Commit Graph

92 Commits

Author SHA1 Message Date
Campbell Barton
497600e49e Cleanup: spelling in comments, strings 2023-12-07 12:45:27 +11:00
Jason Fielder
34c6e31332 GPU: Add flag when using explicit framebuffer loadstore state
Flag enables backends to differentiate between a framebuffer
bind with a custom loadstore state and a standard bind.
For Metal, this resolves an ambiguous complexity about loading
or clearing attachments by only flagging the first bind call as
explicit.

This means if a framebuffer is re-bound by a secondary code-path,
the re-started render-pass will not perform a secondary load. This
now allows explicit clear state to be specified on any attachment
type. Previously only memoryless attachments supported this.

To avoid further complexity, usage of`GPU_framebuffer_clear_* `
calls in conjunction with `GPU_framebuffer_bind_ex` will now
trigger an assertion failure.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115734
2023-12-04 17:32:28 +01:00
Jason Fielder
57a3ab29cc Metal: EEVEE Next: Optimize Virtual shadow maps for Apple Silicon
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.

This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
2023-10-05 19:02:39 +02:00
Clément Foucault
8fe0ffed4e GL: Subpass transition fix with GPU_ATTACHEMENT_IGNORE
GPU_ATTACHEMENT_IGNORE should work on slots that
contain no attachments.
2023-10-01 18:01:15 +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
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Jason Fielder
503bdbf777 GPU: Add clear color support to explicit FB LoadStore state
Enhance custom framebuffer binding state to allow
specification of clear color as part of the loadstore
state at framebuffer bind time.

This ensures all parameters controlling attachment
loading and storage behaviour can be explicitly
specified when binding a framebuffer.

This change enables optimizations which leverage
explicit framebuffer load store state to also specify
a clear color without prematurely triggering a
clear which may occur independently to
render work when using GPU_framebuffer_clear(..).

Authored by Apple: Michael Parkin-White.

Pull Request: https://projects.blender.org/blender/blender/pulls/111810
2023-09-04 18:30:54 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jason Fielder
2367ed2ef2 macOS: Enable support for EDR rendering
Add a High Dynamic Range option in the Color Management > Display panel.
This enables display of extended color ranges above 1.0 for the 3D
viewport, image editor and render previews.

This requires a monitor that can display HDR colors, and a view
transform designed for HDR output. The Standard view transform works,
but Filmic does not as it was designed to bring values into the 0..1
range for SDR displays.

This patch is limited to allowing the display to visualize extended
colors, but does not include future looking work to better integrate HDR
into the full workflow.

It is implemented by rendering to high bit-depth texture formats for
the user interface, and uncapping the color range in color management.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/105662
2023-08-09 14:25:15 +02:00
Clément Foucault
983ff8e616 GPU: Framebuffer: Add multi viewport support
This add the possibility to define different
viewports inside a single framebuffer and
let the vertex shader decide which viewport
to render to.

This only contain the GL and VK implementation.
The Vulkan implementation works but still
has a validation error related to shader features
and extension. The test passes nonetheless.

Pull Request: https://projects.blender.org/blender/blender/pulls/110923
2023-08-08 17:12:49 +02:00
Campbell Barton
cc892efcd4 Cleanup: use snake case, especially for structs that define callbacks
Use snake case for ShaderFxTypeInfo, ModifierTypeInfo,
GpencilModifierTypeInfo & bConstraintTypeInfo.
2023-07-27 12:21:06 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Campbell Barton
b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Campbell Barton
5f40118899 Cleanup: rename GPU_offscreen_read_{pixels=>color} noted as a TODO 2023-04-16 20:38:19 +10:00
Campbell Barton
6cc2c16d06 Fix #106264: Color picker broken with Wayland & AMD GPU
- Use off-screen drawing when reading from the front-buffer isn't
  supported.

- Add a capabilities flag for reading the front-buffer which is always
  disabled on WAYLAND.

- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
  an off-screen buffer - use for color-picking a single pixel.
2023-04-16 20:16:54 +10:00
Jeroen Bakker
db47f82626 GPU: Add Texture Usage Parameter to GPUOffscreen.
Currently the Textures used for offscreen rendering don't have
the `GPU_TEXTURE_USAGE_HOST_READ` flag. But some cases it is
needed. This PR adds a parameter when creating an offscreen
buffer.

Other solution could be to add this flag to all textures, but
we chose not to do this as that reduces the amount of fine-tuning
options for Metal/Vulkan backends. GPU can store textures
differently based on its actual usage.

This option isn't available in the python API as we don't expect
add-on developers to fine-tune texture usages to this extent.

For convenience `GPU_TEXTURE_USAGE_ATTACHMENT` is by default
always added.

Pull Request: https://projects.blender.org/blender/blender/pulls/106899
2023-04-14 22:02:51 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Campbell Barton
90dc655951 Cleanup: spelling in comments 2023-03-07 15:00:05 +11:00
Clément Foucault
4862d56a0e GPUFrameBuffer: Document and cleanup header
No fonctional changes.
2023-03-05 17:57:51 +01:00
Clément Foucault
77749eff87 DRW: Manager: Add possibility to record a framebuffer change inside a pass
This is a convenience when one needs to often change the current framebuffer
and avoid the overhead of creating many Main/Simple passes.
2022-10-30 15:00:28 +01:00
Clément Foucault
1810b1e4c8 GL: Framebuffer: Add support for empty framebuffer (no attachments)
This allows to reduce the memory footprint of very large framebuffers if
there is no need for any attachment.
2022-09-17 10:17:47 +02:00
Campbell Barton
45645936e9 Cleanup: spelling in comments 2022-06-29 09:40:16 +10:00
Jason Fielder
9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.

Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.

Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15027
2022-06-27 11:45:49 +02:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Campbell Barton
7c76bdca1b Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
2021-12-09 20:01:47 +11:00
Peter Kim
eb278f5e12 XR: Color Depth Adjustments
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.

By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.

However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.

Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.

Reviewed By: Julian Eisel, Clément Foucault

Differential Revision: http://developer.blender.org/D9842
2021-08-16 11:46:09 +09:00
Germano Cavalcante
2bd9a28ff8 Cleanup: Rename #if GPU_USE_PY_REFERENCES to #ifndef GPU_NO_USE_PY_REFERENCES
This is safer for incremental build.

And there was already a macro `GPU_USE_PY_REFERENCES` used elsewhere.
2021-04-30 11:20:39 -03:00
Germano Cavalcante
04b6296e81 Python GPU: Add reference of PyObject GPU object to the GPU object itself
Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.

This also allows for more secure access to existing GPU objects.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11044
2021-04-30 10:42:13 -03:00
Germano Cavalcante
4430e8a008 Python: gpu module: add new submodules and types
This commit extends the gpu python API with:
```
gpu.types.Buffer         #"__init__", "to_list"
gpu.types.GPUTexture     #"__init__", "clear", "read", "format"
gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__",  "__exit__" with "GPUFrameBufferStackContext")
gpu.types.GPUUniformBuf  #"__init__", "update"
gpu.state                #"blend_set",  "blend_get",  "depth_test_set",  "depth_test_get",  "depth_mask_set",  "depth_mask_get",  "viewport_set",  "viewport_get",  "line_width_set",  "line_width_get",  "point_size_set",  "color_mask_set",  "face_culling_set", "front_facing_set",  "program_point_size_set"
```

Add these methods to existing objects:
```
gpu.types.GPUShader  #"uniform_sample", "uniform_buffer"
```

Maniphest Tasks: T80481

Differential Revision: https://developer.blender.org/D8826
2021-02-17 12:27:19 -03:00
Campbell Barton
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
Germano Cavalcantemano-wii
af88d23ffa Revert "Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask"
This reverts commit 9db3d1951d.

This was an accidental commit of the patch D8826
2021-01-10 21:07:04 -03:00
Germano Cavalcantemano-wii
9db3d1951d Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask 2021-01-10 19:01:53 -03:00
Ankit Meel
a31a87f894 T81340: UBSan: load of value .. not valid for GPU enum type
The underlying type of the enum cannot be fixed here due to its usage
in C code.

All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.

The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'

https://github.com/llvm/llvm-project/commit/1c2c9867

Ref T81340

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D9067
2020-10-08 23:14:25 +05:30
Clément Foucault
d2e9de93b8 GPU: Cleanup implementation casts
- Use the syntactic wrap/unwrap method to make code more readable.
- Update comment about hidden struct behind opaque types.
- Cleanup GPUDrawList type.
2020-09-08 04:15:50 +02:00
Clément Foucault
b7a28b315a GPUFramebuffer: Make GPU_framebuffer_read_depth more flexible
This is to make use of it in selection code.
2020-09-08 00:02:04 +02:00
Clément Foucault
db21c12abe GPUFramebuffer: Encapsulate single attachement clear
This is in preparation of using it to clear single texture.

Also includes minor cleanups about not using tex target in
assert and adding enum operators.
2020-09-05 17:49:14 +02:00
Sebastian Parborg
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
Campbell Barton
957346694d Cleanup: spelling, rename attachement -> attachment 2020-09-02 10:04:50 +10:00
Campbell Barton
71aa3c864d Cleanup: spelling 2020-09-02 09:58:26 +10:00
Clément Foucault
ade8d84fe3 GPUFrameBuffer: Fix build error on MSVC
This also gets rid of the macro.
2020-08-30 19:07:49 +02:00
Clément Foucault
8527d84d35 GPUState: Move Scissor and Viewport state to framebuffer
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.

The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
2020-08-30 13:11:03 +02:00
Clément Foucault
807817c0c4 GPUFrameBuffer: Use debug name support
This is to make it easier to navigate captures in renderdoc.
2020-08-30 13:11:02 +02:00
Clément Foucault
f3a65a1b4a GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990.

This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.

There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.

Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.

This also adds support for naming framebuffers but it is currently not
used.
2020-08-30 13:11:02 +02:00
Clément Foucault
6e901fd8fc GPUFramebuffer: Make GPUFrameBuffer an opaque type
This is in preparation of the Framebuffer GL backend.

This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.

This is part of T68990.
2020-08-30 13:11:02 +02:00
Clément Foucault
f18e537451 Cleanup: GPU: Use explicit clear value in GPU_clear* commands
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
2020-08-23 12:04:24 +02:00
Clément Foucault
2e908156d0 Fix T77564: VSE (and compositor background) lost stereoscopy preview
Issue introduced on fe045b2b77.

Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.

Reviewed by: dfelinto

Differential Revision: https://developer.blender.org/D8472
2020-08-18 15:39:27 +02:00
Jacques Lucke
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
Jacques Lucke
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
Jacques Lucke
814ca40c63 Merge branch 'blender-v2.90-release' 2020-07-28 16:37:01 +02:00
Jacques Lucke
b274d18aec Cleanup: correct usage of extern-C blocks in various places
This removes extern-C blocks around other includes and adds
such blocks for some headers that need them.
2020-07-28 16:33:43 +02:00