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Diffstat (limited to 'source/blender/gpu/intern/gpu_extensions.cc')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.cc458
1 files changed, 458 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.cc b/source/blender/gpu/intern/gpu_extensions.cc
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+++ b/source/blender/gpu/intern/gpu_extensions.cc
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+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Wrap OpenGL features such as textures, shaders and GLSL
+ * with checks for drivers and GPU support.
+ */
+
+#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_global.h"
+#include "MEM_guardedalloc.h"
+
+#include "DNA_userdef_types.h"
+
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+#include "GPU_platform.h"
+#include "GPU_texture.h"
+
+#include "intern/gpu_private.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#ifdef WIN32
+# include "BLI_winstuff.h"
+#endif
+
+/* Extensions support */
+
+/* -- extension: version of GL that absorbs it
+ * EXT_gpu_shader4: 3.0
+ * ARB_framebuffer object: 3.0
+ * EXT_framebuffer_multisample_blit_scaled: ???
+ * ARB_draw_instanced: 3.1
+ * ARB_texture_multisample: 3.2
+ * ARB_texture_query_lod: 4.0
+ */
+
+static struct GPUGlobal {
+ GLint maxtexsize;
+ GLint maxtexlayers;
+ GLint maxcubemapsize;
+ GLint maxtextures;
+ GLint maxtexturesfrag;
+ GLint maxtexturesgeom;
+ GLint maxtexturesvert;
+ GLint maxubosize;
+ GLint maxubobinds;
+ int samples_color_texture_max;
+ float line_width_range[2];
+ /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
+ * calculate dfdy in shader differently when drawing to an off-screen buffer. First
+ * number is factor on screen and second is off-screen */
+ float dfdyfactors[2];
+ float max_anisotropy;
+ /* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
+ * these cases it is best to indicate that it is not supported. See T67951 */
+ bool glew_arb_base_instance_is_supported;
+ /* Cubemap Array support. */
+ bool glew_arb_texture_cube_map_array_is_supported;
+ /* Some Intel drivers have issues with using mips as framebuffer targets if
+ * GL_TEXTURE_MAX_LEVEL is higher than the target mip.
+ * We need a workaround in this cases. */
+ bool mip_render_workaround;
+ /* 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. */
+ bool depth_blitting_workaround;
+ /* Crappy driver don't know how to map framebuffer slot to output vars...
+ * We need to have no "holes" in the output buffer slots. */
+ bool unused_fb_slot_workaround;
+ bool broken_amd_driver;
+ /* Some crappy Intel drivers don't work well with shaders created in different
+ * rendering contexts. */
+ bool context_local_shaders_workaround;
+ /* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
+ * (see T76273) */
+ bool texture_copy_workaround;
+} GG = {1, 0};
+
+static void gpu_detect_mip_render_workaround(void)
+{
+ int cube_size = 2;
+ float *source_pix = (float *)MEM_callocN(sizeof(float) * 4 * 6 * cube_size * cube_size,
+ __func__);
+ float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
+
+ GPUTexture *tex = GPU_texture_create_cube(cube_size, GPU_RGBA16F, source_pix, NULL);
+ MEM_freeN(source_pix);
+
+ GPU_texture_bind(tex, 0);
+ GPU_texture_generate_mipmap(tex);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 0);
+ GPU_texture_unbind(tex);
+
+ GPUFrameBuffer *fb = GPU_framebuffer_create();
+ GPU_framebuffer_texture_attach(fb, tex, 0, 1);
+ GPU_framebuffer_bind(fb);
+ GPU_framebuffer_clear_color(fb, clear_color);
+ GPU_framebuffer_restore();
+ GPU_framebuffer_free(fb);
+
+ float *data = (float *)GPU_texture_read(tex, GPU_DATA_FLOAT, 1);
+ GG.mip_render_workaround = !equals_v4v4(clear_color, data);
+
+ MEM_freeN(data);
+ GPU_texture_free(tex);
+}
+
+/* GPU Extensions */
+
+int GPU_max_texture_size(void)
+{
+ return GG.maxtexsize;
+}
+
+int GPU_max_texture_layers(void)
+{
+ return GG.maxtexlayers;
+}
+
+int GPU_max_textures(void)
+{
+ return GG.maxtextures;
+}
+
+int GPU_max_textures_frag(void)
+{
+ return GG.maxtexturesfrag;
+}
+
+int GPU_max_textures_geom(void)
+{
+ return GG.maxtexturesgeom;
+}
+
+int GPU_max_textures_vert(void)
+{
+ return GG.maxtexturesvert;
+}
+
+float GPU_max_texture_anisotropy(void)
+{
+ return GG.max_anisotropy;
+}
+
+int GPU_max_color_texture_samples(void)
+{
