Revert of commits that allowed non-temp Blender windows to be saved
and restored that spanned multiple monitors on the Windows platform.
This causes problems with temp windows (like Preferences & Render) that
cannot currently be fixed.
See 104956 for much more details.
This change is being redone after it was accidentally reverted.
Differential Revision: https://projects.blender.org/blender/blender/pulls/104956
Reviewed by Ray Molenkamp
The light tree itself is disabled on the AMD GPUs due to a compiler issue.
There are couple of places where this was not fully checked:
- The `light_sample` function in the kernel.
- The light threshold during synchronization
The former one is solved as easy as just adding an ifdef block.
The latter one is solved by delaying the threshold assignment for
later on.
Pull Request #105022
This patch adds initial support for compute shaders to
the vulkan backend. As the development is oriented to the test-
cases we have the implementation is limited to what is used there.
It has been validated that with this patch that the following test
cases are running as expected
- `GPUVulkanTest.gpu_shader_compute_vbo`
- `GPUVulkanTest.gpu_shader_compute_ibo`
- `GPUVulkanTest.gpu_shader_compute_ssbo`
- `GPUVulkanTest.gpu_storage_buffer_create_update_read`
- `GPUVulkanTest.gpu_shader_compute_2d`
This patch includes:
- Allocating VkBuffer on device.
- Uploading data from CPU to VkBuffer.
- Binding VkBuffer as SSBO to a compute shader.
- Execute compute shader and altering VkBuffer.
- Download the VkBuffer to CPU ram.
- Validate that it worked.
- Use device only vertex buffer as SSBO
- Use device only index buffer as SSBO
- Use device only image buffers
GHOST API has been changed as the original design was created before
we even had support for compute shaders in blender. The function
`GHOST_getVulkanBackbuffer` has been separated to retrieve the command
buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order
to do correct command buffer processing we needed access to the queue
owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles`
function.
Open topics (not considered part of this patch)
- Memory barriers & command buffer encoding
- Indirect compute dispatching
- Rest of the test cases
- Data conversions when requested data format is different than on device.
- GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices.
NVIDIA doesn't seem to support 1d textures.
Pull-request: #104518
Contributed by Yulia Kuznetcova at Apple.
NanoVDB is patched to give add address spaces required by Metal. We hope that
in the future Metal will support the generic address space.
For AMD and Intel this is currently not available since it causes a performance
regression also on scenes without volumes.
Pull Request #104837
This reverts commit 19222627c6.
Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
This reverts commit 68181c2560.
I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
then changed it in the last minute to be against 3.5 via the
web-interface unaware that I shouldn't do it without updating the
patch.
Original Pull Request: #104889
Note that the node group has its sockets names
translated, while the built-in nodes don't.
So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.
Pull Request #104889
This better aligns with OSX/Linux warnings.
Although `__pragma(warning(suppress:4100))` is not the same as
`__attribute__((__unused__))` in gcc (which only affects the attribute
instead of the line), it still seems to be better to use it than to
hide the warning entirely.
`MEM_delete()` is designed for type safe destruction and freeing, void
pointers make that impossible.
Was reviewing a patch that was trying to free a C-style custom data
pointer this way. Apparently MSVC compiles this just fine, other
compilers error out. Make sure this is a build error on all platforms
with a useful message.
The proper fix (bb9eb262d4) caused compilation problems with HIP, so we're
delaying it until 3.6.
To fix the original bug report (#104586), this is a quick workaround that'll
hopefully not upset the compiler.
Pull Request #104723
The internal compiler error appears to be gone. Unclear why it appeared in the
first place and why it's gone now. Just random kernel code changes causing it.
Pull Request #104719
- Rename roughness variables for more clarity - before, the SVM/OSL code would
set s and v to the linear roughness values, and the setup function would over-
write them with the distribution parameters. This actually caused a bug in the
albedo code, since it intended to use the linear roughness value, but ended up
getting the remapped value.
- Deduplicate the evaluation and sample functions. Most of their code is the
same, only the middle part is different.
- Changed albedo computation to return the sum of the intensities of the four
BSDF lobes. Previously, the code applied the inverse of the color->sigma
mapping from the paper - this returns the color specified in the node, but
for very dark hair (e.g. when using the Melanin controls) the result is
extremely low (e.g. 0.000001) despite the hair still reflecting a significant
amount of light (since the R lobe is independent of sigma). This causes issues
with the light component passes, so this change fixes#104586.
- There's quite a few computations at the start of the evaluation function that
are needed for sampling, evaluation and albedo computation, but only depend on
the view direction. Therefore, just precompute them - we still have space in
PrincipledHairExtra after all.
- Fix a tiny bug - the direction sampling code did not account for the R lobe
roughness modifier.
Pull Request #104669
As a side effect of this change, more resolution divisions are now available.
Before this patch the possible resolution divisions were all powers of two.
Now the possible resolution divisions are the multiples of pixel_size.
This increase in possible resolution divisions is the same idea proposed in https://archive.blender.org/developer/D13590.
In that patch there were concerns that this will increase the time between a user navigating
and seeing the 1:1 render. To my knowledge this is a non-issue and there should be
little to no increase in time between those two events.
Pull Request #104450
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.
Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.
Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.
Pull Request #104488
Host memory fallback in CUDA and HIP devices is almost identical.
We remove duplicated code and create a shared generic version that
other devices (oneAPI) will be able to use.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17173
This patch optimises subsurface intersection queries on MetalRT. Currently intersect_local traverses from the scene root, retrospectively discarding all non-local hits. Using a lookup of bottom level acceleration structures, we can explicitly query only the relevant instance. On M1 Max, with MetalRT selected, this can give a render speedup of 15-20% for scenes like Monster which make heavy use of subsurface scattering.
Patch authored by Marco Giordano.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17153
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16909
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D17166
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.
Patch authored by Prakash Kamliya.
Reviewed By: brecht
Maniphest Tasks: T103393
Differential Revision: https://developer.blender.org/D17167