Commit Graph

5126 Commits

Author SHA1 Message Date
Jason Fielder
7114c44c9b Fix #121020: Fix curve index buffer generation with Triangle prim
Resolves offset error when building index buffers on device for
cuves/hair strips using Triangles instead of TriangleStrips.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/121218
2024-04-30 10:49:09 +02:00
Jeroen Bakker
3d3dfb6518 Fix #120273: GPU: UHD630 on Windows reports buggy extension
On windows the OpenGL backend of the UHD630 driver (but could also be other
GPUs that use the same driver) reports of supporting `GL_ARB_multi_bind`.
But when enabling it can result in incorrect bindings and report errors
about unsupported internal texture formats. These are internal driver issues.

Might also fix #107642 as it shows the same error message. EEVEE-Next
relies more on using the same binding slot for the same texture in order
to reduce actual bindings which makes this more prominent.

Pull Request: https://projects.blender.org/blender/blender/pulls/121062
2024-04-30 10:38:07 +02:00
David Murmann
ee51f643b0 Cycles: Ray Portal BSDF
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.

This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.

Pull Request: https://projects.blender.org/blender/blender/pulls/114386
2024-04-29 12:37:51 +02:00
Alaska
f8c0050a25 Shaders: Add Roughness to Subsurface Scattering Node
Matching the Principled BSDF.

Pull Request: https://projects.blender.org/blender/blender/pulls/114499
2024-04-29 10:54:29 +02:00
Alaska
afa66fc628 Shader: Clamp invalid inputs of various BSDF nodes
Clamp some of the inputs of the Glossy BSDF, Glass BSDF, Sheen BSDF,
and Subsurface Scattering nodes to improve consistency between render
engines and to avoid unexpected results.

* Clamp roughness to 0..1
* Clamp subsurface radius to 0..inf
* Clamp colors to 0..inf

Pull Request: https://projects.blender.org/blender/blender/pulls/120390
2024-04-26 17:39:39 +02:00
Jeroen Bakker
7e3aa5a7a9 Vulkan: Add to_string functions for dynamic rendering
The plan is to use dynamic rendering. This PR adds to_string functions
for enums, structs related to dynamic rendering.
2024-04-26 14:55:50 +02:00
Jeroen Bakker
54d879fd24 Cleanup: Use GTest macros
Vulkan render graph test cases used BLI asserts. These
are now replaced with GTEST macros
2024-04-26 14:55:50 +02:00
Clément Foucault
bc1c35e201 EEVEE-Next: Change lights object matrix for more readability and compactness
This adds a new `Transform` type similar to cycles that reduces
the amount of data passed for a typical affine 3D transform.

This then applies this type to the light data and cleanup
all usage of the former `object_mat`. This also changes the axes
macros into utility accessor functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/121089
2024-04-26 12:54:08 +02:00
Jeroen Bakker
c8ccf77564 Vulkan: Render graph dispatch indirect
Add dispatch indirect node. Also refactored the dispatch (direct) node
so more logic could be reused. The context only stores a `VKResourceAccessInfo`
struct which is reused by both the dispatch and dispatch indirect node.

Pull Request: https://projects.blender.org/blender/blender/pulls/120993
2024-04-24 21:28:45 +02:00
Clément Foucault
6d347dd5ca Fix: EEVEE-Next: Point cloud macro coliding with voronoi texture
Was caused by macro declaration. Remove the macro
and add another `#if` case for EEVEE-next instead.

Fix #115438
2024-04-24 09:38:32 +02:00
Campbell Barton
019d3ef939 Cleanup: spelling in comments 2024-04-24 10:48:45 +10:00
Clément Foucault
ce768d43a1 MTL: Increase log level to errors for missing texture binds
This avoid missing them as they are true user level errors.
2024-04-23 23:08:19 +02:00
Jeroen Bakker
164fb68386 Vulkan: Render graph direct compute
This PR adds support for compute shaders to render graph. Only direct dispatch
is supported. indirect dispatch will be added in a future PR.

