Commit Graph

21 Commits

Author SHA1 Message Date
Hans Goudey
91627b3d47 GPU: Remove int float fetch mode combination
This commit finishes removing the uses of the integer to float
vertex buffer fetch mode. Previous commits noted below already started
that process. The last usage was geometry attributes. Now integers are
converted to floats as part of the existing upload process.

The change makes the Vulkan vertex buffer type conversion unused, so
it's removed. That's nice because Vulkan vertex buffers go from 1040 to
568 bytes in size and have significantly less overhead on creation.

Related:
- 153abc372e
- 1e1ac2bb9b
- 617858e453

Pull Request: https://projects.blender.org/blender/blender/pulls/138873
2025-05-15 15:29:12 +02:00
Clément Foucault
617858e453 GPU: Unified DataFormat enum
This unifies vertex and texture data formats
into a single base enum class.

`TextureFormat` and `VertexFormat` then mask
the invalid format for their respective usage.

Having a base enum allows casting between
`TextureFormat` and `VertexFormat` possible
(needed for Buffer Textures).

It also makes it easier to write and read data
to buffers/textures as each format will have an
associated host type.

These enum is generated from MACRO expansion.
This allow to centralize all information about
the formats in one place. This avoid duplicating
the list of enums for each backend.

This only creates the new enum. Porting older enums will
be done in other PRs.

Normalized integer CPU format are missing and waiting for #130640

Rel #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/138069
2025-05-13 17:08:32 +02:00
Clément Foucault
8b70166214 GPU: Tests: Avoid test not passing on certain platform
These tests were using exact comparison on data that
was going through lossy conversion steps. Adding
casting or epsilon value fixes the issue.
2025-04-29 15:27:58 +02:00
Clément Foucault
98adf4db14 Cleanup: GPU: Tests: Avoid testing more than one value
Also avoid undefined values in vertex buffer.
2025-04-28 15:43:25 +02:00
Hans Goudey
d0a6189b50 Refactor: DRW: Centralize and clean up packed normals conversion
Move the code dealing with converting float3 to GPU normals
out of the vertex format header into a separate header. Use a
proper C++ namespace and remove duplication by only using
the more recently added C++ templated conversions.

Most of the diff comes from the removal of the indirect includes
from GPU_vertex_format.hh. A lot of files ended up mistakenly
depending on that.

Pull Request: https://projects.blender.org/blender/blender/pulls/134873
2025-02-24 16:08:30 +01:00
Brecht Van Lommel
c7502b092d Cleanup: Various clang-tidy warnings in gpu
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:18 +01:00
Clément Foucault
9b91a42240 GPU: Improve fetch mode tests to cover GPU_FETCH_INT_TO_FLOAT_UNIT 2024-11-09 21:50:37 +01:00
Clément Foucault
2738e33a58 GPU: Silence invalid fetch mode tests on Metal
These vertex buffer setup are invalid on metal.
For now simply disable them on Apple hardware.
2024-11-09 21:50:37 +01:00
Clément Foucault
ef8ea88f5f Fix: GPU: Tests not passing on Metal with ASAN on
Fixes a few stack overflow error, reduce framebuffer size
to avoid errors flooding the output.
2024-11-09 21:50:37 +01:00
Jeroen Bakker
da767bcbdc Fix: Vulkan: Enable interleaved tests
Interleaved tests where disabled for Vulkan, but interleaving has been
implemented. This PR enabled these tests.

Pull Request: https://projects.blender.org/blender/blender/pulls/129957
2024-11-07 14:00:51 +01:00
Clément Foucault
3f247d6a3c Fix: GPU: Make tests compile 2024-06-08 00:25:40 +02:00
Hans Goudey
84c4ddbbb9 Cleanup: GPU: Use references for some vertex buffer functions
Pull Request: https://projects.blender.org/blender/blender/pulls/122784
2024-06-05 18:47:22 +02:00
Hans Goudey
893130e6fe Refactor: Remove unnecessary C wrapper for GPUBatch class
Similar to fe76d8c946

Pull Request: https://projects.blender.org/blender/blender/pulls/119898
2024-03-26 03:06:25 +01:00
Hans Goudey
fe76d8c946 Refactor: Remove unnecessary C wrappers for vertex and index buffers
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
2024-03-24 16:38:30 +01:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
Jeroen Bakker
d84a64900f Vulkan: Device Context Resource Management
The current Vulkan resource management has some issues as context that
are not active can still use resources that are freed via another
context.

When this happens incorrect data can be read on the GPU and even crash
Blender. When trying to bind something that now contains other memory
pointers.

This change introduces that contexts are tracked via the device.
Context will be registered/unregistered with the device instance.
Unbinding of resources must pass the device and the device will check
all registered contexts. Binding of resources will happen via the active
context only.

On user perspective this now allowes:
- Opening/switching files
- Switching workspaces
- Switching render engines

Pull Request: https://projects.blender.org/blender/blender/pulls/108968
2023-06-15 08:14:37 +02:00
Campbell Barton
493a1dd7c8 Cleanup: remove NULL literals in C++ (including comments & strings) 2023-06-04 18:35:12 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Campbell Barton
6876372974 License headers: add missing license identifier 2023-05-26 12:24:55 +10:00
Jeroen Bakker
8aff713270 Vulkan: Convert VertexBuffer to Contain Supported Attributes
Vulkan doesn't have a conversion from uint32_t/int32_t to float. It does
have conversions from 16/8 bits. Main reason is that Vulkan expects that
there is no benefit when converting 32 bits from one type to the other
and should be solved by passing the right data type.

In Blender however this isn't the case as there are benefits on other
GPU backends (OpenGL for example).

This PR adds helper function to check if conversion is needed and
perform any conversions in place. It also implements the function to
upload vertex buffers to the GPU.

NOTE: Test cases have been added to validate this, but they are not
able to run on the Vulkan backend just yet, because they require the
graphics pipeline to be available.

Pull Request: https://projects.blender.org/blender/blender/pulls/107733
2023-05-11 12:23:23 +02:00