This allows multiple threads to request different specializations without
locking usage of all specialized shaders program when a new specialization
is being compiled.
The specialization constants are bundled in a structure that is being
passed to the `Shader::bind()` method. The structure is owned by the
calling thread and only used by the `Shader::bind()`.
Only querying for the specialized shader (Map lookup) is locking the shader
usage.
The variant compilation is now also locking and ensured that
multiple thread trying to compile the same variant will never result
in race condition.
Note that this removes the `is_dirty` optimization. This can be added
back if this becomes a bottleneck in the future. Otherwise, the
performance impact is not noticeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/136991
This allow to store the full object ID inside a `uint32`
buffer. This allows to get the per object data in deferred
passes and avoid to store object data inside the Gbuffer.
This data is only written if needed.
This had to modify the implementation of subpass input
for all backend to be able to bind layered texture.
This currently work because only the layer 0 is bound to the
framebuffer. This is fragile but I don't see a good builtin way
to fix it.
Rel #135935
#### Tasks
- [x] Replace light linking bits in Gbuffer
- [x] Replace Object ID in GBuffer for SSS
- [x] Conditional storage
- [x] Dummy storage if not needed
Pull Request: https://projects.blender.org/blender/blender/pulls/136428
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
This adds basic emulation of the subpass input feature
of vulkan and to a lower extend Raster Order Group on Metal.
This help test paths that might use this feature in the future
(like shadow rendering) on all platform and or simplify higher
level code for supporting older hardware.
This add clear description to the load/store ops and to the
new `GPUAttachementState`.
The OpenGL backend will correctly mask un-writable
attachments and will bind as texture readable attachments.
Even if possible by the vulkan standard, the GPU API prohibit
the read and write to the same attachment inside the same
subpass.
In the GL backend, this is implemented using `glTextureBarrier`
and `texelFetch` as it is described in the ARB_texture_barrier
extension.
https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt
Pull Request: https://projects.blender.org/blender/blender/pulls/112051
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.
This add the possibility to define different
viewports inside a single framebuffer and
let the vertex shader decide which viewport
to render to.
This only contain the GL and VK implementation.
The Vulkan implementation works but still
has a validation error related to shader features
and extension. The test passes nonetheless.
Pull Request: https://projects.blender.org/blender/blender/pulls/110923
This PR adds initial cube (array) support. Depending on how the texture
is used a different image view is created. When used as a framebuffer
attachment only a single side of the cubemap is attached. The image
view is attached as a 2d texture array. When used as a shader resource
the image view is a cubemap.
Also adds test cases to test both scenarios.
Pull Request: https://projects.blender.org/blender/blender/pulls/108794
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 PR adds support for clearing framebuffers and scissor testing.
Tweaks had to be made to VKTexture to keep track of its layout
on the device. Based on the actual call the layout can switch
to a more optimum layout.
For example during upload of a texture the texture will be converted
to a transfer destination optimized layout. When reading from the
texture it will be converted to a transfer source optimized layout.
The order of the attachments in the framebuffer follows the next rules
- When only color attachments are there the color attachments will
be placed in the slot they are defined. This way it will match
the ShaderCreateInfo binding location.
- When a stencil/depth attachment is added it will be placed
right after the color attachments. When there isn't a color
attachment it will be the first attachment.
Pull Request: https://projects.blender.org/blender/blender/pulls/106044