This was caused by `drw_ResourceID` taking one vertex input
(at slot 15) which was then also used by material shaders.
Starting material shaders at 14 in this case avoid the overlap.
Note that this reduces the amount of supported attribute when
using the workarounds by one.
Adding a dummy storage buffer to the classification shader
seems to fix the issue on Qualcomm drivers (WoA).
The workaround is added to the force workaround option to
allow other platforms to test the fix.
Rel #122837
Pull Request: https://projects.blender.org/blender/blender/pulls/129857
The start of the buffer is ensured to be correct. So there
is no downside in printing the content of the overflowed
buffer.
At least, we get a feedback at which command is flooding it.
Avoid measuring the length of strings repeatedly by passing their
length along with their data with `StringRefNull`. Null termination
seems to be necessary still for passing the shader sources to OpenGL.
Though I doubt this is a bottleneck, it's still nice to avoid overhead from
string operations and this helps move in that direction.
Pull Request: https://projects.blender.org/blender/blender/pulls/127702
This removes the need for the geometry shader and the
workaround path for Metal.
Note that creating 2 batches for each stroke might become
a bottleneck in bigger scenes. But currently the bottleneck
is always be the fill algorithm. It can be optimized further
if needed.
Rel #127493
Pull Request: https://projects.blender.org/blender/blender/pulls/129274
The goal is to reduce the startup time cost of
all of these parsing and string replacement.
All comments are now stripped at compile time.
This comment check added noticeable slowdown at
startup in debug builds and during preprocessing.
Put all metadatas between start and end token.
Use very simple parsing using `StringRef` and
hash all identifiers.
Move all the complexity to the preprocessor that
massagess the metadata into a well expected input
to the runtime parser.
All identifiers are compile time hashed so that no string
comparison is made at runtime.
Speed up the source loading:
- from 10ms to 1.6ms (6.25x speedup) in release
- from 194ms to 6ms (32.3x speedup) in debug
Follow up #129009
Pull Request: https://projects.blender.org/blender/blender/pulls/128927
This avoid cmake shenanigans to try to make proper
dependency tracking.
The previous code was not tracking changes inside
the create info files.
There is no real benefit for having these headers listed in
the cmakefile itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/129027
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.
Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.
Additionally reduce the amount of code duplication
inside the compatibility code.
Pull Request: https://projects.blender.org/blender/blender/pulls/128634
This changes the include directive to use the standard C preprocessor
`#include` directive.
The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`
This allow C++ linter to parse the code and allow easier codebase
traversal.
However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.
This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.
This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.
These requirements are actually already enforced by our code-style
in practice.
On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.
Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
We can have deferred and non-deferred shaders (so, different threads)
with the same `additonal_info` dependencies trying to finalize the same
`ShaderCreateInfo`.
This ensures `finalize` always runs from the main thread to avoid race
conditions.
Pull Request: https://projects.blender.org/blender/blender/pulls/128281
Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
Allows users to override the auto detection for GPU
selection. Normally the GPU selection is done by looping
over the order Vulkan provides and finding the highest
performing device based on its type (discrete, integrated,
software).
However users might have multiple discrete cards and want
to switch between them. Or developers want to validate other
GPUs without rebooting.
This PR adds the ability to override the auto detection
for the vulkan backend.

**Future improvements**:
- This PR does not include a command line option. This can be added
later for render farms.
Pull Request: https://projects.blender.org/blender/blender/pulls/127860
Parallel shader compilation introduced `GPU_shader_cache_dir_clear_old`.
The implementation was specific to OpenGL and could not be overwritten
by other backends. This PR improves the implementation so the backend
can have its own implementation.
This is needed for upcoming changes to the Vulkan backend where we
want to use similar mechanisms to speed up shader compilation and caching.
Pull Request: https://projects.blender.org/blender/blender/pulls/127680
Make sure all printing happens inside render boundaries
since it needs to read a storage buffer which needs to
record some commands inside command buffers.
This PR allows users to select a GPU backend.
In the system tab of the user preferences the GPU backend can be selected in the `Display Graphics` panel.
It will require a restart of Blender before the changes become effective.
During startup minimum requirements are checked. Blender will switch automatically
to OpenGL when no compatible Vulkan device could be detected. A dialog will be shown
to inform the user.
The setting of the in the `Display Graphics` panel are still overridden when blender is started
using the `--gpu-backend` option. When starting blender with `--debug-gpu` the backend
detection will print to the console.
See PR for detailed information and screenshots of the UI.
Implements #126504
Pull Request: https://projects.blender.org/blender/blender/pulls/126545