Helps with building against different OpenXR SDK versions (i.e. for
downstream builds that require specific versions), as the extension was
only defined since OpenXR 1.0.22.
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
When new display driver is given to the PathTrace ensure that there are
no GPU resources used from it by the work. This solves graphics interop
descriptors leak.
This aqlso fixes Invalid graphics context in cuGraphicsUnregisterResource
error when doing final render on the display GPU.
Fixes T95837: Regression: GPU memory accumulation in Cycles render
Fixes T95733: Cycles Cuda/Optix error message with multi GPU devices. (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95651: GPU error (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95631: VRAM is not being freed when rendering (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T89747: Cycles Render - Textures Disappear then Crashes the Render
Maniphest Tasks: T95837, T95733, T95651, T95631, T89747
Differential Revision: https://developer.blender.org/D14146
This affected loading of EXR files with set to Linear ACES colorspace, as
well as the sky texture for in some custom OpenColorIO configurations.
Use the builtin OpenColorIO transform from ACES AP0 to XYZ D65 to fix this.
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This is a bug on the Blender side, where the depsgraph does not have proper
relations for text object duplis and fails to include the required materials
in the dependency graph. But at least Cycles should not crash.
Coarse meshes with high polycount would show as corrupted when GPU
subdivision is used with AMD cards This was caused by the OpenSubdiv
library not taking `GL_MAX_COMPUTE_WORK_GROUP_COUNT` into account when
dispatching computes. AMD drivers tend to set the limit lower than
NVidia ones (2^16 for the former, and 2^32 for the latter, at least
on my machine).
This moves the `GLComputeEvaluator` from the OpenSubdiv library into
`intern/opensubdiv` and modifies it to compute a dispatch size in a
similar way as for the draw code: we split the dispatch size into a 2
dimensional value based on `GL_MAX_COMPUTE_WORK_GROUP_COUNT` and
manually compute an index in the shader.
We could have patched the OpenSubdiv library and sent the fix upstream
(which can still be done), however, moving it to our side allows us to
better control the `GLComputeEvaluator` and in the future remove some
redundant work that it does compared to Blender (see T94644) and
probably prepare the ground for Vulkan support. As a matter of fact,
this patch also removes the OpenGL initialization that OpenSubdiv would
do here. This removal is not related to the bug fix, but necessary to not
have to copy more files/code over.
Differential Revision: https://developer.blender.org/D14131
This fixes VR pink screen issues when using the DirectX backend, caused
by `wglDXRegisterObjectNV()` failing to register the shared
OpenGL-DirectX render buffer. The issue is mainly present on AMD
graphics, however, there have been reports on NVIDIA as well.
A limited workaround for the SteamVR runtime (AMD only) was provided
in rB82ab2c167844, however this patch provides a more complete solution
that should apply to all OpenXR runtimes. For example, with this patch,
the Windows Mixed Reality runtime that exclusively uses DirectX can now
be used with AMD graphics cards.
Implementation-wise, a `GL_TEXTURE_2D` render target is used as a
fallback for the shared OpenGL-DirectX resource in the case that
registering a render buffer (`GL_RENDERBUFFER`) fails. While using a
texture render target may be less optimal than a render buffer, it
enables proper display in VR using the OpenGL/DirectX interop (tested
on AMD Vega 64).
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14100
GLUT does not support offscreen contexts, which is required for the new
display driver. So we use SDL instead. Note that this requires using a
system SDL package, the Blender precompiled SDL does not include the video
subsystem.
There is currently no text display support, instead info is printed to
the terminal. This would require adding an embedded font and GLSL shaders,
or using GUI library.
Another improvement to be made is supporting OpenColorIO display transforms,
right now we assume Rec.709 scene linear and display.
All OpenGL, GLEW and SDL code was move out of core cycles and into
app/opengl. This serves as a template for apps that want to integrate
Cycles interactive rendering, with a simple OpenGLDisplayDriver example.
In general this would be adapted to the graphics API and color management
used by the app.
Ref T91846
Workaround for a compilation issue preventing kernels compiling for AMD GPUs: Avoid problematic use of templates on Metal by making `gpu_parallel_active_index_array` a wrapper macro, and moving `blocksize` to be a macro parameter.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14081
A zero length vector was normalized and the resulting NaN used in further calculations.
This caused trouble on some compilers when using fast math.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D14058