This is the first commit of the several required to support subprocess-based parallel compilation on OpenGL. This provides the base API and implementation, and exposes the max subprocesses setting on the UI, but it's not used by any code yet. More information and the rest of the code can be found in #121925. This one includes: - A new `GPU_shader_batch` API that allows requesting the compilation of multiple shaders at once, allowing GPU backed to compile them in parallel and asynchronously without blocking the Blender UI. - A virtual `ShaderCompiler` class that backends can use to add their own implementation. - A `ShaderCompilerGeneric` class that implements synchronous/blocking compilation of batches for backends that don't have their own implementation yet. - A `GLShaderCompiler` that supports parallel compilation using subprocesses. - A new `BLI_subprocess` API, including IPC (required for the `GLShaderCompiler` implementation). - The implementation of the subprocess program in `GPU_compilation_subprocess`. - A new `Max Shader Compilation Subprocesses` option in `Preferences > System > Memory & Limits` to enable parallel shader compilation and the max number of subprocesses to allocate (each subprocess has a relatively high memory footprint). Implementation Overview: There's a single `GLShaderCompiler` shared by all OpenGL contexts. This class stores a pool of up to `GCaps.max_parallel_compilations` subprocesses that can be used for compilation. Each subprocess has a shared memory pool used for sending the shader source code from the main Blender process and for receiving the already compiled shader binary from the subprocess. This is synchronized using a series of shared semaphores. The subprocesses maintain a shader cache on disk inside a `BLENDER_SHADER_CACHE` folder at the OS temporary folder. Shaders that fail to compile are tried to be compiled again locally for proper error reports. Hanged subprocesses are currently detected using a timeout of 30s. Pull Request: https://projects.blender.org/blender/blender/pulls/122232
68 lines
1.7 KiB
C++
68 lines
1.7 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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* GPU Capabilities & workarounds
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* This module expose the reported implementation limits & enabled
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* workaround for drivers that needs specific code-paths.
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*/
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#pragma once
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#include "BLI_sys_types.h"
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int GPU_max_texture_size();
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int GPU_max_texture_3d_size();
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int GPU_max_texture_layers();
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int GPU_max_textures();
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int GPU_max_textures_vert();
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int GPU_max_textures_geom();
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int GPU_max_textures_frag();
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int GPU_max_images();
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int GPU_max_work_group_count(int index);
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int GPU_max_work_group_size(int index);
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int GPU_max_uniforms_vert();
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int GPU_max_uniforms_frag();
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int GPU_max_batch_indices();
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int GPU_max_batch_vertices();
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int GPU_max_vertex_attribs();
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int GPU_max_varying_floats();
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int GPU_max_shader_storage_buffer_bindings();
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int GPU_max_compute_shader_storage_blocks();
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int GPU_max_samplers();
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size_t GPU_max_storage_buffer_size();
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int GPU_extensions_len();
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const char *GPU_extension_get(int i);
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int GPU_texture_size_with_limit(int res);
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bool GPU_use_parallel_compilation();
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bool GPU_mip_render_workaround();
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bool GPU_depth_blitting_workaround();
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bool GPU_use_main_context_workaround();
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bool GPU_use_hq_normals_workaround();
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bool GPU_clear_viewport_workaround();
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bool GPU_crappy_amd_driver();
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bool GPU_geometry_shader_support();
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bool GPU_shader_draw_parameters_support();
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bool GPU_hdr_support();
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bool GPU_texture_view_support();
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bool GPU_stencil_export_support();
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bool GPU_mem_stats_supported();
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void GPU_mem_stats_get(int *totalmem, int *freemem);
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/**
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* Return support for the active context + window.
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*/
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bool GPU_stereo_quadbuffer_support();
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int GPU_minimum_per_vertex_stride();
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bool GPU_transform_feedback_support();
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