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gpu_extensions.c « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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_utildefines.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"

#include "BKE_global.h"
#include "MEM_guardedalloc.h"

#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_texture.h"

#include "intern/gpu_private.h"

#include <stdlib.h>
#include <stdio.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 colordepth;
	int samples_color_texture_max;
	eGPUDeviceType device;
	eGPUOSType os;
	eGPUDriverType driver;
	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 offscreen buffer. First
	 * number is factor on screen and second is off-screen */
	float dfdyfactors[2];
	float max_anisotropy;
	/* 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;
} GG = {1, 0};


static void gpu_detect_mip_render_workaround(void)
{
	int cube_size = 2;
	float *source_pix = 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 = 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 Types */

bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver)
{
	return (GG.device & device) && (GG.os & os) && (GG.driver & driver);
}

/* 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_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;
}

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);

#ifndef NDEBUG
	GLint ret;
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &ret);
	/* We expect FRONT_LEFT to be the default buffer. */
	BLI_assert(ret == GL_FRAMEBUFFER_DEFAULT);
#endif

	GLint r, g, b;
	glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, &r);
	glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &g);
	glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, &b);
	GG.colordepth = r + g + b; /* Assumes same depth for RGB. */

	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 (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
		GG.device = GPU_DEVICE_ATI;
		GG.driver = GPU_DRIVER_OFFICIAL;

#ifdef _WIN32
		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;
		}
#endif

#if defined(__APPLE__)
		if (strstr(renderer, "AMD Radeon Pro") ||
		    strstr(renderer, "AMD Radeon R9") ||
		    strstr(renderer, "AMD Radeon RX"))
		{
			GG.depth_blitting_workaround = true;
		}
#endif
	}
	else if (strstr(vendor, "NVIDIA")) {
		GG.device = GPU_DEVICE_NVIDIA;
		GG.driver = GPU_DRIVER_OFFICIAL;
	}
	else if (strstr(vendor, "Intel") ||
	         /* src/mesa/drivers/dri/intel/intel_context.c */
	         strstr(renderer, "Mesa DRI Intel") ||
	         strstr(renderer, "Mesa DRI Mobile Intel"))
	{
		GG.device = GPU_DEVICE_INTEL;
		GG.driver = GPU_DRIVER_OFFICIAL;

		if (strstr(renderer, "UHD Graphics") ||
		    /* Not UHD but affected by the same bugs. */
		    strstr(renderer, "HD Graphics 530") ||
		    strstr(renderer, "Kaby Lake GT2"))
		{
			GG.device |= GPU_DEVICE_INTEL_UHD;
		}
	}
	else if ((strstr(renderer, "Mesa DRI R")) ||
	         (strstr(renderer, "Radeon") && strstr(vendor, "X.Org")) ||
	         (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI ")) ||
	         (strstr(renderer, "Gallium ") && strstr(renderer, " on AMD ")))
	{
		GG.device = GPU_DEVICE_ATI;
		GG.driver = GPU_DRIVER_OPENSOURCE;
	}
	else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) {
		GG.device = GPU_DEVICE_NVIDIA;
		GG.driver = GPU_DRIVER_OPENSOURCE;
	}
	else if (strstr(vendor, "Mesa")) {
		GG.device = GPU_DEVICE_SOFTWARE;
		GG.driver = GPU_DRIVER_SOFTWARE;
	}
	else if (strstr(vendor, "Microsoft")) {
		GG.device = GPU_DEVICE_SOFTWARE;
		GG.driver = GPU_DRIVER_SOFTWARE;
	}
	else if (strstr(renderer, "Apple Software Renderer")) {
		GG.device = GPU_DEVICE_SOFTWARE;
		GG.driver = GPU_DRIVER_SOFTWARE;
	}
	else if (strstr(renderer, "llvmpipe")) {
		GG.device = GPU_DEVICE_SOFTWARE;
		GG.driver = GPU_DRIVER_SOFTWARE;
	}
	else {
		printf("Warning: Could not find a matching GPU name. Things may not behave as expected.\n");
		printf("Detected OpenGL configuration:\n");
		printf("Vendor: %s\n", vendor);
		printf("Renderer: %s\n", renderer);
		GG.device = GPU_DEVICE_ANY;
		GG.driver = GPU_DRIVER_ANY;
	}

#ifdef _WIN32
	GG.os = GPU_OS_WIN;
#elif defined(__APPLE__)
	GG.os = GPU_OS_MAC;
#else
	GG.os = GPU_OS_UNIX;
#endif

	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;
	}

	/* df/dy calculation factors, those are dependent on driver */
	if ((strstr(vendor, "ATI") && strstr(version, "3.3.10750"))) {
		GG.dfdyfactors[0] = 1.0;
		GG.dfdyfactors[1] = -1.0;
	}
	else if ((GG.device == GPU_DEVICE_INTEL) && (GG.os == GPU_OS_WIN) &&
	         (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;
	}
	else {
		GG.dfdyfactors[0] = 1.0;
		GG.dfdyfactors[1] = 1.0;
	}


	GPU_invalid_tex_init();
}

void gpu_extensions_exit(void)
{
	GPU_invalid_tex_free();
}

int GPU_color_depth(void)
{
	return GG.colordepth;
}

bool GPU_mem_stats_supported(void)
{
	return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo) && (G.debug & G_DEBUG_GPU_MEM);
}


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;
	}
}