Commit Graph

79 Commits

Author SHA1 Message Date
Christoph Neuhauser
ad4adccdeb GPU: Added image format validation for shader image bindings
The OpenGL specs require that the storage image qualifier in shaders
(e.g., "rgba32f") needs to be compatible with the format of a bound image
(see https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf#page=318).

We know that Blender currently does not handle this correctly in
multiple places. AMD and NVIDIA seem to silently ignore a mismatch and
just seem to use the format of the bound image. However, for the
Intel Windows drivers, this seems to lead to visual corruptions
(#141436, #141173). While a more graceful handling of a mismatch may
be nice, this is in line with the OpenGL specs.

This PR adds code for validating image formats for bindings.

Pull Request: https://projects.blender.org/blender/blender/pulls/143791
2025-08-27 15:43:09 +02:00
Clément Foucault
475b20fc5d Refactor: GPU: Use macros for TextureFormat conversions
This reduces the risk of errors and code duplication.

Rel #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142898
2025-07-24 13:56:41 +02:00
Clément Foucault
32d64d35bb Refactor: GPU: Texture: Replace eGPUTextureFormat by TextureFormat
This offers better semantic and safety of the API.

Part of #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142818
2025-07-22 14:58:54 +02:00
Clément Foucault
f0254c2dcf Refactor: GPU: Remove unnecessary C wrappers for textures
This is the first step into merging `DRW_gpu_wrapper.hh` into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/142732
2025-07-22 09:48:10 +02:00
Jeroen Bakker
03caffe540 GPU: Deprecate GPU_DATA_UINT_24_8
GPU_DATA_UINT_24_8 isn't used anymore. We cannot phase out the data type
as it can still be used by add-ons. This PR will deprecate
`GPU_DATA_UINT_24_8`. When used in an add-on a deprecation message will
be shown.

Pull Request: https://projects.blender.org/blender/blender/pulls/140715
2025-06-20 12:17:20 +02:00
Jeroen Bakker
09af302457 GPU: Remove depth24 texture format
Metal and AMD/Intel/Vulkan don't support depth24 texture formats
natively. The backends implemented fallback to use depth32f in
stead.

Recently we removed all usages of depth24 to use depth32 and the
next step is to remove the depth24 format and the workarounds in
the backend.

Note: The removal of `GPU_DATA_UINT_24_8` isn't part of this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/140659
2025-06-19 16:24:06 +02:00
Clément Foucault
e57359726f GPU: VertexFormat: Use new data types
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.

This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.

The old enums are kept for progressive porting of the
backends and user code.

This will break compatibility with python addons.

TODO:
- [x] Deprecation warning for PyGPU (4.5)
  - [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
  - [x] Metal
  - [x] OpenGL
  - [x] Vulkan

Pull Request: https://projects.blender.org/blender/blender/pulls/138846
2025-06-10 17:20:45 +02:00
Campbell Barton
ec7691e35c Cleanup: warnings with GCC mixing enums/ints & missing break
An unexpected GPUVertAttr::fetch_mode could have resulted in an
GPU_COMP_U16 being treated as a I32. Break & assert in this case.
2025-05-17 08:58:47 +10:00
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
Brecht Van Lommel
b8b7f71520 Vulkan: Implement native handles for pixel buffers
* Pixel buffer is always allocated with export and dedicated memory flags.
* Returns an opaque file descriptor (Unix) or handle (Windows).
* Native handle now includes memory size as it may be slightly bigger
  than the requested size.

Pull Request: https://projects.blender.org/blender/blender/pulls/137363
2025-04-28 11:38:56 +02:00
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
Jeroen Bakker
e440828221 Fix #130588: Vulkan: Depth stencil readback
Functionality like snapping cursor requires readback of depth stencil
textures. This was not supported yet. This PR will add readback of depth
stencil textures to float.

