This change adds the option to update a buffer via the render
graph via `vkCmdUpdateBuffer`. This is only enabled for
uniform buffers as they are small and aligned/sized correctly.
Pull Request: https://projects.blender.org/blender/blender/pulls/128416
Resource binding was over-complicated as I didn't understood the state
manager and vulkan to make the correct decisions at that time. This
refactor will remove a lot of the complexity and improves the performance.
**Performance**
The performance improvement is noticeable in complex grease pencil
scenes.
Grease pencil benchmark file picknick:
- `NVIDIA Quadro RTX 6000` 17 fps -> 24 fps
- `Intel(R) Arc(tm) A750 Graphics (DG2)` 6 -> 21 fps
**Bottle-neck**
The performance improvements originates from moving the update entry
point from state manager to shader interface. The previous implementation
(state manager) had to loop over all the bound resources and find in the
shader interface where it was located in the descriptor set. Ignoring
resources that were not used by the shader. But also making it hard
to determine if descriptor sets actually changed. Previous implementation
assumed descriptor sets always changed.
When descriptor set changed a new descriptor set needed to be allocated.
Most drivers this is a fast operation, but on Intel/Mesa this was measurable
slow. Using an allocation pool doesn't fit the Vulkan API as you are only
able to reuse when the layout matches exactly. Of course doable, but requires
another structure to keep track of the actual layouts.
**Solution**
By using the shader interface as entry point we can:
1. Keep track if there are any changes in the state manager. If not and the
layout is the same, the previous shader can be reused.
2. In stead of looping over each bound resource, we loop over bind points.
**Future extensions**
Bundle all descriptor set uploads just before use. This would be more
in line with how 'modern' Vulkan should be implemented. This PR already
separates the uploading from the updating and technically allows to upload
more than one descriptor set.
Instead of looking 1 set back we should measure if we can handle multiple
or keep track of the different layouts resources to improve the performance
even further.
Optional use `VK_KHR_descriptor_buffer` when available.
Pull Request: https://projects.blender.org/blender/blender/pulls/128068
Removes two levels of indirection when updating descriptor sets.
These are the easy ones to remove. Others will be removed in
a future PR.
This is part of reworking of how descriptor sets are used.
This PR Mostly reduces complexity.
Pull Request: https://projects.blender.org/blender/blender/pulls/127915
Draw Manager visibility compute shader triggered a read-after-write
hazard. This root cause was that the incorrect access was read from
the shader interface. It was set to none, skipping the needed pipeline
barrier.
Pull Request: https://projects.blender.org/blender/blender/pulls/123839
This PR hooks up the vulkan backend with the render graph
for drawing. It can run Blender better than the previous
implementation so we also flipped it to be the default
implementation.
**Some highlights**
- Adds support for framebuffer load/store operations
- Adds support for framebuffer subpass transitions
- Fixes workbench shadows
- Performance is just below OpenGL performance when comparing
fps. But the screen feels more fluent when using complex
scenes.
- Current performance is without doing any optimizations so
will improve in the future.
- EEVEE will not crash but has artifacts and many parts that
require more work.
**Related to**
- #121648
- #118330
**Known Limitation**
- Similar to previous implementation resources can be freed when
still in use crashing Blender. This is typically the case when
playing back an animation or updating a material icon.
**Next steps**
- Remove old implementation
- Get EEVEE to work
- Fix double resource freeing
- Improve performance by identifying hotspots and change them
Pull Request: https://projects.blender.org/blender/blender/pulls/121787
When building the resource access used when adding dispatch/draw commands
to the render graph, the access mask is required. This PR stores the
access mask in the shader interface. When binding the resources referenced
by the state manager, the resource access info struct is populated with
the access flags.
In the near future the resource access info will be passed when adding
a dispatch/draw node to the render graph to generate the links.
Pull Request: https://projects.blender.org/blender/blender/pulls/120908
Currently all buffer types were stored in host memory, which is visible to the GPU as well.
This is typically slow as the data would be transferred over the PCI bus when used.
Most of the time Index and Vertex buffers are written once and read many times so it makes
more sense to locate them on the GPU. Storage buffers typically require quick access as they
are created for shading/compute purposes.
This PR will try to store vertex buffers, index buffers and storage buffers on device memory
to improve the performance.
Uniform buffers are still located on host memory as they can be uploaded during binding process.
