Allow precompiling specialization constants variations in parallel.
Only supported in OpenGL as the rest of the batch compilation API,
on the other backends the function is a no-op.
This also moves the `SpecializationConstant` from
`gpu_shader_create_info` (private API) into`GPU_common_types`
(public API).
Pull Request: https://projects.blender.org/blender/blender/pulls/122796
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.
More information and the rest of the code can be found in #121925.
This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
of multiple shaders at once, allowing GPU backed to compile them in
parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
compilation of batches for backends that don't have their own
implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
`GLShaderCompiler` implementation).
- The implementation of the subprocess program in
`GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
`Preferences > System > Memory & Limits` to enable parallel shader
compilation and the max number of subprocesses to allocate (each
subprocess has a relatively high memory footprint).
Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.
Pull Request: https://projects.blender.org/blender/blender/pulls/122232
The mesh triangulation data is stored in CPU memory with the same format
as the triangles GPU index buffer. Because of that we can skip creating a
temporary copied owned by the GPU API. One way to do that is to just
upload the data directly and avoid keeping a reference to it. However, we
can only upload GPU data from the main thread with OpenGL, so instead
reference the data and keep track of whether to free it.
When drawing a mesh with a single material and 1.8 million faces, this
change gives a 12-15% improvement in framerate, from about 32 to 37 FPS.
Part of #116901.
Pull Request: https://projects.blender.org/blender/blender/pulls/122175
Remove both compute barriers and useResource calls
as explicit resources bound via setTexture and
setComputeBuffer are implicitly tracked by the Metal
API anyway, so these calls increase complexity, without
altering correctness
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/121598
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
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
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
Adds support for subpass transition for AMD/Intel IMR
GPUs. This enables correct functioning of EEVEE Next
deferred lighting pass on AMD platforms.
The emulation is consistent with the OpenGL approach
of generating additional texture bindings in the shader
for subpass inputs, and splitting render passes across
sub-pass boundaries.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119784
Removes the implicit USAGE_ATTACHMENT flag from
atomic fallback textures which are buffer-backed.
This usage flag results in a validation failure, and is
not required by these textures as they are cleared
via the backing buffer.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119785
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825
Resolves custom attribute types for ints and booleans by ensuring
conversion mode is correct. Previously, the attribute declarations
were assumed to be linear. However, patch ensures the correct
attribute index is now fetched, ensuring the conversion mode
is correctly specified for non-linear attribute ID's.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119569
Resolves render pass export for EEVEE Next on Metal.
Reads from texture views was previously utilising the
root texture rather than the view variant, resulting
in views into texture arrays being incorrectly sampled.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119563
Resolves assertion firing when creating an SSBO
from a VBO which is not aligned to 16 bytes.
Required to ensure API validation is satisfied.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119298
This patch adds special cases to Shader::uniform_int routine
to allow writing of small types (1 bytes, 2 bytes) to the push
constant buffer.
This previously interpreted all incoming push constant data as
integer components only, resulting in rendering artifacts such as
bad SRGB mode selection and shader editor not rendering due
to mis-aligned overlay parameter, as the uniform assignment
would overflow consecutive small types.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119285
This define all aliases for supported types,
document which one to use in C++ shared code,
move relevant defines to their backend file.
Rename `bool1` to `bool32_t` and cleanup
its usage as mentioned in #118961.
Rel. #118961
Pull Request: https://projects.blender.org/blender/blender/pulls/119098
This patch adds the maximum number of supported image units to the GPU
capabilities module. Currently, the GPU module assume a maximum of 8
units, so the patch is not currently particularly useful, but we can
consider committing it for the future anyways.
Pull Request: https://projects.blender.org/blender/blender/pulls/119057
This required to apply a small fix in the Metal texture uploader.
Without synchronization pixels of a wrong pass can be uploaded to
a wrong texture. This is because this code path is heavily reusing
temporary allocations, and at some point the allocation is not
considered as still in use, unless the command buffer used by the
texture uploader is submitted.
Ref #118919
Pull Request: https://projects.blender.org/blender/blender/pulls/118920
Adds an option to set the capture title when using renderdoc
`GPU_debug_capture_begin` has an optional `title` parameter to set
the title of the renderdoc capture.
Pull Request: https://projects.blender.org/blender/blender/pulls/118649
When a sync primitive signal existed
in its own command buffer, the command
buffer execution was skipped as the empty
flag was previously still set to true.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/118557
Resolves assertion for EEVEE Next motion
blur wherein a swizzled texture used in an
image binding loses write-access. We
instead must bind the source texture
for image write operations.
This is now consistent with expected
behaviour in other APIs.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/117479