This change enables the next test cases to be supported when using render graphs

- `GPUVulkanTest.push_constants*`
- `GPUVulkanTest.shader_compute_*`
- `GPUVulkanTest.buffer_texture`
- `GPUVulkanTest.specialization_constants_compute`
- `GPUVulkanTest.compute_direct`

```
[==========] 95 tests from 2 test suites ran. (24059 ms total)
[  PASSED  ] 95 tests.
```

Specialization constants are supported when using the render graph. This should conclude
the conversion the prototype of the render graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/120963
2024-04-23 15:43:32 +02:00
Jeroen Bakker
2a1b4bf219 Vulkan: Move push constants to VKShader
VKPipeline class is deprecated and will be phased out in the near future.
This PR moves the push constants to VKShader as it was wrongly placed in the
pipeline.

Pull Request: https://projects.blender.org/blender/blender/pulls/120980
2024-04-23 14:49:41 +02:00
Jeroen Bakker
9fa6ac6976 GPU: Fix out of bound write when logging system paths
Blender expects that only the filename is provided which is true
for internal shader sources.

Metal shaders can error and return a full path to a system shader.
This doesn't fit inside the reserved memory that Blender reserved
for logging filename and line number.

This out of bound write can be triggered when using `min`
where the parameters aren't of the same kind.
`uint min(uint, int)` for example.

This PR reserves more space to store the filename.

Pull Request: https://projects.blender.org/blender/blender/pulls/120967
2024-04-23 12:50:50 +02:00
Jeroen Bakker
17c84451b9 Vulkan: Pipeline pool
In Vulkan, a Blender shader is organized in multiple
objects. A VkPipeline is the highest level concept and represents
somewhat we call a shader. A pipeline is an device/platform optimized
version of the shader that is uploaded and executed in the GPU device.
A key difference with shaders is that its usage is also compiled
in. When using the same shader with a different blending, a new pipeline
needs to be created.

In the current implementation of the Vulkan backend the pipeline is
re-created when any pipeline parameter changes. This triggers many
pipeline compilations. Especially when common shaders are used in
different parts of the drawing code.

A requirement of our render graph implementation is that changes
of the pipeline can be detected based on the VkPipeline handle.
We only want to rebind the pipeline handle when the handle actually
changes. This improves performance (especially on NVIDIA) devices
where pipeline binds are known to be costly.

The solution of this PR is to add a pipeline pool. This holds all
pipelines and can find an already created pipeline based on pipeline
infos. Only compute pipelines support has been added.

# Future enhancements
- Recent drivers replace `VkShaderModule` with pipeline libraries.
  It improves sharing pipeline stages and reduce pipeline creation times.
- GPUMaterials should be removed from the pipeline pool when they are
  destroyed. Details on this will be more clear when EEVEE support is
  added.

Pull Request: https://projects.blender.org/blender/blender/pulls/120899
2024-04-23 12:39:41 +02:00
Jeroen Bakker
191b4fea5b GPU: Better hash for specialization constants
Due to an error in the hash function the specialization constants hash
wasn't optimal. This PR fixes the hash function implementation by replacing
the addition with an xor.

Pull Request: https://projects.blender.org/blender/blender/pulls/120964
2024-04-23 09:44:08 +02:00
Jeroen Bakker
07dd09aa55 Vulkan: Add reset method to resource access info.
Resource access info contains lists in a future setup the resource access info
will be kept in the VKContext and reused. This requires a reset function to
cleanup the instance for reuse.

Pull Request: https://projects.blender.org/blender/blender/pulls/120962
2024-04-23 08:23:12 +02:00
Jeroen Bakker
3f6e2ea915 Vulkan: Shader interface access mask
When building the resource access used when adding dispatch/draw commands
to the render graph, the access mask is required. This PR stores the
access mask in the shader interface. When binding the resources referenced
by the state manager, the resource access info struct is populated with
the access flags.

In the near future the resource access info will be passed when adding
a dispatch/draw node to the render graph to generate the links.

Pull Request: https://projects.blender.org/blender/blender/pulls/120908
2024-04-22 20:47:30 +02:00
Jacques Lucke
ed111e1907 Fix: assert when opening debug build with OpenGL backend
Can't use `GPU_type_matches` there, because it requires `GPG.init` to be called beforehand.

Pull Request: https://projects.blender.org/blender/blender/pulls/120928
2024-04-22 13:57:18 +02:00
Jeroen Bakker
0c2085a316 GPU: Remove GPU_compute_shader_support
Compute shaders are required since 4.0. There was one occasion where
an older AMD driver failed and support was turned off. This driver
is now marked unsupported.

