The OpenGL specs require that the storage image qualifier in shaders (e.g., "rgba32f") needs to be compatible with the format of a bound image (see https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf#page=318). We know that Blender currently does not handle this correctly in multiple places. AMD and NVIDIA seem to silently ignore a mismatch and just seem to use the format of the bound image. However, for the Intel Windows drivers, this seems to lead to visual corruptions (#141436, #141173). While a more graceful handling of a mismatch may be nice, this is in line with the OpenGL specs. This PR adds code for validating image formats for bindings. Pull Request: https://projects.blender.org/blender/blender/pulls/143791
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 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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#include "GPU_compute.hh"
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#include "gpu_backend.hh"
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#include "gpu_debug_private.hh"
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void GPU_compute_dispatch(blender::gpu::Shader *shader,
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uint groups_x_len,
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uint groups_y_len,
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uint groups_z_len,
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const blender::gpu::shader::SpecializationConstants *constants_state)
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{
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blender::gpu::GPUBackend &gpu_backend = *blender::gpu::GPUBackend::get();
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GPU_shader_bind(shader, constants_state);
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#ifndef NDEBUG
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blender::gpu::debug_validate_binding_image_format();
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#endif
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gpu_backend.compute_dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void GPU_compute_dispatch_indirect(
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blender::gpu::Shader *shader,
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blender::gpu::StorageBuf *indirect_buf_,
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const blender::gpu::shader::SpecializationConstants *constants_state)
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{
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blender::gpu::GPUBackend &gpu_backend = *blender::gpu::GPUBackend::get();
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blender::gpu::StorageBuf *indirect_buf = reinterpret_cast<blender::gpu::StorageBuf *>(
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indirect_buf_);
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GPU_shader_bind(shader, constants_state);
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#ifndef NDEBUG
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blender::gpu::debug_validate_binding_image_format();
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#endif
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gpu_backend.compute_dispatch_indirect(indirect_buf);
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}
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