Commit Graph

4468 Commits

Author SHA1 Message Date
Campbell Barton
472c461816 Cleanup: spelling in comments 2023-06-21 11:28:58 +10:00
Hans Goudey
4bd0676cf1 Merge branch 'blender-v3.6-release' 2023-06-19 21:45:36 -04:00
Jason Fielder
53cb09357e Fix #108792: Ensure Metal buffers correctly freed on exit
Replaces vector of allocations with dynamic linked list.
Bug caused by previously freed buffers still having been in the
list. Linked list enables fast removal of already-released buffers.

Also ensured that the memory manager classes are included in
memory tracking.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108940
2023-06-19 20:28:51 +02:00
Miguel Pozo
d7dac04193 GPU: Print both resources on ShaderCreateInfo::validate_merge failure
Print both names when two resource slots overlap.

Pull Request: https://projects.blender.org/blender/blender/pulls/109017
2023-06-16 15:13:31 +02:00
Campbell Barton
6a75ff7afa Cleanup: use function style casts, trailing space 2023-06-16 12:20:31 +10:00
Miguel Pozo
4cf644939a EEVEE Next: Subsurface Scattering
Port of subsurface scattering from the eevee-rewrite branch to EEVEE Next.
https://projects.blender.org/fclem/blender/src/branch/eevee-rewrite

Other changes:
* Fix gbuffer normal and ior packing.
* Write the material eClosureBits to the gbuffer stencil.

Known Issues:
* Transmittance profile pre-computation is wrong.

Pull Request: https://projects.blender.org/blender/blender/pulls/107407
2023-06-15 15:49:05 +02:00
Jeroen Bakker
d84a64900f Vulkan: Device Context Resource Management
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
2023-06-15 08:14:37 +02:00
Campbell Barton
65f99397ec License headers: use SPDX-FileCopyrightText in all sources 2023-06-15 13:35:34 +10:00
Hans Goudey
1f0e206da6 Cleanup: Use nullptr, clang format 2023-06-14 14:55:44 -04:00
Campbell Barton
ffdce441ee License headers: use SPDX-FileCopyrightText for source/
There are still some files that need to be manually updated due to
missing copyright dates.
2023-06-14 23:36:23 +10:00
Campbell Barton
d4b23cae8f Cleanup: use C-style comments for descriptive text 2023-06-14 12:20:06 +10:00
Hoshinova
144ad4d20b Nodes: add Fractal Voronoi Noise
Fractal noise is the idea of evaluating the same noise function multiple times with
different input parameters on each layer and then mixing the results. The individual
layers are usually called octaves.
The number of layers is controlled with a "Detail" slider.
The "Lacunarity" input controls a factor by which each successive layer gets scaled.

The existing Noise node already supports fractal noise. Now the Voronoi Noise node
supports it as well. The node also has a new "Normalize" property that ensures that
the output values stay in a [0.0, 1.0] range. That is except for the F2 feature where
in rare cases the output may be outside that range even with "Normalize" turned on.

How the individual octaves are mixed depends on the feature and output socket:
- F1/Smooth F1/F2:
  - Distance/Color output:
    The individual Distance/Color octaves are first multiplied by a factor of
    `Roughness ^ (#layers - 1.0)` then added together to create the final output.
  - Position output:
    Each Position octave gets linearly interpolated with the combined output of the
    previous octaves. The Roughness input serves as an interpolation factor with
    0.0 resutling in only using the combined output of the previous octaves and
    1.0 resulting in only using the current highest octave.
- Distance to Edge:
  - Distance output:
    The Distance octaves are mixed exactly like the Position octaves for F1/Smooth F1/F2.

It should be noted that Voronoi Noise is a relatively slow noise function, especially
at higher dimensions. Increasing the "Detail" makes it even slower. Therefore, when
optimizing a scene one should consider trying to use simpler noise functions instead
of Voronoi if the final result is close enough.

Pull Request: https://projects.blender.org/blender/blender/pulls/106827
2023-06-13 09:18:12 +02:00
Jeroen Bakker
ccbab842b7 Vulkan: Indirect Compute
This PR adds support for indirect compute.
Indirect compute is almost the same as regular compute. The
only difference is that the parameters for the compute dispatch
isn't passed as a parameter, but that these parameters are part
of a buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/108879
2023-06-12 14:56:38 +02:00
Miguel Pozo
6a77345328 GPU: Fix ShaderBuilder MSVC compilation
Add missing stubs and ensure the correct linker flags.

Note: This applies the linker flags on Linux too.

