Commit Graph

3142 Commits

Author SHA1 Message Date
Campbell Barton
8aff65daf2 Cleanup: naming for GPUSelectResult
Prefer the name 'hit_result' since 'result' was sometimes used for
a vector of GPUSelectResult and is often used a functions return value.

Use hit_results for the span/vector and hit_result for a single hit.

Also assign struct members for new GPUSelectResult as it reads better
and avoids depending on struct order.
2023-12-01 09:45:02 +11:00
Jesse Yurkovich
abf59eb23a Selection: Remove limit on number of items which can be selected at once
This removes the long-standing static limit for the selection buffer in
favor of a dynamic approach.

It replaces the static array with our Vector type where the inline
buffer provides parity with existing code while also providing the
ability to grow as necessary.

Fixes #102487, #109178, #112350, #112493, and https://projects.blender.org/blender/blender-manual/issues/102485

See PR for further notes and links to the different limits remaining.
Pull Request: https://projects.blender.org/blender/blender/pulls/112491
2023-11-30 21:27:15 +01:00
Campbell Barton
15db0cb446 Cleanup: use style for doxygen comment blocks 2023-11-30 14:15:11 +11:00
Campbell Barton
3b5031f1cb Cleanup: use 'r_' prefix for output arguments, order last
Also clarify some naming.
2023-11-30 10:42:18 +11:00
Hans Goudey
8c59532106 Cleanup: Use C++ arrays to store subdiv ccg data
Decrease the amount of manual memory management
and pointer arithmetic.
2023-11-29 12:39:33 -05:00
Hans Goudey
1a36feb7e5 Cleanup: Use references instead of pointers in subdiv_ccg.cc 2023-11-29 11:40:10 -05:00
Clément Foucault
b607c8677a Fix #114151: Workbench: Assert with volume and thumbnail rendering
This is caused by some path not setting the proper usage flag
on the main depth stencil texture making impossible to use
stencil view of this texture.

Make this flag mandatory for offscreen buffer fixes the issue.

Pull Request: https://projects.blender.org/blender/blender/pulls/115361
2023-11-24 16:52:21 +01:00
Jason Fielder
18f7d158fe GPU: cleanup texture view usage flags
Texture usage flag `GPU_TEXTURE_USAGE_MIP_SWIZZLE_VIEW`
was originally implemented and used too conservatively for many
cases in which the underlying API flags were not required.

Renaming to `GPU_TEXTURE_USAGE_FORMAT_VIEW` to reflect
the only essential use case for when a texture view is initialized with
a different texture format to the source texture. Texture views can
still be created without this flag when mip range or base level is
adjusted,

This flag is still required by stencil views and internally by the Metal
backend for certain feature support such as SRGB render toggling.

Patch also includes some small changes to the Metal backend to
adapt to this new compatibility and correctly capture all texture view
use-cases.

Related to #115269

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115300
2023-11-24 15:21:00 +01:00
Miguel Pozo
f97580f665 GPU: Assert no UINT push constants are used 2023-11-23 17:46:50 +01:00
Omar Emara
b71cddb6b4 Fix: Link errors due to different linkage in recent refactor 2023-11-16 16:16:08 +02:00
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
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
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Jason Fielder
1b0ddfa6cb GPU: Add explicit API to sync storage buffer back to host
PR Introduces GPU_storagebuf_sync_to_host as an explicit routine to
flush GPU-resident storage buffer memory back to the host within the
GPU command stream.

The previous implmentation relied on implicit synchronization of
resources using OpenGL barriers which does not match the
paradigm of explicit APIs, where indiviaul resources may need
to be tracked.

This patch ensures GPU_storagebuf_read can be called without
stalling the GPU pipeline while work finishes executing. There are
two possible use cases:

1) If GPU_storagebuf_read is called AFTER an explicit call to
GPU_storagebuf_sync_to_host, the read will be synchronized.
If the dependent work is still executing on the GPU, the host
will stall until GPU work has completed and results are available.

2) If GPU_storagebuf_read is called WITHOUT an explicit call to
GPU_storagebuf_sync_to_host, the read will be asynchronous
and whatever memory is visible to the host at that time will be used.
(This is the same as assuming a sync event has already been signalled.)

This patch also addresses a gap in the Metal implementation where
there was missing read support for GPU-only storage buffers.
This routine now uses a staging buffer to copy results if no
host-visible buffer was available.

