diff options
Diffstat (limited to 'source/blender/gpu/opengl/gl_backend.cc')
-rw-r--r-- | source/blender/gpu/opengl/gl_backend.cc | 62 |
1 files changed, 54 insertions, 8 deletions
diff --git a/source/blender/gpu/opengl/gl_backend.cc b/source/blender/gpu/opengl/gl_backend.cc index c8d57a20a38..edaa84cdcf8 100644 --- a/source/blender/gpu/opengl/gl_backend.cc +++ b/source/blender/gpu/opengl/gl_backend.cc @@ -178,7 +178,7 @@ static bool detect_mip_render_workaround(void) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDrawBuffer(GL_BACK); + /* 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); @@ -207,11 +207,22 @@ static void detect_workarounds(void) 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; - GLContext::texture_copy_workaround = true; /* Turn off extensions. */ GLContext::base_instance_support = false; + GLContext::clear_texture_support = false; + GLContext::copy_image_support = false; + GLContext::debug_layer_support = false; + GLContext::direct_state_access_support = false; + GLContext::fixed_restart_index_support = false; + GLContext::multi_bind_support = false; + GLContext::multi_draw_indirect_support = false; + GLContext::shader_draw_parameters_support = false; GLContext::texture_cube_map_array_support = false; + GLContext::texture_filter_anisotropic_support = false; + GLContext::texture_gather_support = false; + GLContext::vertex_attrib_binding_support = false; return; } @@ -266,7 +277,7 @@ static void detect_workarounds(void) * 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 (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_OFFICIAL) && !GLEW_VERSION_4_5) { - GLContext::texture_copy_workaround = true; + GLContext::copy_image_support = false; } /* Special fix for theses specific GPUs. * Without this workaround, blender crashes on startup. (see T72098) */ @@ -303,6 +314,11 @@ static void detect_workarounds(void) 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 T55802). */ + if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) { + 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) && @@ -321,6 +337,15 @@ static void detect_workarounds(void) GLContext::derivative_signs[1] = 1.0; } } + + /* Disable multidraw 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; + } } /** Internal capabilities. */ @@ -330,10 +355,20 @@ GLint GLContext::max_ubo_size; GLint GLContext::max_ubo_binds; /** 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::fixed_restart_index_support = false; +bool GLContext::multi_bind_support = false; +bool GLContext::multi_draw_indirect_support = false; +bool GLContext::shader_draw_parameters_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::vertex_attrib_binding_support = false; /** Workarounds. */ -bool GLContext::texture_copy_workaround = false; +bool GLContext::debug_layer_workaround = false; bool GLContext::unused_fb_slot_workaround = false; float GLContext::derivative_signs[2] = {1.0f, 1.0f}; @@ -354,15 +389,26 @@ void GLBackend::capabilities_init(void) glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GLContext::max_ubo_binds); glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GLContext::max_ubo_size); GLContext::base_instance_support = GLEW_ARB_base_instance; + GLContext::clear_texture_support = GLEW_ARB_clear_texture; + GLContext::copy_image_support = GLEW_ARB_copy_image; + GLContext::debug_layer_support = GLEW_VERSION_4_3 || GLEW_KHR_debug || GLEW_ARB_debug_output; + GLContext::direct_state_access_support = GLEW_ARB_direct_state_access; + GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility; + GLContext::multi_bind_support = GLEW_ARB_multi_bind; + GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect; + GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters; GLContext::texture_cube_map_array_support = GLEW_ARB_texture_cube_map_array; - GLContext::debug_layer_support = (GLEW_VERSION_4_3 || GLEW_KHR_debug); + GLContext::texture_filter_anisotropic_support = GLEW_EXT_texture_filter_anisotropic; + GLContext::texture_gather_support = GLEW_ARB_texture_gather; + GLContext::vertex_attrib_binding_support = GLEW_ARB_vertex_attrib_binding; + + detect_workarounds(); + /* Disable this feature entirely when not debugging. */ if ((G.debug & G_DEBUG_GPU) == 0) { - /* Disable this feature entierly when not debugging. */ GLContext::debug_layer_support = false; + GLContext::debug_layer_workaround = false; } - - detect_workarounds(); } /** \} */ |