Fixes: #128624, #130588

Pull Request: https://projects.blender.org/blender/blender/pulls/130717
2024-11-22 09:45:38 +01:00
Clément Foucault
324517fd78 Cleanup: GPU: Fix clang tidy warnings
Removes some other things like:
- `TRUST_NO_ONE` which was the same as `#ifndef NDEBUG`.
- Replace `reinterpret_cast` by `unwrap`

Pull Request: https://projects.blender.org/blender/blender/pulls/129631
2024-10-31 15:18:29 +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
Hans Goudey
5ba6f6d833 Cleanup: Replace typedef keyword in C++ headers 2024-02-13 15:34:32 -05:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Jeroen Bakker
47b431d3b6 Fix: Use correct byte size for GPU_DEPTH_COMPONENT24
Every depth component has a trailing byte for alignment.
So it should be 4 bytes, not 3 bytes.
2023-08-22 14:41:55 +02:00
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
Campbell Barton
bf2b1f7e01 Cleanup: simplify enum typedefs 2023-08-05 14:22:48 +10:00
Jeroen Bakker
84f1c4e16c Merge branch 'blender-v3.6-release' 2023-06-12 08:44:14 +02:00
Jason Fielder
99931a5154 Metal: Fix failing texture unit tests
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
2023-06-12 08:43:10 +02:00
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
2708317b25 Merge branch 'blender-v3.6-release' 2023-05-25 20:34:06 +10:00
Jason Fielder
03e4325fa9 Fix: High resolution textures in Metal from Integer overflow
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
2023-05-25 08:50:14 +02:00
Jason Fielder
ae405639e7 Metal: Stencil texture view support
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
2023-05-22 20:40:38 +02:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Jason Fielder
36e1ebc78d Metal: Resolve runtime issues with texture views
When creating a texture view, Metal may require that the original
GPUTexture state is modified in some way. This may be a result
of deferred creation, or, to cache the texture view against the
source.

As a result, GPUTexture passed into GPU_texture_create_view
cannot be const.

Small fixes have also been made in the Metal texture
implementation to ensure correct function of texture views.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107167
2023-05-01 09:14:00 +02:00
Omar Emara
ff3b2226fb GPU: Refactor texture samplers
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.

The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.

The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.

This patch is loosely based on an older patch D14366 by Ethan Hall.

Pull Request: https://projects.blender.org/blender/blender/pulls/105642
2023-04-04 15:16:07 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
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.
2023-03-30 10:51:59 +02:00
Jeroen Bakker
08a6361b3f Vulkan: Texture Data Conversions
This PR adds basic support for texture update, read back and clearing
for Vulkan. In Vulkan we need to convert each data type ourselves as
vulkan buffers are untyped. Therefore this change mostly is about data
conversions.

Considerations:
- Use a compute shader to do the conversions:
  - Leads to performance regression as compute pipeline can stall
    graphics pipeline
  - Lead to additional memory usage as two staging buffers are needed
    one to hold the CPU data, and one to hold the converted data.
- Do inline conversion when sending the data to Vulkan using `eGPUDataFormat`
  - Additional CPU cycles required and not easy to optimize as it the
    implementation requires many branches.
- Do inline conversion when sending the data to Vulkan (optimized for CPU)

For this solution it was chosen to implement the 3rd option as it is fast
and doesn't require additional memory what the other options do.

**Use Imath/half.h**
This patch uses `Imath/half.h` (dependency of OpenEXR) similar to
alembic. But this makes vulkan dependent of the availability of
OpenEXR. For now this isn't checked, but when we are closer to
a working Vulkan backend we have to make a decision how to cope with
this dependency.

**Missing Features**

*Framebuffer textures*
This doesn't include all possible data transformations. Some of those
transformation can only be tested after the VKFramebuffer has been
implemented. Some texture types are only available when created for a
framebuffer. These include the depth and stencil variations.

*Component format*
Is more relevant when implementing VKVertexBuffer.

*SRGB textures*
SRGB encoded textures aren't natively supported on all platforms, in
all usages and might require workarounds. This should be done in a
separate PR in a later stage when we are required to use SRGB textures.

**Test cases**
The added test cases gives an overview of the missing bits and pieces of
the patch. When the implementation/direction is accepted more test cases
can be enabled/implemented.

Some of these test cases will skip depending on the actual support of
platform the tests are running on. For example OpenGL/NVidia will skip
the next test as it doesn't support the texture format on OpenGL, although
it does support it on Vulkan.

```
[ RUN      ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[  SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN      ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[       OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
```

Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
Clément Foucault
52ded6ab56 GPUTexture: Make sure all available texture format are supported
This remove default casses from the `switch` statements to catch where
the missing cases are.

Uncomment unimplemented cases for the sake of completeness. Improving the
overall API.

