`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).
The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.
This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117561
Adds API to allow usage of specialization constants in shaders.
Specialization constants are dynamic runtime constants which can
be compiled into a shader pipeline state object (PSO) to improve
runtime performance by reducing shader complexity through
shader compiler constant-folding.
This API allows specialization constant values to be specified
along with a default value if no constant value has been declared.
Each GPU backend is then responsible for caching PSO permutations
against the current specialization configuration.
This patch adds support for specialization constants in the
Metal backend and provides a generalised high-level solution
which can be adopted by other graphics APIs supporting
this feature.
Authored by Apple: Michael Parkin-White
Authored by Blender: Clément Foucault (files in gpu/test folder)
Pull Request: https://projects.blender.org/blender/blender/pulls/115193
The buffers from the new Draw Manager increase their size as needed,
but they never shrink.
Add `StorageArrayBuffer::trim_to_next_power_of_2` function that can
downsize the buffer following the same heuristic as `get_or_resize`.
Add `StorageVectorBuffer::trim_and_clear`, which calls
`trim_to_next_power_of_2` automatically.
Pull Request: https://projects.blender.org/blender/blender/pulls/114857
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.
This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.
This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.
This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.
This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: https://projects.blender.org/blender/blender/pulls/105642
This pull request adds a new tipe of resource handles (thin handles).
These are intended for cases where a resource buffer with more than one
entry for each object is needed (for example, one entry per material
slot).
While it's already possible to have multiple regular handles for the
same object, they have a non-trivial overhead in terms of uploaded
data (matrix, bounds, object info) and computation (visibility
culling).
Thin handles store an indirection buffer pointing to their "parent"
regular handle, therefore multiple thin handles can share the same
per-object data and visibility culling computation.
Thin handles can only be used in their own Pass type (PassMainThin),
so passes that don't need them don't have to pay the overhead.
This pull request also includes the update of the Workbench Next
pre-pass to use PassMainThin, which is the main reason for the
implementation of this feature.
The main change from the previous PR is that the thin handles are now
stored directly in the main resource_id_buf, to avoid wasting an extra
bind slot.
Pull Request #105261
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Currently slicing a span clamped the final size so that it would be
within bounds of the input. However, in the vast majority of cases
that is already the case anyway, and we can use asserts to detect
when that assumption fails.
The clamping had a performance cost. On a test interpolating a boolean
attribute from 1 million curves to 4 million points, removing the
clamping saved about 10% of the time. That's an extreme case but
this probably slightly improves performance in other cases too.
Slicing is used a lot in the new curve code.
This commit introduces `slice_safe` which still does the clamping,
and uses it in the few places that needed it or where I wasn't
sure.
This implements the base needed for supporting multiple view concurently
inside the same drawcall.
The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.
This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.
Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.
The number of views contained in a `draw::View` is set at construction
time.
Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.
This moves the implementation from the View to the draw manager itself.
However, this is not its final place and should be moved to the shader
create info at some point in the future.
For now it is not possible because of possible interaction with the
old draw manager codebase.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817