GPU: Add HQ normals workaround.

This change makes it possible for platforms to only support high quality
normal rendering. This is part of {T82856} where current AMD drivers
running on the polaris architecture does not support the low quality
setting due to a driver bug.

In a next commit the work around will be enabled.
This commit is contained in:
Jeroen Bakker 2021-01-04 11:41:54 +01:00
parent 02d1f1482a
commit a3fcbb54f4
Notes: blender-bot 2024-05-02 21:33:31 +02:00
Referenced by issue #83216, Potential candidates for corrective releases
Referenced by issue #77348, Blender LTS: Maintenance Task 2.83
7 changed files with 19 additions and 6 deletions

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@ -5578,7 +5578,8 @@ static void extract_task_create(struct TaskGraph *task_graph,
int32_t *task_counter)
{
BLI_assert(scene != NULL);
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
if (do_hq_normals && (extract == &extract_lnor)) {
extract = &extract_lnor_hq;
}

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@ -36,6 +36,7 @@
#include "BKE_font.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_texture.h"
@ -634,11 +635,11 @@ static void curve_create_edit_curves_nor(CurveRenderData *rdata,
GPUVertBuf *vbo_curves_nor,
const Scene *scene)
{
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
static GPUVertFormat format = {0};
static GPUVertFormat format_hq = {0};
/* TODO(jeroen): add support for high quality normals */
static struct {
uint pos, nor, tan, rad;
uint pos_hq, nor_hq, tan_hq, rad_hq;

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@ -177,7 +177,8 @@ static int displist_indexbufbuilder_tess_set(
void DRW_displist_vertbuf_create_pos_and_nor(ListBase *lb, GPUVertBuf *vbo, const Scene *scene)
{
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
static GPUVertFormat format = {0};
static GPUVertFormat format_hq = {0};
@ -485,7 +486,8 @@ void DRW_displist_vertbuf_create_loop_pos_and_nor_and_uv_and_tan(ListBase *lb,
GPUVertBuf *vbo_tan,
const Scene *scene)
{
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
static GPUVertFormat format_pos_nor = {0};
static GPUVertFormat format_pos_nor_hq = {0};

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@ -40,6 +40,7 @@
#include "BKE_volume_render.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_texture.h"
#include "DEG_depsgraph_query.h"
@ -157,7 +158,8 @@ static void drw_volume_wireframe_cb(
Scene *scene = data->scene;
Volume *volume = data->volume;
VolumeBatchCache *cache = volume->batch_cache;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0;
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
/* Create vertex buffer. */
static GPUVertFormat format = {0};

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@ -43,6 +43,7 @@ int GPU_texture_size_with_limit(int res);
bool GPU_mip_render_workaround(void);
bool GPU_depth_blitting_workaround(void);
bool GPU_use_main_context_workaround(void);
bool GPU_use_hq_normals_workaround(void);
bool GPU_crappy_amd_driver(void);
bool GPU_shader_image_load_store_support(void);

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@ -102,6 +102,11 @@ bool GPU_crappy_amd_driver(void)
return GCaps.broken_amd_driver;
}
bool GPU_use_hq_normals_workaround(void)
{
return GCaps.use_hq_normals_workaround;
}
bool GPU_shader_image_load_store_support(void)
{
return GCaps.shader_image_load_store_support;

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@ -48,6 +48,7 @@ struct GPUCapabilities {
bool depth_blitting_workaround = false;
bool use_main_context_workaround = false;
bool broken_amd_driver = false;
bool use_hq_normals_workaround = false;
/* Vulkan related workarounds. */
};