Pull Request: https://projects.blender.org/blender/blender/pulls/108820
2023-06-12 13:09:42 +02:00
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
Jason Fielder
6504ba980e Metal: Resolve zero initialization in failing math shader tests
Math tests failing in Metal due to non-zero-initialized values
and shader compilation error caused by mutli-component
boolean being implicitly evaluated.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108758
2023-06-12 08:39:11 +02:00
Jason Fielder
91e15ca2fa Fix #107159: Resolve wireframe depth issue in Metal
Bug in Metal when gl_FragDepth is used but not written to by a shader
causing depth-based navigation to fail. Patch ensures gl_FragDepth
is assigned a default value at the current depth from the vertex
shader to catch all edge-cases of this.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108453
2023-06-12 08:37:50 +02:00
Jeroen Bakker
2ee2ae93fb Vulkan: Initial Cube(Array) Support
This PR adds initial cube (array) support. Depending on how the texture
is used a different image view is created. When used as a framebuffer
attachment only a single side of the cubemap is attached. The image
view is attached as a 2d texture array. When used as a shader resource
the image view is a cubemap.

Also adds test cases to test both scenarios.

Pull Request: https://projects.blender.org/blender/blender/pulls/108794
2023-06-09 16:09:54 +02:00
Jeroen Bakker
f5dd7d5e6c Vulkan: Fix Workbench Normals
Workbench normals where inverted resulting to drawing artifacts like:
- Black pixels during matcaps (normals contained NAN values)
- Studio light inverted

The root cause for this was that Vulkan default to determine if a
primitive is facing the camera should be switched. The default was still
incorrect.

Although this fixes it, a better solution is to determine the front
facing based on if the viewport should be switched. As all rendering
occurs when the viewport is inverted it doesn't matter at this moment.

Pull Request: https://projects.blender.org/blender/blender/pulls/108797
2023-06-09 11:54:06 +02:00
Clément Foucault
31c986998b Metal: Fix operator precedence bug 2023-06-09 10:15:04 +02:00
Campbell Barton
2f1899a7fa Cleanup: spelling in comments 2023-06-09 11:40:50 +10:00
Hans Goudey
fcc9828141 Merge branch 'blender-v3.6-release' 2023-06-08 14:04:07 -04:00
Jason Fielder
cddb53558f Metal: Resolve issues with buffer reading and clearing
Ensure buffer read operations wait for pending GPU work to
complete. This is only required for unit tests, but required to
ensure correct results in all cases. Also adds support for staging
buffer if GPU memory type is private.

Buffer clearing routine added to support values above 1 byte.
The previous buffer clearing functionality using fillBuffer writes
values to each byte, rather than the full 32 bit uint used by the
GPU API.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108757
2023-06-08 18:30:51 +02:00
Jason Fielder
72987941e7 Metal: EEVEE-Next: Fix light and shadow OOB issues
Addressing a number of small issues and OOB reads/writes occuring in
EEVEE Next shadows + lighting passes. Improving correctness for unit
tests. Shadows are not yet working overall, but this unblocks progress
towards unit tests.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108768
2023-06-08 16:47:45 +02:00
Jeroen Bakker
513250051e Vulkan: Image Views
The ownership of image views depends on how they are used. When used as
an framebuffer attachment the image view is owned by the framebuffer.
When used as a image/texture in a shader the ownership of the image view
is the texture itself.

Pull Request: https://projects.blender.org/blender/blender/pulls/108765
2023-06-08 16:07:38 +02:00
Brecht Van Lommel
a2bd080cf3 Cleanup: renaming of GPU contexts for clarity
* 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
2023-06-08 15:46:53 +02:00
Jeroen Bakker
b6f8b50dd9 Fix using incorrect struct when unbinding images. 2023-06-08 09:49:50 +02:00
Jeroen Bakker
4faee0b26e Vulkan: Set Debug Name For Descriptor Layout
This makes tracking shaders easier across the pipeline. Durring logging
and debugging the vulkan driver now remembers the shader associate to
the descriptor and provides this information in its messages.

Pull Request: https://projects.blender.org/blender/blender/pulls/108743
2023-06-08 09:47:17 +02:00
Jeroen Bakker
db4cd61001 Vulkan: Unbind Uniform Buffers When Destroyed
When Uniform buffers are destroyed they need to be removed from the
state manager. Otherwise Vulkan points to unallocated memory and leads
to artifacts.

Pull Request: https://projects.blender.org/blender/blender/pulls/108742
2023-06-08 09:46:00 +02:00
Jeroen Bakker
8f988206de Vulkan: UBYTE to SRGBA8 Texture Format
Adds support to create SRGBA8 textures using UBYTE as input data.
It is assumed that the UBYTE are already converted to SRGB and no
conversion actually needs to happen.

Pull Request: https://projects.blender.org/blender/blender/pulls/108741
2023-06-08 09:44:51 +02:00
Jeroen Bakker
0a0a451b4d Vulkan: Fix Unbinding All Images
When unbinding all images, all textures where unbound. This was
incorrect. This PR fixes this.

Pull Request: https://projects.blender.org/blender/blender/pulls/108740
2023-06-08 09:42:39 +02:00
Jeroen Bakker
c71d198dfd Vulkan: Mipmap Generation
Implement Mipmap generation for the Vulkan backend.
This patch implements `GPU_texture_update_mipmap_chain`.