Reading from a GPU-only storage buffer will always stall
the host, as it is not possible to pre-flush results, as no
host-resident buffer is available.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/113456
2023-10-20 17:04:36 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Jeroen Bakker
62f721467b Merge branch 'blender-v4.0-release' 2023-10-19 08:03:51 +02:00
Jason Fielder
62219f8da9 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-19 08:01:17 +02:00
Hans Goudey
86bf9b1163 Cleanup: Remove disabled PBVH BMesh code
The large amount of disabled code makes this area trickier to deal with,
and this particular code wasn't helpful to the reader anyway.
2023-10-18 19:40:32 +02:00
Jason Fielder
19765a1f99 GPU: Ensure MTL texture tests are passing and add 1D/3D texture tests
Changes to ensure all supported texture tests are passing with the
Metal backend and add additional tests to cover texture_3d and
texture 1d test cases.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113889
2023-10-18 18:03:00 +02:00
Hans Goudey
b3460a6b2c Merge branch 'blender-v4.0-release' 2023-10-18 11:14:11 +02:00
Hans Goudey
cdae07dccf Fix #113842: Curves Info node length output always zero
Caused by a1cc621e1e. The "is_hair_length" value needs to be
set before `attr_input_name` is called because it uses the value to set
the attribute name with the "l" alias.
2023-10-18 11:13:38 +02:00
Miguel Pozo
6f125661e6 GPU: Add Texture::debug_clear
Clear uninitialized textures to NaN/debug values.
Enabled for `--debug-gpu` only.

Pull Request: https://projects.blender.org/blender/blender/pulls/113781
2023-10-17 15:54:09 +02:00
Jeroen Bakker
751133c40e GPU: Skip Validating Transform Feedback Shaders When Not Supported
Shaders that require transform feedback should not be validated on
backends that don't support transform feedback.

In Vulkan transform feedback is implemented as an extension and
supported by half of the platforms. It isn't decided yet if we want to
support transform feedback as it is currently used as a fallback for
hair compute shader. In vulkan compute is available on all platforms.

During validation the shader printed a not implemented message.
This change hides that message.

Pull Request: https://projects.blender.org/blender/blender/pulls/113655
2023-10-13 12:50:55 +02:00
Jeroen Bakker
26adfcdb57 Revert "Metal: Re-enable workbench NEXT shadows"
This reverts commit 95f01288b0.
It fails on non-apple platforms.
2023-10-13 11:05:02 +02:00
Jason Fielder
95f01288b0 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-13 11:02:06 +02:00
Jeroen Bakker
28c4abe57c EEVEE: Fix Fallback Shader Shadow Page Tile Store
`eevee_shadow_page_tile_store` shader uses `VIEWPORT_INDEX` and `LAYER`.
Both use an optional extension in OpenGL and Vulkan. When the extension
isn't available a geometry shader is injected to emulate the
extension. The generated geometry shader requires `instance_name` to be
set. This wasn't the case for `eevee_shadow_page_tile_store` shader.

This PR also adds a detection for incompatible shader infos.
- Shaders that use `VIEWPORT_INDEX` or `LAYER` cannot have a geometry stage.
  This check is done in debug and release builds.
- Shaders that use a fallback shader should have instance names set in
  the stage interfaces. This check is only done in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/113649
2023-10-13 10:42:25 +02:00
Campbell Barton
9306bb9084 Merge branch 'blender-v4.0-release' 2023-10-13 17:32:51 +11:00
Jeroen Bakker
4cedbb9cb7 Fix #113310: Python gpu.state.scissor_test_set Not Updating State
When using scissor_test_set the framebuffer wasn't marked dirty and
would not always translate the start to actual driver commands.

Pull Request: https://projects.blender.org/blender/blender/pulls/113642
2023-10-13 07:44:11 +02:00
Campbell Barton
db093a4608 Merge branch 'blender-v4.0-release' 2023-10-12 09:27:43 +11:00
Campbell Barton
b8ad624006 Cleanup: use doxygen doc-strings, spelling in comments 2023-10-12 09:26:53 +11:00
Miguel Pozo
3f72c62be6 GPU: Add GPU_max_storage_buffer_size
Needed for #113509.