This PR includes:
- removing the check in viewport compositing
- remove properties from system info
- always construct draw manager.
- remove unused pass logic in draw hair/curves
- add deprecation warning when accessed from python

Pull Request: https://projects.blender.org/blender/blender/pulls/120909
2024-04-22 13:28:10 +02:00
Jeroen Bakker
6106bb3d3b GPU: Remove Compute test from test cases
Test cases that uses compute shaders were exited when run on platforms
not supporting compute shaders. Since 4.0 Blender requires a platform
that supports compute shaders.

We should eventually phase out `GPU_compute_shader_support` as it
would always return true. Note that in OpenGL a platform is mentioned
that doesn't support compute shaders, but that is from an old driver
and should be save to remove as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/120907
2024-04-22 06:55:09 +02:00
Jeroen Bakker
e6fad4b779 Vulkan: Fix memory leak in render graph
There was a memory leak in the render graph where nodes where freed,
but not the data it could keep. Detected during adding support for
compute shaders and running the draw tests.

Pull Request: https://projects.blender.org/blender/blender/pulls/120906
2024-04-22 06:22:31 +02:00
Jeroen Bakker
463a4c6211 Cleanup: Move specialization constant default hash
The specialization constant default hash was implemented in gl_shader.hh
But the same implementation is needed for vulkan. This PR moves the
default hash to a common place where both backends can use it.

Pull Request: https://projects.blender.org/blender/blender/pulls/120889
2024-04-21 16:56:00 +02:00
Campbell Barton
fd589fdca4 Cleanup: various non functional C++ changes 2024-04-20 13:46:14 +10:00
Jeroen Bakker
be75f1ac2b Vulkan: Render graph textures
This PR implements render graph for VKTexture. During the
implementation some tweaks to the render graph was done
to support depth and stencil textures.

The render graph will record the image aspect being used
for each node. This will then be used to generate barriers
for the correct aspect.

Also fixes an issue that uploading of array textures didn't
allocate a large enough staging buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/120821
2024-04-19 14:55:39 +02:00
Jeroen Bakker
ed9dea08b2 Vulkan: Render graph storage buffers
A developer can switch `vk_common.hh#use_render_graph` to enable render graph.
When enabled the buffers and images are tracked by the device resource state
tracker. The storage buffer commands are recorded to the context render graph.

The next unit tests will pass:
- GPUVulkanTest.storage_buffer_create_update_read
- GPUVulkanTest.storage_buffer_clear_zero
- GPUVulkanTest.storage_buffer_clear
- GPUVulkanTest.storage_buffer_copy_from_vertex_buffer

The pattern to migrate to render graph is:
- always construct CreateInfo for class.
- based on `use_render_graph` call `context.command_buffers.something`
  or `context.render_graph.add_node`.
- Hide calls to `context.flush` when `use_render_graph` is true.

Pull Request: https://projects.blender.org/blender/blender/pulls/120812
2024-04-19 12:08:57 +02:00
Jeroen Bakker
c6fc125e3d Vulkan: Missing binding tracking
f2ae04db10 introduces missing binding
tracking for SSBO and UBOs. Vulkan relies on validation layers to
report on missing bindings, but the binding information should still
be cleared in the context state manager.

Pull Request: https://projects.blender.org/blender/blender/pulls/120814
2024-04-19 11:13:06 +02:00
Jeroen Bakker
d9d4f90142 GPU: Add test case for GPU_storagebuf_copy_sub_from_vertbuf
This API function wasn't covered in any test.

Pull Request: https://projects.blender.org/blender/blender/pulls/120817
2024-04-19 11:12:16 +02:00
Jeroen Bakker
adab06bc67 Vulkan: Render graph core
**Design Task**: blender/blender#118330

This PR adds the core of the render graph. The render graph isn't used.
Current implementation of the Vulkan Backend is slow by design. We
focused on stability, before performance. With the new introduced render
graph the focus will shift to performance and keep the stability at where
it is.

