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Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.
Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.
Ref D15463, D15465
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This causes an assert with libepoxy, but was wrong already regardless.
Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context
Ref D15291
Differential Revision: https://developer.blender.org/D15465
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When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
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pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027
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Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.
Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.
Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14293
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
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Ref T92709
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Replace `NULL` with `nullptr` in C++ code.
No functional changes.
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Memory leak is introduced as test cases reinitializes the GPU stack.
Added a call to GPU_backend_exit to fix this.
In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't
reset for reuse. This patch also clears the pointer to be reused.
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This makes the GPUContext follow the same naming convention as the rest
of the module.
Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
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This makes it easier to follow.
Also removes the GL related functions inside gpu_context.cc.
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These are not used anymore and can be replicated using the GPUBatch API.
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This is part of the Vulkan backend task T68990.
This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
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This has more meaning as it's the base class who holds the pointer.
# Conflicts:
# source/blender/gpu/opengl/gl_context.cc
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This is now handled by FrameBuffer wrapping.
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This is in preparation of the Framebuffer GL backend.
This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.
This is part of T68990.
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This isolate most GL calls to the GL backend. Still a few remains.
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This changes the drawing paradigm a bit. The VAO configuration is done
JIT-style and depends on context active shader.
This is to allow more flexibility for implementations to do optimization
at lower level.
The vao cache is now its own class to isolate the concept. It is this
class that is reference by the GLContext for ownership of the containing
VAO ids.
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This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
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This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
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