Commit Graph

4813 Commits

Author SHA1 Message Date
Jeroen Bakker
d638357d6f Fix: Vulkan Multi Indirect Drawing
Multi indirect drawing would bind an offset index buffer, but
indirect drawing parameters also offset the index buffer so
incorrect geometry was drawn.

Fixes drawing of meshes with multiple materials.

Pull Request: https://projects.blender.org/blender/blender/pulls/115190
2023-11-20 15:48:06 +01:00
Jeroen Bakker
27fdfb6538 Vulkan: Memory Statistics
This PR shows the memory footprint in the statusbar when activated.
Only memory allocated on the VRAM is counted. Memory allocated on host
memory is not counted.

![image](/attachments/33cedc89-9ada-4c0a-9a94-6c1b3e22b64b)

Pull Request: https://projects.blender.org/blender/blender/pulls/115184
2023-11-20 14:08:19 +01:00
Hoshinova
0b11c591ec Nodes: Merge Musgrave node into Noise node
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.

Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.

The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.

The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.

The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.

Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.

Pull Request: #111187
2023-11-18 09:40:44 +01:00
Jeroen Bakker
54e1ee3905 Vulkan: Combine Data Transfer and Compute Commands
Currently we keep track of 3 command buffers. Data transfer, compute and
graphics. The reason is that data transfer and compute commands cannot
be recorded in a command buffer that has an active render pass.

This PR simplifies the implementation by combining data transfer and
compute commands as there is no need to separate those in individual
command buffers.

This is in preparation of improving submission performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/115033
2023-11-17 08:27:44 +01:00
Jeroen Bakker
35db18af2e Cleanup: Remove Never Failing Check 2023-11-17 07:56:56 +01:00
Omar Emara
b71cddb6b4 Fix: Link errors due to different linkage in recent refactor 2023-11-16 16:16:08 +02:00
Jeroen Bakker
782e2e5f9a Vulkan: Make Command Pool, Descriptor Sets Context Specific
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
2023-11-16 15:03:47 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Jeroen Bakker
0bec7f7360 Fix: Vulkan Texel Buffers Texture Format
Due to recent changes texel buffers could not be attached as the texture
format wasn't set.

Pull Request: https://projects.blender.org/blender/blender/pulls/114844
2023-11-14 15:36:52 +01:00
Jeroen Bakker
0a0689b0b7 Cleanup: Reduce overloaded-virtual warnings
Pull Request: https://projects.blender.org/blender/blender/pulls/114836
2023-11-14 13:55:37 +01:00
Jeroen Bakker
4ecd6abf78 Vulkan: Make Anisotropy Sampling Optional
Anisotropy samplers are optional in Vulkan. This change will disable
anisotropy samplers when the feature isn't available on the device.

The support for anisotropy samplers is around 90% so would not expect
any compatibility issues.

Pull Request: https://projects.blender.org/blender/blender/pulls/114833
2023-11-14 12:24:46 +01:00
Jeroen Bakker
00f5ae2a8f Vulkan: Implement Samplers
Until now the Vulkan backend supported a single pre-configured sampler.
This PR realizes creation, caching and freeing of samplers based on what
is required by the state manager.

The implementation is similar to OpenGL or Metal. This fixes many issues
including:

- Textures in workbench and eevee use the correct extend and filtering
- Custom icons render correctly
- Depth sampling issues
- Removes artifacts using EEVEE world shader, lighting and indirect lighting.

Pull Request: https://projects.blender.org/blender/blender/pulls/114827
2023-11-14 11:12:19 +01:00
Jeroen Bakker
7813c94461 Vulkan: Initialize Pipeline State
The initial pipeline state was not set and could lead to undetected
state changes.

This fixes several issues, including:
* Fix incorrect colors in the UI, that would be used everywhere, and
  could be fixed by restarting Blender.
* Overlay extra objects where drawn below the grid.

Pull Request: https://projects.blender.org/blender/blender/pulls/114792
2023-11-13 14:02:13 +01:00
Jeroen Bakker
99d97d9993 Vulkan: Fix Depth Texture Data Conversion
Devices that don't support GPU_DEPTH_COMPONENT24 natively will use
GPU_DEPTH_COMPONENT32F in stead. When done the current code path raised
an error as the conversion type wasn't set.

Issue detected on AMD RX5700 device.