Using a `size_t` since some GPUs should support >4GB buffers,
but Vulkan exposes the value as a `uint` and Metal as an `int`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113516
2023-10-11 19:26:40 +02:00
Campbell Barton
137f8dd7bc Cleanup: spelling in comments 2023-10-10 09:44:57 +11:00
Miguel Pozo
026b81ce7c Merge branch 'blender-v4.0-release' 2023-10-06 17:49:15 +02:00
Miguel Pozo
c6194afc41 Fix: Workbench: Missing texture flag
Drawing volumes would trigger an assertion after fe39456ba5.
2023-10-06 17:48:40 +02:00
Brecht Van Lommel
1849e192fa Merge branch 'blender-v4.0-release' into main 2023-10-05 22:03:29 +02:00
coyo_t
b0706a57ac Fix #106760: Cycles OSL boolean socket not working
Pull Request: https://projects.blender.org/blender/blender/pulls/109576
2023-10-05 21:55:10 +02:00
Clément Foucault
4a4b1482cd GL: Add subpass input emulation
This adds basic emulation of the subpass input feature
of vulkan and to a lower extend Raster Order Group on Metal.

This help test paths that might use this feature in the future
(like shadow rendering) on all platform and or simplify higher
level code for supporting older hardware.

This add clear description to the load/store ops and to the
new `GPUAttachementState`.

The OpenGL backend will correctly mask un-writable
attachments and will bind as texture readable attachments.

Even if possible by the vulkan standard, the GPU API prohibit
the read and write to the same attachment inside the same
subpass.

In the GL backend, this is implemented using `glTextureBarrier`
and `texelFetch` as it is described in the ARB_texture_barrier
extension.
https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt

Pull Request: https://projects.blender.org/blender/blender/pulls/112051
2023-10-01 15:27:21 +02:00
Julian Eisel
8d556733b3 Merge branch 'blender-v4.0-release' 2023-09-28 16:20:11 +02:00
Brecht Van Lommel
66056fead0 Fix #112632: crash batch generating previews with Cycles
Don't assume existence of GPU backend in (background) preview rendering.

Also add null pointer checks and rely on assert instead to detect
invalid usage of GPU_render_begin/end, so that potential future mistakes
don't cause crashes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112971
2023-09-28 16:13:09 +02:00
Jason Fielder
e64db67fa5 GPU: Add platform parameter for GPU architecture
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112566
2023-09-28 12:49:55 +02:00
Jason Fielder
ee03bb38cb Metal: Add support for atomic image operations
Texture Atomics have been added in Metal 3.1
and enable the original implementations of
shadow update and irradiance cache baking.

However, a fallback solution will be
required for versions under macOS 14.0 utilising
buffer-backed textures instead.

This patch also includes a stub implementation if
building/running on older macOS versions which
provides locally-synchronized texture access in
place of atomics. This enables some effects to be
partially tested, and ensures non-guarded use
of imageAtomic functions does not result
in compilation failure.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112866
2023-09-25 21:56:46 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Clément Foucault
e743b353cd GPU: Shader Builder: Guard OpenGL builder with flag 2023-09-20 15:05:41 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Lukas Stockner
158dbc1b10 Cycles: Rework Principled BSDF Clearcoat
- Adds tint control, which simulates volumetric absorption inside the coating.
  This results in angle-dependent saturation and affects all underlying layers
  (diffuse, subsurface, metallic, transmission). It provides a physically-based
  alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
  necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
  around the interaction between Coat and main IOR. This used to be hardcoded
  to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
  existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
  case in the Microfacet code, solves #53038, and makes us more consistent with
  other standard surface shaders. The original Disney BSDF used GTR1, but it
  doesn't appear that it caught on in the industry.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993
2023-09-13 00:03:11 +02:00
Miguel Pozo
d81165f3ec Fix #111960, #112200, #112214: EEVEE: Incorrect BuiltinBits::LAYER use
5cf7089e43 added the `BuiltinBits::LAYER` to shaders with a geometry
stage. This causes compilation errors when
`GLContext::layered_rendering_support` is false (otherwise the flag
does nothing).

This PR moves the `LAYER` flags to the `no_geom` shader versions and
adds a check to `ShaderCreateInfo::finalize()` to ensure the `LAYER` flag
is not used in shaders with a geometry stage.

Pull Request: https://projects.blender.org/blender/blender/pulls/112245
2023-09-12 15:39:33 +02:00
Miguel Pozo
12522e1c86 Cleanup: GPU: Remove duplicated line 2023-09-11 16:08:04 +02:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00