Some highlights:
- Every context will get its own render graph. (`VKRenderGraph`).
- Resources (and resource state tracking) is device specific (`VKResourceStateTracker`).
- No node reordering / sub graph execution has been implemented. Currently
  All nodes in the graph is executed in the order they were added. (`VKScheduler`).
- The links inside the graph describe the resources the nodes read from (input links)
  or writes to (output links)
- When resources are written to a resource stamp is incremented allowing keeping
  track of which nodes needs which stamp of a resource.
- At each link the access information (how does the node accesses the resource)
  and image layout (for image resources) are stored. This allows the render graph
  to find out how a resource was used in the past and will be used in the future.
  That is important to construct pipeline barriers that don't stall the whole GPU.

# Defined nodes

This implementation has nodes for:
- Blit image
- Clear color image
- Copy buffers to buffers
- Copy buffers to images
- Copy images to images
- Copy images to buffers
- Dispatch compute shader
- Fill buffers
- Synchronization

Each node has a node info, create info and data struct. The create info
contains all data to construct the node, including the links of the graph.
The data struct only contains the data stored inside the node. The node info
contains the node specific implementation.

> NOTE: Other nodes will be added after this PR lands to main.

# Resources

Before a render graph can be used, the resources should be registered
to `VKResourceStateTracker`. In the final implementation this will be owned by
the `VKDevice`. Registration of resources can be done by calling
`VKResources.add_buffer` or `VKResources.add_image`.

# Render graph

Nodes can be added to the render graph. When adding a node its read/
write dependencies are extracted and converted into links (`VKNodeInfo.
build_links`).
When the caller wants to have a resource up to date the functions
`VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present`
can be called.

These functions will select and order the nodes that are needed
and convert them to `vkCmd*` commands. These commands include pipeline
barrier and image layout transitions.

The `vkCmd` are recorded into a command buffer which is sent to the
device queue.

## Walking the graph

Walking the render graph isn't implemented yet. The idea is to have a
`Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and
`Map<ResourceWithStamp, NodeHandle> producers`. These attributes can
be stored in the render graph and created when building the links, or
can be created inside the VKScheduler as a variable. The exact detail
which one would be better is unclear as there aren't any users yet. At
the moment the scheduler would need them we need to figure out the best
way to store and retrieve the consumers/producers.

# Unit tests

The render graph can be tested by enabling `WITH_GTEST` and use
`vk_render_graph` as a filter.

```
bin/tests/blender_test --gtest_filter="vk_render_graph*"
```

Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
Campbell Barton
4e8b24f1d1 Cleanup: spelling in comments & punctuation 2024-04-19 15:57:06 +10:00
Campbell Barton
0ceefd6358 Cleanup: cmake syntax 2024-04-19 15:50:26 +10:00
Jeroen Bakker
e84ab459c7 Vulkan: Use std::endl in vk_to_string
Trying to narrow down why some tests are failing on windows, but not on
linux/mac. These tests use a string compare. This PR adds two modifications
to the current vk_to_string.

- use `std::endl` although not required, it is important to portability
- print vulkan handles in a uniform way.

Pull Request: https://projects.blender.org/blender/blender/pulls/120780
2024-04-18 16:09:26 +02:00
Jeroen Bakker
189113c727 Cleanup: Move vulkan specific tests in tests folder
When reviewing the render graph core PR, we discussed where specific
backend tests should be located. The code style is clear that it
needs to be located in a tests folder next to the code it tests.

This PR moved the tests folder from next to the files they test to
a tests folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/120777
2024-04-18 12:47:23 +02:00
Clément Foucault
23348d4a5c GL: VertBuf/IndexBuf: Add missing SSBO bind tracking
Fix false positive errors with `--debug-gpu`.
2024-04-18 12:33:42 +02:00
Clément Foucault
c601569702 Fix: EEVEE-Next: Displacement: Revert object scaling on output
This was introduced by f371624b2e
but this breaks the render test. Need another approach to match
cycles with object scaling.
2024-04-18 12:30:03 +02:00
Clément Foucault
d31b459927 GL: UniformBuf: Fix wrong positive missing resource error
This happened when the buffer was bound as a SSBO as the
slot was not marked as used.