+ return GG.samples_color_texture_max;
+}
+
+int GPU_max_cube_map_size(void)
+{
+ return GG.maxcubemapsize;
+}
+
+int GPU_max_ubo_binds(void)
+{
+ return GG.maxubobinds;
+}
+
+int GPU_max_ubo_size(void)
+{
+ return GG.maxubosize;
+}
+
+float GPU_max_line_width(void)
+{
+ return GG.line_width_range[1];
+}
+
+void GPU_get_dfdy_factors(float fac[2])
+{
+ copy_v2_v2(fac, GG.dfdyfactors);
+}
+
+bool GPU_arb_base_instance_is_supported(void)
+{
+ return GG.glew_arb_base_instance_is_supported;
+}
+
+bool GPU_arb_texture_cube_map_array_is_supported(void)
+{
+ return GG.glew_arb_texture_cube_map_array_is_supported;
+}
+
+bool GPU_mip_render_workaround(void)
+{
+ return GG.mip_render_workaround;
+}
+
+bool GPU_depth_blitting_workaround(void)
+{
+ return GG.depth_blitting_workaround;
+}
+
+bool GPU_unused_fb_slot_workaround(void)
+{
+ return GG.unused_fb_slot_workaround;
+}
+
+bool GPU_context_local_shaders_workaround(void)
+{
+ return GG.context_local_shaders_workaround;
+}
+
+bool GPU_texture_copy_workaround(void)
+{
+ return GG.texture_copy_workaround;
+}
+
+bool GPU_crappy_amd_driver(void)
+{
+ /* Currently are the same drivers with the `unused_fb_slot` problem. */
+ return GG.broken_amd_driver;
+}
+
+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);
+}
+
+void gpu_extensions_init(void)
+{
+ /* during 2.8 development each platform has its own OpenGL minimum requirements
+ * final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
+ * see developer.blender.org/T49012 for details
+ */
+ BLI_assert(GLEW_VERSION_3_3);
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesfrag);
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &GG.maxtexturesvert);
+ glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &GG.maxtexturesgeom);
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
+
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
+ glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
+
+ if (GLEW_EXT_texture_filter_anisotropic) {
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy);
+ }
+ else {
+ GG.max_anisotropy = 1.0f;
+ }
+
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
+
+ glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
+
+ glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
+
+ 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 (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
+ if (strstr(version, "4.5.13399") || strstr(version, "4.5.13417") ||
+ strstr(version, "4.5.13422")) {
+ /* The renderers include:
+ * Mobility Radeon HD 5000;
+ * Radeon HD 7500M;
+ * Radeon HD 7570M;
+ * Radeon HD 7600M;
+ * And many others... */
+
+ GG.unused_fb_slot_workaround = true;
+ GG.broken_amd_driver = true;
+ }
+ }
+
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
+ strstr(renderer, "AMD VERDE")) {
+ /* We have issues with this specific renderer. (see T74024) */
+ GG.unused_fb_slot_workaround = true;
+ GG.broken_amd_driver = true;
+ }
+
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE) &&
+ strstr(version, "Mesa 19.3.4")) {
+ /* Fix slowdown on this particular driver. (see T77641) */
+ GG.broken_amd_driver = true;
+ }
+
+ 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")) {
+ GG.depth_blitting_workaround = true;
+ }
+ }
+
+ if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL)) {
+ /* 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 T76273) */
+ if (!GLEW_VERSION_4_5) {
+ GG.texture_copy_workaround = true;
+ }
+ }
+
+ /* Limit support for GLEW_ARB_base_instance to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
+ * (TeraScale) report that they support GLEW_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 T77657) */
+ GG.glew_arb_base_instance_is_supported = GLEW_ARB_base_instance && GLEW_VERSION_4_0;
+ GG.glew_arb_texture_cube_map_array_is_supported = GLEW_ARB_texture_cube_map_array;
+ gpu_detect_mip_render_workaround();
+
+ if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
+ printf("\n");
+ printf("GPU: Bypassing workaround detection.\n");
+ printf("GPU: OpenGL identification strings\n");
+ printf("GPU: vendor: %s\n", vendor);
+ printf("GPU: renderer: %s\n", renderer);
+ printf("GPU: version: %s\n\n", version);
+ GG.mip_render_workaround = true;
+ GG.depth_blitting_workaround = true;
+ GG.unused_fb_slot_workaround = true;
+ GG.texture_copy_workaround = true;
+ }
+
+ /* Special fix for theses specific GPUs.