Pull Request: https://projects.blender.org/blender/blender/pulls/114786
2023-11-13 12:26:45 +01:00
Jeroen Bakker
2a24e29241 Vulkan: Convert 3 Component Texture Formats
3 component texture formats are often not supported by vulkan devices.
Sometimes the support is less than 5%. The 4 components variants have
more than 90% support.

This PR builds on top of the existing vulkan data conversion to add
the ability to convert between RGB16F<=>RGBA16F and RGB32F<=>RGBA32F
texture formats.

This allows using color management other then Standard/sRGB. Most places
the 3 component texture formats are phased out, but OCIO, external
render engines and real time compositor uses them.

Pull Request: https://projects.blender.org/blender/blender/pulls/114708
2023-11-10 15:19:24 +01:00
Jeroen Bakker
cc04bcd792 Vulkan: Reusing Textures from Pool
This PR solves an issue when using texture pools with textures that are not
natively supported by the device. In the previous implementation the
internal `Texture::format_` was changed. Any check if the texture could
be reused would fail as its format would be different that the requested one.

This PR fixes this by separating the requested format `Texture::format_` and
how it is stored on the GPU `VKTexture::device_format_`.

This solves the next artifacts:
* Workbench flickering artifacts on AMD/Intel GPUs
* Workbench TAA on AMD/Intel GPUs
* Overlays were not always drawn fully solid

Pull Request: https://projects.blender.org/blender/blender/pulls/114697
2023-11-10 12:52:34 +01:00
Jeroen Bakker
0c9433bf44 Vulkan: Retarget Depth Range
OpenGL uses a depth range between -1 and 1, which is then normalized.
Metal & Vulkan uses a depth range between 0 and 1, which is already normalized.

The final plan would be to default to a depth range between 0 and 1, but
for now the depth ranges are retargetted so they won't be clipped away.

This solves the next issues for users:
- Navigate control will be rendered correctly
- Ortographic view clipping artifacts
- EEVEE light evaluation

Retargetting happens at the end of the vertex stage or when a geometry
stage is present at the end of the geometry stage. Derivatives using
depth would have a different value compared to OpenGL, but would match
Metal backend. OpenGL performs clipping and generates derivatives based
on the original depth value.

`gl_FragCoord` and clipping would have some precision differences as clipping
and normalizing are done in a different order but would match Metal.

Geometry shaders should use `gpu_EmitVertex` to ensure that the retargetting
is done per vertex.

Pull Request: https://projects.blender.org/blender/blender/pulls/114669
2023-11-10 12:32:06 +01:00
Jeroen Bakker
672f14fee5 Cleanup: Make format 2023-11-10 11:07:04 +01:00
Campbell Barton
3841addab3 Cleanup: spelling in comments 2023-11-10 09:24:19 +11:00
Jeroen Bakker
8c7f927ec8 Vulkan: Workbench Shadow Drawing
There were some issues with workbench shadow drawing. This PR
does some tweaks to fix the shadow drawing on vulkan.

* Framebuffer stencil clearing when write stencil is disabled
* Tweaks to stencil operation and tests
* Disable restart for line adjacency

Pull Request: https://projects.blender.org/blender/blender/pulls/114673
2023-11-09 16:07:26 +01:00
Jeroen Bakker
b51027ea0c Vulkan: Fix Issues surrounding Grease Pencil Drawing
Some minor tweaks to the vulkan backend to support grease pencil
drawing. The changes include:

* Add support for GPU_DATA_10_11_11_REV clearing
* Use correct index buffer start and count

Anti aliasing isn't working as they require different samplers being
configured and that require some design work.
Effects haven't been tested.

Pull Request: https://projects.blender.org/blender/blender/pulls/114659
2023-11-09 11:00:09 +01:00
Campbell Barton
58ea0e051f Cleanup: spelling in comments 2023-11-09 09:54:28 +11:00
Jeroen Bakker
f76ceddc98 Vulkan: Workaround for Unsupported R8G8B8 Vertex Buffer Formats
On some platforms `VK_FORMAT_R8G8B8_*` are not supported as vertex buffers. The
obvious workaround for this is to use `VK_FORMAT_R8G8B8A8_*`. Using unsupported
vertex formats would crash Blender as it is not able to compile the graphics
pipelines that use them.