We do not tag the unbind as we never call `unbind` for
SSBOs. Also we don't track what target type the UBO is
bound to. This could be improved later.
2024-04-18 12:21:16 +02:00
Jeroen Bakker
076ca1530a Vulkan: Cleanup debugging tools
- Removed ignored message ids as this is also part of vkconfig which should be used
  This is also adviced by the Vulkan Tools WG.
- Also initialize logging when platform doesn't have debugging extensions.

Pull Request: https://projects.blender.org/blender/blender/pulls/120776
2024-04-18 12:00:35 +02:00
Clément Foucault
f2ae04db10 GPU: Implement missing UBO/SSBO bind tracking
This PR adds a context function to consider all
buffer bindings obsolete. This is in order to
track missing binds and invalid lingering states
accross `draw::Pass`es.

The functions `GPU_storagebuf_debug_unbind_all`
and `GPU_uniformbuf_debug_unbind_all` do nothing
more than resetting the internal debug slot bits
to zero. This is what OpenGL backend does as it
doesn't track the bindings themselves.

Other backends might have other way to detect
missing bindings. If not they should be
implemented separately anyway.

I renamed the function to `debug_unbind_all` to
denote that it actually does something related to
debugging.

This also add SSBO binding check for OpenGL as it
was also missing.

#### Future

This error checking logic is pretty much backend
agnostic. While it would be nice to move it at
`gpu::Context` level, we don't have the resources
for that now.

Pull Request: https://projects.blender.org/blender/blender/pulls/120716
2024-04-17 11:06:39 +02:00
Campbell Barton
f8197098c6 Cleanup: spelling in comments 2024-04-17 14:18:33 +10:00
Jeroen Bakker
f789619e65 Vulkan: Share descriptor set layouts between shaders
Previously all shaders had its own descriptor set layout handle. This makes it
difficult to see if currently bound resources can be reused when switching shaders.
To work around this limitation, the vulkan backend rebound the resources over
and over again.

This PR is part of the render graph where changing shaders can reuse previous
bound resources. This PR only makes sure that the layout handles are the same
so we can identify 'compatible' pipelines. The behavior to limit rebinding of
resources will be added as part of the render graph in a later commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/120562
2024-04-16 14:00:49 +02:00
Clément Foucault
a772c84341 EEVEE-Next: Changes to thickness output
This contains two thing:
- default (nothing connected to socket) uses the bounding box min axis.
- transform the value plugged to the socket to world space.

We arbitrarly choose to output the axis with the minimum extent since
it is the axis along which the object is usually viewed at.

Rel #120384

Pull Request: https://projects.blender.org/blender/blender/pulls/120607
2024-04-15 12:16:51 +02:00
Campbell Barton
6e3eaae299 Cleanup: spelling in comments 2024-04-14 12:13:55 +10:00
Campbell Barton
43179864f4 Cleanup: remove strcpy usage 2024-04-14 11:58:14 +10:00
Clément Foucault
fdf5a05bde Fix: EEVEE-Next: Broken shader compilation because of displacement
Oversight inside f371624b2e
2024-04-13 12:57:50 +02:00
Clément Foucault
f371624b2e Fix: EEVEE-Next: Displacement: Wrong output space
The space of the displacement socket on the ouput node
is local space. We now scale it back to world space
as expected by the consumer code.
2024-04-13 12:37:29 +02:00
Clément Foucault
b07d392b5a MTL: Remove warning in debug build 2024-04-13 09:12:22 +02:00
Jeroen Bakker
4ae9948f3a GPU: Improve push constants tests
- Expected results should come before actual result.
- Add test case for 8192 bytes as apple has a push constants size of 4096.
- Add more variation to the first order test data.

Improvements detected when working on vulkan backend and validated they
work on metal and opengl as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/120557
2024-04-12 12:26:26 +02:00
Jason Fielder
5f86faf3a5 Metal: Fix write-only qualifier on shader generation
A small logic issue caused all write-only image resources
to be tagged as read-write in all cases. This caused
correctness issues on Intel and AMD GPUs which
are resolved through this change.

Change also yields a small performance uplift
due to enabling improved non-dependent workload
scheduling.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/120528
2024-04-11 18:17:40 +02:00
Jeroen Bakker
9c1cba528b OpenGL: Remove Apple specific workarounds
This PR removes apple specific OpenGL workarounds. OpenGL on Apple isn't supported
so they can be removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/120522
2024-04-11 17:25:21 +02:00