Files
test/source/blender/gpu/intern/gpu_capabilities.cc
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

269 lines
4.5 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Wrap OpenGL features such as textures, shaders and GLSL
* with checks for drivers and GPU support.
*/
#include "DNA_userdef_types.h" /* For `U.glreslimit`. */
#include "GPU_capabilities.hh"
#include "gpu_context_private.hh"
#include "gpu_capabilities_private.hh"
namespace blender::gpu {
GPUCapabilities GCaps;
}
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Capabilities
* \{ */
int GPU_max_texture_size()
{
return GCaps.max_texture_size;
}
int GPU_max_texture_3d_size()
{
return GCaps.max_texture_3d_size;
}
int GPU_texture_size_with_limit(int res)
{
int size = GPU_max_texture_size();
int reslimit = (U.glreslimit != 0) ? min_ii(U.glreslimit, size) : size;
return min_ii(reslimit, res);
}
int GPU_max_texture_layers()
{
return GCaps.max_texture_layers;
}
int GPU_max_textures_vert()
{
return GCaps.max_textures_vert;
}
int GPU_max_textures_geom()
{
return GCaps.max_textures_geom;
}
int GPU_max_textures_frag()
{
return GCaps.max_textures_frag;
}
int GPU_max_textures()
{
return GCaps.max_textures;
}
int GPU_max_images()
{
return GCaps.max_images;
}
int GPU_max_work_group_count(int index)
{
return GCaps.max_work_group_count[index];
}
int GPU_max_work_group_size(int index)
{
return GCaps.max_work_group_size[index];
}
int GPU_max_uniforms_vert()
{
return GCaps.max_uniforms_vert;
}
int GPU_max_uniforms_frag()
{
return GCaps.max_uniforms_frag;
}
int GPU_max_batch_indices()
{
return GCaps.max_batch_indices;
}
int GPU_max_batch_vertices()
{
return GCaps.max_batch_vertices;
}
int GPU_max_vertex_attribs()
{
return GCaps.max_vertex_attribs;
}
int GPU_max_varying_floats()
{
return GCaps.max_varying_floats;
}
int GPU_extensions_len()
{
return GCaps.extensions_len;
}
const char *GPU_extension_get(int i)
{
return GCaps.extension_get ? GCaps.extension_get(i) : "\0";
}
int GPU_max_samplers()
{
return GCaps.max_samplers;
}
bool GPU_use_subprocess_compilation()
{
return GCaps.use_subprocess_shader_compilations;
}
int GPU_max_parallel_compilations()
{
return GCaps.max_parallel_compilations;
}
bool GPU_mip_render_workaround()
{
return GCaps.mip_render_workaround;
}
bool GPU_depth_blitting_workaround()
{
return GCaps.depth_blitting_workaround;
}
bool GPU_use_main_context_workaround()
{
return GCaps.use_main_context_workaround;
}
bool GPU_crappy_amd_driver()
{
/* Currently are the same drivers with the `unused_fb_slot` problem. */
return GCaps.broken_amd_driver;
}
bool GPU_use_hq_normals_workaround()
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_stencil_clasify_buffer_workaround()
{
return GCaps.stencil_clasify_buffer_workaround;
}
bool GPU_node_link_instancing_workaround()
{
return GCaps.node_link_instancing_workaround;
}
bool GPU_vulkan_render_pass_workaround()
{
return GCaps.render_pass_workaround;
}
bool GPU_geometry_shader_support()
{
return GCaps.geometry_shader_support;
}
bool GPU_shader_draw_parameters_support()
{
return GCaps.shader_draw_parameters_support;
}
bool GPU_hdr_support()
{
return GCaps.hdr_viewport_support;
}
bool GPU_stencil_export_support()
{
return GCaps.stencil_export_support;
}
bool GPU_clip_control_support()
{
return GCaps.clip_control_support;
}
int GPU_max_shader_storage_buffer_bindings()
{
return GCaps.max_shader_storage_buffer_bindings;
}
int GPU_max_compute_shader_storage_blocks()
{
return GCaps.max_compute_shader_storage_blocks;
}
int GPU_minimum_per_vertex_stride()
{
return GCaps.minimum_per_vertex_stride;
}
size_t GPU_max_storage_buffer_size()
{
return GCaps.max_storage_buffer_size;
}
size_t GPU_storage_buffer_alignment()
{
return GCaps.storage_buffer_alignment;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory statistics
* \{ */
bool GPU_mem_stats_supported()
{
return GCaps.mem_stats_support;
}
void GPU_mem_stats_get(int *r_totalmem, int *r_freemem)
{
Context::get()->memory_statistics_get(r_totalmem, r_freemem);
}
bool GPU_stereo_quadbuffer_support()
{
return Context::get()->front_right != nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creator arguments overrides
* \{ */
void GPU_compilation_subprocess_override_set(int count)
{
BLI_assert(GCaps.max_parallel_compilations == -1);
GCaps.max_parallel_compilations = count;
}
/** \} */