This uses Spherical Harmonics to store the indirect lighting and
distant lighting visibility.
We can then reuse this information for each closure which divide
the cost of it by 2 or 3 in many cases, doing the scanning once.
The storage cost is higher than previous method, so we split the
resolution scaling to be independant of raytracing.
The spatial filtering has been split to its own pass for performance
reason. Upsampling now only uses 4 bilinearly interpolated samples
(instead of 9) using bilateral weights to avoid bleeding.
This also add a missing dot product (which soften the lighting
around corners) and fixes the blocky artifacts seen at lower
resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/118924
Simplifies/optimizes the "font" shader. It runs faster now too, but primarily
this is so that it loads/initializes faster.
* Instead of doing blur via individual bilinear samples (where each sample is 4
texel fetches), do raw texel fetches of the kernel footprint and compute final
result by shifting the kernel weights according to bilinear fraction weight.
For 5x5 blur, this reduces number of texel fetches from 64 down to 36.
* Instead of checking "is the texel inside the glyph box? if so, then fetch it",
first fetch it, and then set result to zero if it was outside. Simplifies the
branching code flow in the compiled GPU shader.
* Avoid costly integer modulo/division for "unwrapping" the font texture. The
texture width is always power of two size, so division/modulo can be replaced
by masking and a shift. Setup uniforms to contain the needed data.
### Fixes
* The 3x3 blur was not doing a 3x3 blur, due to a copy-pasta typo (one of the
sample offsets was repeated twice, and thus another sample offset was
missing).
* Blur towards left/top edges of the glyphs had artifacts, because float->int
casting in GLSL rounds towards zero, but the code actually wanted to round
towards floor.
Image of how the blur has changed in the PR.
### First time initialization
* Windows 10, NVIDIA RTX 3080Ti, OpenGL: 274.4ms -> 51.3ms
* macOS, Apple M1 Max, Metal: 456ms -> 289ms (this is including PSO creation
time).
### Shader performance/complexity
Performance I only measured on macOS (M1 Max), by making a BLF text that is
scaled up to cover most of screen via Python. Using Xcode Metal profiler,
drawing that text with 5x5 shadow blur: 1.5ms -> 0.3ms.
More performance analysis details in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/119653
Cryptomatte passes would generate a feathered outline
in Metal due to missing texture fence in chained
read->modify->write->read->... patterns.
Added imageFence function to explicitly state that
imageStore's should be visible to future imageLoad's.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119163
EEVEE-Next performes less on integrated GPUs then discrete GPUs.
Most shaders have been analyzed, but there will always be bottlenecks
related to architectural differences.
In order to make EEVEE-Next run smooth on integrated GPUs this change
will implement viewport pixel size option similar to Cycles. The main difference
is that the samples will still be weighted and up-sampled to the final film
resolution. This makes the pixels not look squared in the viewport but will
resolve to something close to the results without up-scaling.
This improves the performance especially on integrated GPUs. The improvement
for discrete GPUs are less noticeable. See here the stats when playing
`rain_restaurant.blend` back on a RAPHAEL_MENDOCINO iGPU.
| Pixel size | Frames per second |
|------------|-------------------|
| 1x | 0.25 FPS |
| 2x | 4.14 FPS |
| 4x | 6.90 FPS |
| 8x | 9.95 FPS |
Related to: #114597
See PR for some example images.
Pull Request: https://projects.blender.org/blender/blender/pulls/118903
This implement the design of #118961.
- Add aliases in GLSL since theses types are
not supported.
- Add detection mechanism that prevents usage
inside shader shared code.
Check is only done in debug build to avoid slowing down
application startup.
Pull Request: https://projects.blender.org/blender/blender/pulls/119226
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 optimizes a few loops that become significant bottlenecks during
viewport rendering of scenes with large numbers of curves.
To render a curves object, Blender needs to generate a potentially
very large (but trivial) index buffer. As previously implemented,
this index buffer is generated in an extremely inefficient manner,
with a single-threaded loop and an explicit function call per entry.
The buffer then needs to be pushed onto the GPU, which is also a fairly
slow task.
The PR generates the index buffer directly on the GPU with compute
shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/116617
The voronoi texture node only sets the first 3 components of the
color. The alpha value is never set. Normally this is covered
when using it in a shader node, but when directly connected to
the AOV output, the color was stored as a pure emissive color.
This resulted in incorrect colors in the viewport and image renders.
This is a partial fix for #118494
Pull Request: https://projects.blender.org/blender/blender/pulls/118497
The output of the Color Ramp node in the GPU compositor and EEVEE is
slightly off. That's because the factor is evaluated directly at the
sampler without proper half pixel offsets to account for the sampler's
linear interpolation, which this patch adds.
Pull Request: https://projects.blender.org/blender/blender/pulls/117677
Even if related, they don't have the same performance
impact.