Known platforms are:
- NVIDIA Mobile GPUs (Quadro M1000M)
- AMD Polaris (open source drivers)

This PR adds the initial workings for other unsupported vertex buffer formats we
need to fix in the future.

`VKDevice.workarounds.vertex_formats` contain booleans if the workaround for
a specific format should be turned on (`r8g8b8 = true`). `VertexFormatConverter` can be
used to identify if conversions are needed and perform the conversion.

Pull Request: https://projects.blender.org/blender/blender/pulls/114572
2023-11-08 09:44:22 +01:00
Miguel Pozo
7c68e9a94c Fix #114524: EEVEE-Next: Wrong normal map node result
The new draw manager stores the object scale as a regular flag.
Update `node_normal_map` to read it correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/114587
2023-11-07 18:58:31 +01:00
Miguel Pozo
b4316445a8 EEVEE-Next: Add Max Displacement option
Add a Max Displacement option to Material settings, so frustum culling
can work correctly with vertex displacement.

Pull Request: https://projects.blender.org/blender/blender/pulls/114200
2023-11-07 15:28:07 +01:00
Jeroen Bakker
73b15f341e Fix: Enable Vulkan Workarounds
Vulkan workarounds could not be enabled by using the
`--debug-gpu-force-workarounds` command line argument. This PR fixes
this.

Pull Request: https://projects.blender.org/blender/blender/pulls/114579
2023-11-07 14:59:28 +01:00
Philipp Oeser
1699163feb Merge branch 'blender-v4.0-release' 2023-11-07 10:12:07 +01:00
Jason Fielder
bbb71f0859 Metal: Ensure pending MTLSafeFreeList is released on shutdown
Ensure that on closing of the application, all pending
SafeFreeLists are released. A new change to ensure
release of SafeFreeLists was always deferred until
full completion of GPU buffers meant that a pending
MTLSafeFreeList container may not be released on
shutdown.

This change ensures that the container is fully
destructed on final shutdown.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/114532
2023-11-07 07:53:20 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Brecht Van Lommel
adb41fe6b2 Merge branch 'blender-v4.0-release' into main 2023-11-06 19:13:18 +01:00
Brecht Van Lommel
0dad164505 Fix #114540: macOS crash on startup after recent changes in c2b755a3c0
Thanks to Michael Parkin-White for finding the cause.

Ref #114513
2023-11-06 18:37:45 +01:00
Alaska
f1116f64bd Fix #114435: Harsh Principled BSDF Subsurface transition in EEVEE
Fixes a harsh transistion between diffuse and subsurface scattering
materials in the Principled BSDF as a user increases the Subsurface
Scattering Weight from 0 to 1.

Pull Request: https://projects.blender.org/blender/blender/pulls/114500
2023-11-06 17:25:14 +01:00
Campbell Barton
c2b755a3c0 Cleanup: remove unsafe string API use for MTL shader generation on macOS
Ref !114513
2023-11-06 21:23:08 +11:00
Campbell Barton
f533fade0f Merge branch 'blender-v4.0-release' 2023-11-06 20:58:21 +11:00
Campbell Barton
c7afbbc836 Fix potential buffer overflow in strcpy use on macOS
The null byte wasn't taken into account when allocating memory
to strcpy into.

The calculation to check if allocation was needed  was also wrong,
causing allocation for every string.

In practice it's not so likely users would ever hit this since
the function tended to over allocate, even in the case an off by one
error occurred, in all likelihood the room would already be available.

Ref !114512
2023-11-06 20:54:21 +11:00
Jeroen Bakker
e77cf08b02 Cleanup: Vulkan: Replace FlagBits with Flags
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
2023-11-03 14:42:12 +01:00
Jeroen Bakker
e2215fea35 Vulkan: Specify Pipeline Stages When Adding Barriers
This PR adds support to specify pipeline stages when adding barriers.
This would make it possible more carefully specify barriers.

Pull Request: https://projects.blender.org/blender/blender/pulls/114457
2023-11-03 14:24:39 +01:00
Clément Foucault
0684b68eb4 EEVEE-Next: Make Ambient Occlusion Pass use Horizon Scan
This adds a new way of computing occlusion using visibility bitmask. To
make it more algorithm agnostic, we name it horizon scan.
This cleans-up / simplify the code compared to the Horizon based solution.
There is no more trickery for fading influence of distant samples which
makes the result match cycles closer.