This make the format conversion lists exhaustive and documented.

This replace `validate_data_format_mtl` by the common version as they
don't differ at all now.
2023-02-25 21:47:00 +01:00
Miguel Pozo
ba982119cd Workbench Next
Rewrite of the Workbench engine using C++ and the new Draw Manager API.

The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.

The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)

To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.

Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)

Reviewed By: fclem

Maniphest Tasks: T101619

Differential Revision: https://developer.blender.org/D16826
2023-01-23 17:59:07 +01:00
Campbell Barton
02226e9069 Cleanup: spelling in comments 2023-01-09 17:41:08 +11:00
Jason Fielder
d4c085c17d Metal: Resolve failing assertions relating to memory sizing and texture swizzle.
Required texture bytesize calculation for compacted data types was incorrectly calculated, resulting in an erroneous format conversion taking place instead of direct data upload.
Metal dummy buffer size also temporarily increased to address problematic cases where the bound buffer was too small for missing UBOs.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D16904
2023-01-08 14:10:15 +01:00
Clément Foucault
ecd4533615 GPU: Texture: Fix missing cases in validate_data_format()
This was preventing some correct API usage.
2023-01-03 17:56:25 +01:00
Jason Fielder
2712265598 Metal: Addressing a number of small outstanding issues across Metal backend.
- Support for non-contiguous shader resource bindings for all cases required by create-info
 - Implement missing geometry shader alternative path for edit curve handle.
 - Add support for non-float dummy textures to address all cases where default bindings may be required.

Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16721

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16777
2022-12-20 14:05:34 +01:00
Campbell Barton
adb49ffa24 Cleanup: spelling in comments 2022-12-13 12:35:53 +11:00
Jason Fielder
2e61c446ac GPU: Explicit Texture Usage Flags for enabling GPU Backend optimizations.
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.

GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
2022-12-08 23:31:05 +01:00
Jason Fielder
b132e3b3ce Cycles: use GPU module for viewport display
To make GPU backends other than OpenGL work. Adds required pixel buffer and
fence objects to GPU module.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T92212

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D16042
2022-12-01 15:55:48 +01:00
Clément Foucault
0ee9282b5c GPencil: Use indexed rendering instead of instances
This allows using instancing in other ways, like resources indexing.
2022-10-24 11:21:17 +02:00
Jason Fielder
aed301704a Metal: MTLBatch and MTLDrawList implementation.
MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D16101
2022-10-18 12:47:43 +02:00
Clément Foucault
5a982b0695 GPUTexture: Add GPU_texture_create_single_layer_view
This allows the creation of texture arrays from 1D/2D/Cube texture.
This is useful when the shader expect a texture array but the original
texture isn't.
2022-10-02 15:18:42 +02:00
Brecht Van Lommel
0c8749788c Fix build error on mips64el architecture
Same as D12194, name "mips" conflicts on such systems.
2022-08-19 17:28:51 +02:00
Clément Foucault
cdd4354c81 Metal: MTLTexture core implementation for Metal backend, with minimal surrounding functionality.
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.

Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.

One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.

This diff is provided in full, but if further division is required for purposes of code review, this can be done.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14543
2022-04-27 12:36:56 +02:00
Clément Foucault
16dd382f06 GPUTexture: Add Cube view as 2D array
This is useful to read/write to the textures directly using compute
shaders and imageLoad/Store.
2022-03-18 20:59:44 +01:00
Clément Foucault
93bf17d952 GPU: Add support for stencil buffer texturing mode.
This adds the possibility to read the stencil buffer inside shaders.
This is only available on GL 4.3 so use it accordingly.
2022-03-18 20:54:42 +01:00
Clément Foucault
3b75ca2f60 GPUTexture: Expose layer & mip count 2022-03-18 20:53:17 +01:00
Clément Foucault
7d7dd66ba7 GPUTexture: Add support for texture view
This is an OpenGL 4.3 feature that enables creating a texture using a range
of the same data as another texture.
2022-02-24 22:51:19 +01:00
Clément Foucault
e59f754c16 GPUTexture: Use immutable storage
This means textures need to have the number of mipmap levels specified
upfront. It does not mean the data is immutable.

There is fallback code for OpenGL < 4.2.

Immutable storage will enables texture views in the future.
2022-02-24 22:51:19 +01:00