Certain feature requirements unsupported by older OS builds
caused failures when running Intel GPUs on older OS's.
This patch increases the minimum required OS version
to one which covers devices supporting all required features.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/109921
Doing the promotion on the internal GPU texture format
created a bug in `draw::Texture::ensure_impl` where
the texture would be constantly being recreated.
Replaces vector of allocations with dynamic linked list.
Bug caused by previously freed buffers still having been in the
list. Linked list enables fast removal of already-released buffers.
Also ensured that the memory manager classes are included in
memory tracking.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108940
Resolves failing unit tests where missing texture read support for
1D/3D textures was required. Also resolves a number of missing
format support cases when determining texture component
count and byte size for reading/writing.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108751
Bug in Metal when gl_FragDepth is used but not written to by a shader
causing depth-based navigation to fail. Patch ensures gl_FragDepth
is assigned a default value at the current depth from the vertex
shader to catch all edge-cases of this.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108453
Ensure buffer read operations wait for pending GPU work to
complete. This is only required for unit tests, but required to
ensure correct results in all cases. Also adds support for staging
buffer if GPU memory type is private.
Buffer clearing routine added to support values above 1 byte.
The previous buffer clearing functionality using fillBuffer writes
values to each byte, rather than the full 32 bit uint used by the
GPU API.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108757
There produce unneeded empty lines in the
console. They are just relic from the time
these message were using printf.
Also remove some redundant informations in
the messages themselves.
This PR silences console output during statup phase of blender. During
startup logging isn't yet initialized and print statements where used.
Logging is initialized during the first construction of a Metal Context.
The console prints are now hidden by behind the '--debug-gpu' command
line option.
Pull Request: https://projects.blender.org/blender/blender/pulls/108593
Excessive memory pool bloating could occur for certain workloads in
Metal. Particularly those which continuously allocate increasingly
large buffers with minimal re-use of existing buffers.
New logic added to the memory pool flushes old buffers if they
have not been used for a set period of time. Timing is calibrated
against system resources and overall memory pressure.
Metal memory pressure will run higher than OpenGL, however,
this is an active decision to provide significant performance
improvements for scenarios which allocate lots of memory and
for keeping frames queued in flight without stalling on pending
GPU work.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108083
Certain textures require explicit HOST READ support for reading
data back to CPU. Given the compute based texture read path may
be used for this, if format conversion is required, this flag should
also imply general texture read support.
This resolves a bug with GreasePencil fill which relies on this.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108463
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 improves how debug groups are displayed
within captures. Passes are now split to align with
debug groups, such that navigation of captures is
more intuitive.
To closer represent useful information, debug groups are now
deferred to align with passes, with the addition of Macros to
control capture display options.
METAL_DEBUG_CAPTURE_MAX_NESTED_GROUPS limits debug
group nesting, and METAL_DEBUG_CAPTURE_HIDE_EMPTY allows
hiding of debug groups which do not contain any commands.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108287
Previously, each GHOST Context instantiated its own Metal device
queue. Commands are only synchronized within a queue, this was the
root cause of a number of flickering issues which had previously
been worked-around with synchronization primitives.
New solution uses a shared queue to simplify dependencies and
alleviate possibility of stalls and bugs when resources are modified
or shared across separate GPU command queues.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108223
Resolve an issue where a high resolution texutre 16k x 8k
did not update in metal due to integer overflow of size parameter.
This patch contains several changes to address size correctness
across multiple use cases within the Metal backend.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108238
Adds stencil texture view support for Metal, allowing reading of
stencil component during texture sample/read.
Stencil view creation refactored to use additional parameter in
textureview creation function, due to deferred stencil parameter
causing double texture view creation in Metal, when this should
ideally be provided upfront.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107971
This forces the max thread count to be inlined with what
blender expects. While this will make some shaders less
eficient it avoid crashes / assert on shaders that
could not compile. The performance impacts can be fixed
by tackling the individual cases.
This is a really rough implementation. Since the MSL sources
do not correspond 1:1 to the GLSL sources, some mapping is
needed to retreive the GLSL source file for a given generated
line. This will be implemented in a later commit.