Add a `--profile-gpu` launch argument.
When set, it generates a profile in the Trace Event Format with CPU and
GPU metrics based on GPU debug scopes.
https://profilerpedia.markhansen.co.nz/formats/trace-event-format/
The profiles are best viewed at https://ui.perfetto.dev/
Notes:
- The profiler captures everything form app start to exit.
- Being JSON based the profiles can become relatively large, but they
compress very well.
- Only OpenGL profiling is supported for now, but the report formatting
code can be shared across backends.
Pull Request: https://projects.blender.org/blender/blender/pulls/133557
Framebuffers are getting freed in the GPUContext base class destructor. But
the framebuffer destructors use the MTL/VK/GLContext derived class, whose
destructor has already completed at this point. So these contexts are no
longer valid to use.
Now free the framebuffers earlier.
This caused ASAN warnings, it's not known to cause actual bugs.
Pull Request: https://projects.blender.org/blender/blender/pulls/132504
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.
More information and the rest of the code can be found in #121925.
This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
of multiple shaders at once, allowing GPU backed to compile them in
parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
compilation of batches for backends that don't have their own
implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
`GLShaderCompiler` implementation).
- The implementation of the subprocess program in
`GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
`Preferences > System > Memory & Limits` to enable parallel shader
compilation and the max number of subprocesses to allocate (each
subprocess has a relatively high memory footprint).
Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.
Pull Request: https://projects.blender.org/blender/blender/pulls/122232
This PR adds a context function to consider all
buffer bindings obsolete. This is in order to
track missing binds and invalid lingering states
accross `draw::Pass`es.
The functions `GPU_storagebuf_debug_unbind_all`
and `GPU_uniformbuf_debug_unbind_all` do nothing
more than resetting the internal debug slot bits
to zero. This is what OpenGL backend does as it
doesn't track the bindings themselves.
Other backends might have other way to detect
missing bindings. If not they should be
implemented separately anyway.
I renamed the function to `debug_unbind_all` to
denote that it actually does something related to
debugging.
This also add SSBO binding check for OpenGL as it
was also missing.
#### Future
This error checking logic is pretty much backend
agnostic. While it would be nice to move it at
`gpu::Context` level, we don't have the resources
for that now.
Pull Request: https://projects.blender.org/blender/blender/pulls/120716
We don't ship with OpenGL anymore on Mac platform.
The build option is not even available anymore.
This removes any reference to Apple or Mac in the
Opengl module.
Note that I left the depth_blitting_workaround
even if it originaly meant for Mac because it
might be still useful for other hardware.
Pull Request: https://projects.blender.org/blender/blender/pulls/113126
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.
* opengl_context -> system_gpu_context. This is the operating system OpenGL,
Metal or Vulkan context provided by GHOST.
* gpu_context -> blender_gpu_context. This is the GPUContext provided by
the Blender GPU module, which wraps the GHOST context and adds some state.
* Various functions create/destroy/enable/disable both contexts, these have
just gpu_context in the name now.
Pull Request: https://projects.blender.org/blender/blender/pulls/108723
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/
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
This is to improve debugging on older hardware that may not support
4.3 debug capabilities (like Macs).
This avoids sprinkling glGetErrors manually. This might still be needed
to find the root cause since not all functions are covered.
This overrides the functions pointers that GLEW have already init.
This is only enabled if using --debug-gpu option and the debug extension
are not available.
This also cleanup the usage of GLContext::debug_layer_support and use
wrapper to set object labels.
This makes the GPUContext follow the same naming convention as the rest
of the module.
Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
Now the callbacks are setup for each debug context.
The formating has been reworked to be less verbose and make errors
and warnings stand out from the notifications.
Errors are most of the time sufficiently explicit in their message.
This also remove the support for AMD_debug_output which is 10 years old.
This is related to the Vulkan port T68990.
This is part of the Vulkan backend task T68990.
This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
This is related to the Vulkan port T68990.
This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.
There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.
Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.
This also adds support for naming framebuffers but it is currently not
used.
This changes the drawing paradigm a bit. The VAO configuration is done
JIT-style and depends on context active shader.
This is to allow more flexibility for implementations to do optimization
at lower level.
The vao cache is now its own class to isolate the concept. It is this
class that is reference by the GLContext for ownership of the containing
VAO ids.
This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.