
void GLBackend::capabilities_init()
{
BLI_assert(epoxy_gl_version() >= 33);
/* Common Capabilities. */
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GCaps.max_texture_size);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GCaps.max_texture_layers);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_frag);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_vert);
glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GCaps.max_textures_geom);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GCaps.max_textures);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &GCaps.max_uniforms_vert);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &GCaps.max_uniforms_frag);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GCaps.max_batch_indices);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GCaps.max_batch_vertices);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &GCaps.max_vertex_attribs);
if (GPU_type_matches(GPU_DEVICE_APPLE, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
/* Due to a bug, querying GL_MAX_VARYING_FLOATS is emitting GL_INVALID_ENUM.
* Force use minimum required value. */
GCaps.max_varying_floats = 32;
}
else {
glGetIntegerv(GL_MAX_VARYING_FLOATS, &GCaps.max_varying_floats);
}
glGetIntegerv(GL_NUM_EXTENSIONS, &GCaps.extensions_len);
GCaps.extension_get = gl_extension_get;
GCaps.max_samplers = GCaps.max_textures;
GCaps.mem_stats_support = epoxy_has_gl_extension("GL_NVX_gpu_memory_info") ||
epoxy_has_gl_extension("GL_ATI_meminfo");
GCaps.shader_image_load_store_support = epoxy_has_gl_extension("GL_ARB_shader_image_load_store");
GCaps.shader_draw_parameters_support = epoxy_has_gl_extension("GL_ARB_shader_draw_parameters");
GCaps.compute_shader_support = epoxy_has_gl_extension("GL_ARB_compute_shader") &&
epoxy_gl_version() >= 43;
GCaps.geometry_shader_support = true;
GCaps.max_samplers = GCaps.max_textures;
GCaps.hdr_viewport_support = false;
if (GCaps.compute_shader_support) {
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS,
&GCaps.max_shader_storage_buffer_bindings);
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &GCaps.max_compute_shader_storage_blocks);
}
GCaps.transform_feedback_support = true;
GCaps.texture_view_support = epoxy_gl_version() >= 43 ||
epoxy_has_gl_extension("GL_ARB_texture_view");
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GCaps.max_texture_3d_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GLContext::max_cubemap_size);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GLContext::max_ubo_binds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GLContext::max_ubo_size);
GLint max_ssbo_binds;
GLContext::max_ssbo_binds = 999999;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &max_ssbo_binds);
GLContext::max_ssbo_binds = min_ii(GLContext::max_ssbo_binds, max_ssbo_binds);
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &max_ssbo_binds);
GLContext::max_ssbo_binds = min_ii(GLContext::max_ssbo_binds, max_ssbo_binds);
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &max_ssbo_binds);
GLContext::max_ssbo_binds = min_ii(GLContext::max_ssbo_binds, max_ssbo_binds);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &GLContext::max_ssbo_size);
GLContext::base_instance_support = epoxy_has_gl_extension("GL_ARB_base_instance");
GLContext::clear_texture_support = epoxy_has_gl_extension("GL_ARB_clear_texture");
GLContext::copy_image_support = epoxy_has_gl_extension("GL_ARB_copy_image");
GLContext::debug_layer_support = epoxy_gl_version() >= 43 ||
epoxy_has_gl_extension("GL_KHR_debug") ||
epoxy_has_gl_extension("GL_ARB_debug_output");
GLContext::direct_state_access_support = epoxy_has_gl_extension("GL_ARB_direct_state_access");
GLContext::explicit_location_support = epoxy_gl_version() >= 43;
GLContext::geometry_shader_invocations = epoxy_has_gl_extension("GL_ARB_gpu_shader5");
GLContext::fixed_restart_index_support = epoxy_has_gl_extension("GL_ARB_ES3_compatibility");
GLContext::layered_rendering_support = epoxy_has_gl_extension(
"GL_ARB_shader_viewport_layer_array");
GLContext::native_barycentric_support = epoxy_has_gl_extension(
"GL_AMD_shader_explicit_vertex_parameter");
GLContext::multi_bind_support = GLContext::multi_bind_image_support = epoxy_has_gl_extension(
"GL_ARB_multi_bind");
GLContext::multi_draw_indirect_support = epoxy_has_gl_extension("GL_ARB_multi_draw_indirect");
GLContext::shader_draw_parameters_support = epoxy_has_gl_extension(
"GL_ARB_shader_draw_parameters");
GLContext::stencil_texturing_support = epoxy_gl_version() >= 43;
GLContext::texture_cube_map_array_support = epoxy_has_gl_extension(
"GL_ARB_texture_cube_map_array");
GLContext::texture_filter_anisotropic_support = epoxy_has_gl_extension(
"GL_EXT_texture_filter_anisotropic");
GLContext::texture_gather_support = epoxy_has_gl_extension("GL_ARB_texture_gather");
GLContext::texture_storage_support = epoxy_gl_version() >= 43;
GLContext::vertex_attrib_binding_support = epoxy_has_gl_extension(
"GL_ARB_vertex_attrib_binding");
detect_workarounds();
/* Disable this feature entirely when not debugging. */
if ((G.debug & G_DEBUG_GPU) == 0) {
GLContext::debug_layer_support = false;
GLContext::debug_layer_workaround = false;
}
}
/** \} */
} // namespace blender::gpu