This introduces a new thickness option. Maintaining it relatively low
makes it possible to avoid over occlusion because of in front geometry.
Making it too low will cause under occlusion.

Related #112979

Pull Request: https://projects.blender.org/blender/blender/pulls/114150
2023-11-02 19:22:01 +01:00
Jeroen Bakker
0f5abc5a8b Vulkan: Readback Texture Views
When using EEVEE-Next the final render data is readback from texture
views. This wasn't implemented yet.

This PR adds support for reading back texture views. It also makes sure
the correct layer is read when reading back data from framebuffers and
adds internal support to read back a partial texture.

Pull Request: https://projects.blender.org/blender/blender/pulls/114411
2023-11-02 15:55:05 +01:00
Campbell Barton
6983c14955 Cleanup: spelling in comments, use doxygen doc-strings 2023-11-02 16:43:04 +11:00
Habib Gahbiche
f54ed1c639 Cleanup: Metal: Silence sometimes-uninitialized warning
Warning message:
`warning: variable 'pos' is used uninitialized whenever 'if' condition is false [-Wsometimes-uninitialized]`

Pull Request: https://projects.blender.org/blender/blender/pulls/114360
2023-11-01 16:12:30 +01:00
Sergey Sharybin
317ee3b6ea Merge branch 'blender-v4.0-release' 2023-10-31 17:29:41 +01:00
Jason Fielder
a96aabc6f6 Metal: Resolve premature memory release
After previous changes to allow command buffers to not require
execution and completion in submission order,
guarantees for releasing freed buffers back to the memory pool
within the frame life time had changed.

This could mean a released buffer could be returned to the
memory pool prematurely, if a subsequent command buffer
completes before a previously submitted one, flagging a resource as no
longer in use by the GPU, while it still may be in use by the orignal
command buffer.

This PR defers final reference count release for buffers
being actively used until the following call to GPU_render_step,
to ensure that buffers freed will be available for the lifetime of
the frame, covering all command submissions, rather than just
within the lifetime of the command buffer submission within which a
buffer was freed.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/114329
2023-10-31 16:45:12 +01:00
Jeroen Bakker
17bff13836 Vulkan: Replace Stencil Test Not Working
`GPU_STENCIL_OP_REPLACE` was different compared with OpenGL. This PR
sets the same operations that OpenGL uses.

Pull Request: https://projects.blender.org/blender/blender/pulls/114314
2023-10-31 13:41:15 +01:00
Jeroen Bakker
0dbc13529b Cleanup: Remove Debug Statement
In vulkan texturing code.
2023-10-31 11:57:52 +01:00
Jeroen Bakker
f665680024 Vulkan: Mipmap Generation Pipeline Barriers
This PR replaces submissions with pipeline barriers when generating
mipmaps. This would reduce the amount of submissions and improve
performance during mipmap generation as dependencies will be tracked
between commands.

Pull Request: https://projects.blender.org/blender/blender/pulls/114306
2023-10-31 11:46:07 +01:00
Lukas Stockner
d15013b583 Merge branch 'blender-v4.0-release' 2023-10-31 05:48:58 +01:00
Alaska
a15f9e49ec Shader: Only clamp undefined or unsupported inputs of Principled BSDF
Adjust clamping of inputs in the Principled BSDF to avoid errors and
inconsistencies between render engines, while trying to leave as many
inputs as possible unclamped for artisitc purposes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112895
2023-10-31 03:14:04 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Jeroen Bakker
f35b0373d6 Vulkan: Separate DataTransfer, Compute, Graphics Commands
Goal is to reduce the number of command buffer flushes by tracking what is
happening in the different command queues. This is an initial step towards
advanced queue-ing strategies.

The new (intermediate) strategy records commands to different command
buffers based on what they do. There is a command buffer for data transfers,
compute pipelines and graphics pipelines.

When a compute command is recorded it ensures that all graphic commands
are finished. When a graphic command is recorded it ensures all compute
commands are finished. When a graphic or compute command is scheduled
all recorded data transfer commands are scheduled as well.

Some improvements are expected as multiple compute and data transfers
commands can now be scheduled at the same time and don't need to unbind
and rebind render passes. Especially when using EEVEE-Next which is
compute centric the performance change is visible for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/114104
2023-10-30 14:21:14 +01:00