This is to accommodate Position and Normal attributes.
The normal used to be optional but isn't nowadays.
So the limit is actually 14 attributes until we do some big refactoring of
the attribute fetching.
Pull Request: https://projects.blender.org/blender/blender/pulls/118441
Panorama dicing test fails for EEVEE on legacy platforms. EEVEE creates a shader interface
that isn't compatible with the vulkan backend. This PR hides the check.
Check should be enabled again after EEVEE has been replaced by EEVEE-Next.
This PR also changes the behavior when checks are executed. It used to be
executed when blender was build with asserts. Now it is behind the --debug-gpu flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/117992
Specialization constants was always switching shader even when the
constants were not changed. An early exit path was never taken.
The performance improvement should not be noticable to end users.
But would match with the intention of the design of specialization
constants.
Pull Request: https://projects.blender.org/blender/blender/pulls/118315
This PR adds a new command line argument to validate all statically
defined shaders. It is useful for platform support to understand
what isn't working.
It only checks statically defined shaders. Dynamic shaders (EEVEE/Compositor)
can still be fail.
The report is printed to console. After checking with windows platform and
triaging we could also add it to gpu debug script. There is a risk of adding it there
as it might crash and don't store any output.
Pull Request: https://projects.blender.org/blender/blender/pulls/117326
Span is preferrable since it's agnostic of the source container,
makes it clearer that there is no ownership, is 8 bytes smaller,
and can be passed by value.
The benefits are removing unnecessary reallocations of the string data
and unnecessary recalculations of the size, better type safety, and more
automatic memory management.
Pull Request: https://projects.blender.org/blender/blender/pulls/118045
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).
The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.
This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117561
Some test cases are not support when used with the OpenGL backend. These
test cases are easier to support when using Vulkan as we do control the
GPU->CPU data conversion logic.
We remove the test cases that aren't working yet for any backend and
skip test cases where OpenGL support is failing.
Specialization constants tests use points render primitives, but the
shader isn't capable of point rendering. For the test results it doesn't
matter as it only validates the vertex output, but it would trigger an
assert when using Vulkan backend. The vulkan backend is more strict and
currently signals these common errors.
Previously a storage buffer was used to store draw list commands as it
matches already existing APIs. Unfortunately StorageBuffers prefers to
be stored on the GPU device and would reduce the benefit of a dynamic
draw list.
This PR replaces the storage buffer with a regular buffer, which keeps
more control where to store the buffer.
Pull Request: https://projects.blender.org/blender/blender/pulls/117712
The output of the Color Ramp node in the GPU compositor and EEVEE is
slightly off. That's because the factor is evaluated directly at the
sampler without proper half pixel offsets to account for the sampler's
linear interpolation, which this patch adds.
Pull Request: https://projects.blender.org/blender/blender/pulls/117677
While investigating Blender compilation time for windows-arm64, we
identified two compilation units that were taking a long time to compile
(~1h each). This affects windows-x64 builds as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/117534
A draw list bundles multiple draw commands for the same geometry
and sends the draw commands in a single command. This reduces
the overhead of pipeline checking, resource validation and can
keep the load higher on the gpu as more work needs to be done.
Previously the draw list didn't bundle any commands and would still
send each call separately to the GPU. This PR implements the bundling
of the commands.
Pull Request: https://projects.blender.org/blender/blender/pulls/117548
Small change to always opt-in to using
invariant position in the vertex shader.
This ensures precision between position
calculations from different shaders which
need to produce the exact same result, by
disabling fastMath on only those instructions.
After benchmarking, the impact of this change
does not appear to affect performance bottlenecks
but will reduce the need for additional bias calculations.
Authored by Apple: Michael Parkin-White.
Pull Request: https://projects.blender.org/blender/blender/pulls/117478