This can (will) reset the graphics pipeline triggering draw calls using unattached resources.
In future this could be optimized further as in:
* using different pools for allocating specific buffers, with a fallback when buffers cannot be
stored on the GPU anymore.
* store uniform buffers in device memory
Pull Request: https://projects.blender.org/blender/blender/pulls/115343
In Blender a context should not be shared between threads. In Vulkan a
command pool must not be shared between threads. In the current
implementation the command pool are stored on device level and could
therefore be shared between multiple context which made the implementation
not matching these rules.
This PR moves the command pool from device to command buffers where it
would not conflict between other contexts. This PR doesn't make the Vulkan
backend fully multithreaded. The access to the queue is still missing.
Pull Request: https://projects.blender.org/blender/blender/pulls/114977
Vulkan API uses Flags and FlagBits for enumerations. The FlagBits
contains the options that can be hold with the Flags data type.
This wasn't well understood at the beginning of the project and
the FlagBits where used where Flags should have been used. This cleanup
fixes this, improving the readability of the code where bit
manipulations where used.
Pull Request: https://projects.blender.org/blender/blender/pulls/114459
Uniform buffers can have data provided during construction, or as
attached data. Attached data should be uploaded during bind.
This PR implements `GPU_uniformbuf_create_from_list`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112517
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.
The current Vulkan resource management has some issues as context that
are not active can still use resources that are freed via another
context.
When this happens incorrect data can be read on the GPU and even crash
Blender. When trying to bind something that now contains other memory
pointers.
This change introduces that contexts are tracked via the device.
Context will be registered/unregistered with the device instance.
Unbinding of resources must pass the device and the device will check
all registered contexts. Binding of resources will happen via the active
context only.
On user perspective this now allowes:
- Opening/switching files
- Switching workspaces
- Switching render engines
Pull Request: https://projects.blender.org/blender/blender/pulls/108968
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/
Initial graphic pipeline targeting. The goal of this PR is to have an initial
graphics pipeline with missing features. It should help identifying
areas that requires engineering.
Current state is that developers of the GPU module can help with the many
smaller pieces that needs to be engineered in order to get it working. It is not
intended for users or developers from other modules, but your welcome to learn
and give feedback on the code and engineering part.
We do expect that large parts of the code still needs to be re-engineered into
a more future-proof implementation.
**Some highlights**:
- In Vulkan the state is kept in the pipeline. Therefore the state is tracked
per pipeline. In the near future this could be used as a cache. More research
is needed against the default pipeline cache that vulkan already provides.
- This PR is based on the work that Kazashi Yoshioka already did. And include
work from him in the next areas
- Vertex attributes
- Vertex data conversions
- Pipeline state
- Immediate support working.
- This PR modifies the VKCommandBuffer to keep track of the framebuffer and its
binding state(render pass). Some Vulkan commands require no render pass to be
active, other require a render pass. As the order of our commands on API level
can not be separated this PR introduces a state engine to keep track of the
current state and desired state. This is a temporary solution, the final
solution will be proposed when we have a pixel on the screen. At that time
I expect that we can design a command encoder that supports all the cases
we need.
**Notices**:
- This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD
is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work
but hasn't been validated yet.
- The graphics pipeline is implemented with pixels in mind, not with performance. Currently
when a draw call is scheduled it is flushed and waited until it is finished drawing, before
other draw calls can be scheduled. We expected the performance to be worse that it actually
is, but we expect huge performance gains in the future.
- Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't
implemented and might crash when used.
- Using multiple windows or resizing of window isn't supported and will stall the system.
Pull Request: https://projects.blender.org/blender/blender/pulls/106224
ShaderInput lookup used to be explicit as in we know for sure that the
shader input exists. This was guarded by a assert. During development
of the graphics pipeline we came to the conclusion that this isn't
always the case due to its late bindings of resources.
This PR Makes the shader input lookup return an optional result.
This result can then be checked depending on the area where it is used
to validate the existence.
Pull Request: https://projects.blender.org/blender/blender/pulls/107735
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.
This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.
Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.
This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/107606
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.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
It is recommended to map buffers once and not each time the
mapped memory is needed. This patch will map the buffer when
created and unmap the buffer when the buffer is freed.
This patch will reduce the overhead where the Vulkan driver or
the virtual memory manager needs to be accessed.
Pull Request: https://projects.blender.org/blender/blender/pulls/105588
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338