Pull Request: https://projects.blender.org/blender/blender/pulls/108699
2023-06-08 09:15:07 +02:00
Jeroen Bakker
2231b819a5 Vulkan: Workaround for 24bit depth component
Some vulkan platforms don't support 24bit depth components. In this
case we will allocate float depth component. During readback the data
should be converted back to what is expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/108698
2023-06-08 08:53:12 +02:00
Chris Blackbourn
c9988ffc6a Cleanup: format 2023-06-08 13:19:08 +12:00
Campbell Barton
7a1e2c4d0c Cleanup: spelling in code 2023-06-08 10:43:55 +10:00
Campbell Barton
6704881708 Cleanup: spelling in comments 2023-06-07 21:47:45 +10:00
Jeroen Bakker
b7963d247c Vulkan: Low Precision Float Conversion
This PR adds conversion template to convert between Low Precision float
formats. These include Binary32 floats and lower. It also adds support
to convert between unsigned and signed float formats and float formats
with different mantissa and exponents.

Additionally overflows (values that don't fit in the target float
format) will be clamped to the maximum value.

**Reasoning**:
Up to now the Vulkan backend only supported float and half float
formats, but to support workbench, 11 and 10 unsigned floats have to be
supported as well. The available libraries that support those float
formats targets scientific applications. Where the final code couldn't
be optimized that well by the compiler.

Data conversion for color pixels have different requirements about
clamping and sign, what could eliminate some clamping code in other
areas in Blender as well. Also could fix some undesired overflow when
using pixels with high intensity that didn't fit in the texture format
leading to known artifects in Eevee and slow-down in the image editor.

**Future**
In the future we might want to move this to the public part of the GPU
module so we can use this as well in other areas (Metal backend), Imbuf clamping
See 3c658d2c2e69e9cf97dfaa7a3c164262aefb9e76 for a commit that uses
this and improves image editor massively as it doesn't need to reiterate over
the image buffer to clamp the values into a known range.

Pull Request: https://projects.blender.org/blender/blender/pulls/108168
2023-06-07 07:50:04 +02:00
Clément Foucault
3ecb301a20 Metal: Remove empty lines in log messages
There produce unneeded empty lines in the
console. They are just relic from the time
these message were using printf.

Also remove some redundant informations in
the messages themselves.
2023-06-06 18:59:05 +02:00
Clément Foucault
79ec23b25f Metal: Use CLOG macros with working log level
This avoid flooding the console with infos that are
generally not important.
2023-06-06 18:45:53 +02:00
Jason Fielder
3db231189d Metal: Remove command buffer error file
This file isn't useful anymore with all the other debug tools.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108268
2023-06-06 18:08:27 +02:00
Jason Fielder
a29f6c854d GPU: Move texture attachment usage flag into Metal backend
This is a backend related workaround and doesn't belong to
the GPU layer.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108151
2023-06-06 18:01:26 +02:00
Campbell Barton
05b8242e45 Cleanup: use \n for line endings (run dos2unix) 2023-06-06 11:52:25 +10:00
Jeroen Bakker
6a1aead6d1 Metal: Silence Console Output
This PR silences console output during statup phase of blender. During
startup logging isn't yet initialized and print statements where used.
Logging is initialized during the first construction of a Metal Context.

The console prints are now hidden by behind the '--debug-gpu' command
line option.

Pull Request: https://projects.blender.org/blender/blender/pulls/108593
2023-06-05 09:28:19 +02:00
Campbell Barton
85e5d3325c Cleanup: replace 'sz' abbreviation with 'size' 2023-06-04 19:56:19 +10:00
Campbell Barton
493a1dd7c8 Cleanup: remove NULL literals in C++ (including comments & strings) 2023-06-04 18:35:12 +10:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Jeroen Bakker
c8bd998944 Vulkan: Fix Debug Messenging
In the specification of validation layers it is mentioned that
the messenger should always return VK_FALSE. When this isn't the
case VK_ERROR_VALIDATION_FAILED_EXT will be returned and the
API command will fail.

This PR will always return false.

Pull Request: https://projects.blender.org/blender/blender/pulls/108545
2023-06-02 15:41:09 +02:00
Jeroen Bakker
30de07199a Vulkan: Some tweaks to the messenger
- Removal of Vulkan version number
- Removal of object counts
- Put objects next under the message

Pull Request: https://projects.blender.org/blender/blender/pulls/108531
2023-06-02 10:12:32 +02:00
Kazashi Yoshioka
a4249588cd Vulkan: Debug Messages
This change will register a callback to Vulkan debug messaging
allowing us to filter out messages and log them using CLog.

This change only provides the initial changes, and more tweaks
are expected to on formatting and filtering.

Pull Request: https://projects.blender.org/blender/blender/pulls/107635
2023-06-02 09:50:30 +02:00