To avoid any performance hit, we replace the Diffuse
by a Subsurface Closure for legacy EEVEE and
use the subsurface closure only where needed for
EEVEE-Next leveraging the random sampling.
This increases the compatibility with cycles that
doesn't modulate the radius of the subsurface anymore.
This change is only present in EEVEE-Next.
This commit changes the principled BSDF code so that
it is easier to follow the flow of data.
For legacy EEVEE, the SSS switch is moved to a
`radius == -1` check.
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
The GPU compositor incorrectly extrapolates values of RGBA curves node.
That's because the code introduces a half-pixel offset to the color
values since they will be used to sample the curve maps. Those same
values are then used for extrapolation, which shouldn't take the
half-pixel value into account.
This patch fixes that by computing sampler coordinate in a separate
step.
Pull Request: https://projects.blender.org/blender/blender/pulls/116586
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
This modify the GBuffer layout to store less bits per closures.
This allows packing all closures into 64 bits or 96 bits.
In turn, this reduces the amount of data stored for most
usual materials.
Moreover, this contain some groundwork for the getting rid of the
hard-coded closure type. But evaluation shaders still use
the hard-coded types.
This adds tests for checking packing and unpacking of the gbuffer
doesn't loose any data.
Related to #115966
Pull Request: https://projects.blender.org/blender/blender/pulls/116476
This adds support for Translucent BSDF.
This also fixes a bug to allow correct
shadowing.
The input normal had to be set back to
non-inverted in the node function to allow
for correct interpretation of the Normal
by Screen Space Reflections.
This add the necessary optimization
and code deduplication to hybrid deferred
and forward pipeline.
Pull Request: https://projects.blender.org/blender/blender/pulls/116070
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.
The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.
All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115956
This layout is more flexible and polymorphic.
While the worst case is worse (4 + 3 layers),
the common case is more optimized (2 + 2 layers).
The average written closure data is also lower
since we can compact the data for special cases
which are quite frequent.
Some adjustment had to be made in the denoise an
tile classify shaders.
Pull Request: https://projects.blender.org/blender/blender/pulls/115541
We should use explicit casting. Although it is not always needed it
is a best practise in order to support the shaders on Metal.
* `float max(float, int)` is not supported on Metal and fails with a compilation error
Pull Request: https://projects.blender.org/blender/blender/pulls/115464
Improvements to the drawing of shadows, used with blocks, menus, nodes,
etc. Improvements to shape, especially at the top corner or at extremes
of widget roundness. Allows transparent objects to have shadows. This
is a nice refactor that removes a lot of code.
Pull Request: https://projects.blender.org/blender/blender/pulls/111794
Ensure all Closures are filled with correct values,
like the principled bsdf node already does.
The main reason is that the new AgX color transform doesn't play well
with negative values (see #113220), but it's probably best to ensure we
use sanitized values in the rendering code as a whole.
Pull Request: https://projects.blender.org/blender/blender/pulls/115059
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.
The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.
Pull Request: https://projects.blender.org/blender/blender/pulls/113979
This uses the principles outlined in
Screen Space Indirect Lighting with Visibility Bitmask
to compute local and distant diffuse lighting.
This implements it inside the ray-tracing module as a fallback when the
surface is too rough. The threshold for blending between technique is
available to the user.
The implementation first setup a radiance buffer and a view normal
buffer. These buffer are tracing resolution as the lighting quality is
less important for rough surfaces. These buffers are necessary to avoid
re-projection on a per sample basis, and finding and rotating the
surface normal.
The processing phase scans the whole screen in 2 directions and outputs
local incomming lighting from neighbor pixels and the remaining
occlusion for everything that is outside the view.
The final steps filters the result of the previous phase while applying
the occlusion on the probe radiance to have an energy conserving mix.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114259
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.
Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.
The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.
The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.
The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.
Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.
Pull Request: #111187
OpenGL uses a depth range between -1 and 1, which is then normalized.
Metal & Vulkan uses a depth range between 0 and 1, which is already normalized.
The final plan would be to default to a depth range between 0 and 1, but
for now the depth ranges are retargetted so they won't be clipped away.
This solves the next issues for users:
- Navigate control will be rendered correctly
- Ortographic view clipping artifacts
- EEVEE light evaluation
Retargetting happens at the end of the vertex stage or when a geometry
stage is present at the end of the geometry stage. Derivatives using
depth would have a different value compared to OpenGL, but would match
Metal backend. OpenGL performs clipping and generates derivatives based
on the original depth value.
`gl_FragCoord` and clipping would have some precision differences as clipping
and normalizing are done in a different order but would match Metal.
Geometry shaders should use `gpu_EmitVertex` to ensure that the retargetting
is done per vertex.
Pull Request: https://projects.blender.org/blender/blender/pulls/114669