+ * Without this workaround, blender crashes on startup. (see T72098) */
+ if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) &&
+ (strstr(renderer, "HD Graphics 620") || strstr(renderer, "HD Graphics 630"))) {
+ GG.mip_render_workaround = true;
+ }
+
+ /* Intel Ivy Bridge GPU's seems to have buggy cube-map array support. (see T75943) */
+ 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"))) {
+ GG.glew_arb_texture_cube_map_array_is_supported = false;
+ }
+
+ /* df/dy calculation factors, those are dependent on driver */
+ GG.dfdyfactors[0] = 1.0;
+ GG.dfdyfactors[1] = 1.0;
+
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) &&
+ strstr(version, "3.3.10750")) {
+ GG.dfdyfactors[0] = 1.0;
+ GG.dfdyfactors[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")) {
+ GG.dfdyfactors[0] = -1.0;
+ GG.dfdyfactors[1] = 1.0;
+ }
+
+ if (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")) {
+ /* Maybe not all of these drivers have problems with `GLEW_ARB_base_instance`.
+ * But it's hard to test each case. */
+ GG.glew_arb_base_instance_is_supported = false;
+ GG.context_local_shaders_workaround = true;
+ }
+
+ if (strstr(version, "Build 20.19.15.4285")) {
+ /* Somehow fixes armature display issues (see T69743). */
+ GG.context_local_shaders_workaround = true;
+ }
+ }
+ else 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"))) {
+ /* See T70187: merging vertices fail. This has been tested from 18.2.2 till 19.3.0~dev of the
+ * Mesa driver */
+ GG.unused_fb_slot_workaround = true;
+ }
+
+ GPU_invalid_tex_init();
+ GPU_samplers_init();
+}
+
+void gpu_extensions_exit(void)
+{
+ GPU_invalid_tex_free();
+ GPU_samplers_free();
+}
+
+bool GPU_mem_stats_supported(void)
+{
+#ifndef GPU_STANDALONE
+ return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo);
+#else
+ return false;
+#endif
+}
+
+void GPU_mem_stats_get(int *totalmem, int *freemem)
+{
+ /* TODO(merwin): use Apple's platform API to get this info */
+
+ if (GLEW_NVX_gpu_memory_info) {
+ /* returned value in Kb */
+ glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem);
+
+ glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem);
+ }
+ else if (GLEW_ATI_meminfo) {
+ int stats[4];
+
+ glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats);
+ *freemem = stats[0];
+ *totalmem = 0;
+ }
+ else {
+ *totalmem = 0;
+ *freemem = 0;
+ }
+}
+
+/* Return support for the active context + window. */
+bool GPU_stereo_quadbuffer_support(void)
+{
+ GLboolean stereo = GL_FALSE;
+ glGetBooleanv(GL_STEREO, &stereo);
+ return stereo == GL_TRUE;
+}