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gl_device: Enable NV_vertex_buffer_unified_memory on Turing devices

Once we make sure not to corrupt Nvidia's driver, we can safely use
resident buffers on Turing devices.

See GitHub pull request #4156
This commit is contained in:
ReinUsesLisp 2020-06-25 01:28:45 -03:00
parent 0e1268e507
commit bc8d3b8f82
1 changed files with 1 additions and 19 deletions

View File

@ -188,20 +188,6 @@ bool IsASTCSupported() {
return true;
}
/// @brief Returns true when a GL_RENDERER is a Turing GPU
/// @param renderer GL_RENDERER string
bool IsTuring(std::string_view renderer) {
static constexpr std::array<std::string_view, 12> TURING_GPUS = {
"GTX 1650", "GTX 1660", "RTX 2060", "RTX 2070",
"RTX 2080", "TITAN RTX", "Quadro RTX 3000", "Quadro RTX 4000",
"Quadro RTX 5000", "Quadro RTX 6000", "Quadro RTX 8000", "Tesla T4",
};
return std::any_of(TURING_GPUS.begin(), TURING_GPUS.end(),
[renderer](std::string_view candidate) {
return renderer.find(candidate) != std::string_view::npos;
});
}
} // Anonymous namespace
Device::Device()
@ -213,7 +199,6 @@ Device::Device()
const bool is_nvidia = vendor == "NVIDIA Corporation";
const bool is_amd = vendor == "ATI Technologies Inc.";
const bool is_turing = is_nvidia && IsTuring(renderer);
bool disable_fast_buffer_sub_data = false;
if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
@ -238,15 +223,12 @@ Device::Device()
has_component_indexing_bug = is_amd;
has_precise_bug = TestPreciseBug();
has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
// uniform buffers as "push constants"
has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
// Nvidia's driver on Turing GPUs randomly crashes when the buffer is made resident, or on
// DeleteBuffers. Disable unified memory on these devices.
has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory && !is_turing;
use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
GLAD_GL_NV_transform_feedback2;