Commit Graph

509 Commits

Author SHA1 Message Date
Clément Foucault
00a8d006fe GPU: Move Polyline shader to primitive expansion
This port is not so straightforward.

This shader is used in different configurations and is
available to python bindings. So we need to keep
compatibility with different attributes configurations.

This is why attributes are loaded per component and a
uniform sets the length of the component.

Since this shader can be used from both the imm and batch
API, we need to inject some workarounds to bind the buffers
correctly.

The end result is still less versatile than the previous
metal workaround (i.e.: more attribute fetch mode supported),
but it is also way less code.

### Limitations:
The new shader has some limitation:
- Both `color` and `pos` attributes need to be `F32`.
- Each attribute needs to be 4byte aligned.
- Fetch type needs to be `GPU_FETCH_FLOAT`.
- Primitive type needs to be `GPU_PRIM_LINES`, `GPU_PRIM_LINE_STRIP` or `GPU_PRIM_LINE_LOOP`.
- If drawing using an index buffer, it must contain no primitive restart.

Rel #127493

Co-authored-by: Jeroen Bakker <jeroen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129315
2024-11-27 17:37:04 +01:00
Campbell Barton
b9f055459a Cleanup: ensure trailing space around comment blocks 2024-11-27 19:01:00 +11:00
Jeroen Bakker
492830e9ac Fix #130832: Vulkan: Texture painting
When using texture painting Blender could freeze, crash or not showing
any results depending on the platform being used.

There were several issues:
- texture painting could send a layer offset of -1, which would select
  an incorrect layer
- source data wasn't copied correctly in the staging buffer as it
  ignored `texture_unpack_row_length`

Pull Request: https://projects.blender.org/blender/blender/pulls/130973
2024-11-26 15:15:25 +01:00
Jeroen Bakker
fc5e38c9b6 Vulkan: Allow suspending/resuming of layer tracking
Layer tracking allows modifying specific layers of a bound texture to a
different layout. This was only supported when suspending/resuming was
not needed. However when using complex scenes EEVEE can trigger suspend/
resume rendering scopes. This resulted into several validation warnings
as images where in the incorrect state.

Fixes validation warnings:
- rain_restaurant.blend
- classroom.blend

Pull Request: https://projects.blender.org/blender/blender/pulls/130957
2024-11-26 12:13:52 +01:00
Guillermo Venegas
2760def19a Fix: Vulkan: Free command pool buffers
Currently `VkCommandBuffer` are allocated with `vkAllocateCommandBuffers`,
however when the commands are submitted pointer are just reset, these leaks
are visible with just play back animations.

This frees commands buffers resolving the leaks.

Ref: #127225 Although related we should check the result as there could be more causes.
Pull Request: https://projects.blender.org/blender/blender/pulls/130203
2024-11-26 08:31:25 +01:00
Campbell Barton
0de8ae8046 Cleanup: spelling in comments 2024-11-25 13:24:46 +11:00
Campbell Barton
ecc17b400b Cleanup: quiet enum mismatch compiler warning 2024-11-25 13:20:14 +11:00
Jeroen Bakker
48b10a266f Vulkan: Limit NVIDIA drivers to 550 and above.
Older drivers seems to not work correctly and stall on the first frame.
We encourage users to use the latest driver and this driver support
devices from GTX 750 to RTX 4000 series.

NOTE: Later we should review this issue as supporting more drivers is
always better. The current issue could also be related to sending empty
command buffers to the GPU. Ideally we should support 535 as well.
Some Linux distributions don't package 550.

Ref: #129157
Pull Request: https://projects.blender.org/blender/blender/pulls/130737
2024-11-22 14:54:30 +01:00
Jeroen Bakker
b334502168 Vulkan: Make dynamic rendering optional
!129062 introduces a workaround for dynamic rendering. However that
change didn't marked dynamic rendering as an optional feature. GPU that
didn't had dynamic rendering would still not be able to start Blender.

This PR marks dynamic rendering optional so the device will be
considered when searching for compatible GPUs.

Ref: #129157

Pull Request: https://projects.blender.org/blender/blender/pulls/130736
2024-11-22 14:53:09 +01:00
Jeroen Bakker
30864a975b Vulkan: Incorrect attachment description for sRGB
When binding sRGB textures as attachment to a none-sRGB framebuffer the
attachment description didn't match the image view. This results into a
validation error. This PR makes sure that the description and image view
uses the same VkFormat.

Pull Request: https://projects.blender.org/blender/blender/pulls/130730
2024-11-22 13:30:39 +01:00
Jeroen Bakker
dfc0d97abf Fix #129678: Vulkan: Synchronization issue
Copying editors to the swap chain is done by a series of draw and copy.
When doing draw, copy, draw the swap chain layout was not matching the
draw command as it resumed previous rendering.

This is solved by validating the pipeline barriers when resuming rendering.
There are also other cases that required this which have been updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/130721
2024-11-22 11:58:23 +01:00
Jeroen Bakker
e440828221 Fix #130588: Vulkan: Depth stencil readback
Functionality like snapping cursor requires readback of depth stencil
textures. This was not supported yet. This PR will add readback of depth
stencil textures to float.

Fixes: #128624, #130588

Pull Request: https://projects.blender.org/blender/blender/pulls/130717
2024-11-22 09:45:38 +01:00
Jeroen Bakker
5665a9d712 Fix #130555: Vulkan: Crash when using legacy gpu API
Add-ons can still use the legacy API that only works on OpenGL. Vulkan
however was crashing as there is no shader create info available.

Adding a pre-check when finalizing shaders on availability of shader
create info.

Pull Request: https://projects.blender.org/blender/blender/pulls/130660
2024-11-21 11:14:11 +01:00
Hans Goudey
c57ebc99eb Cleanup: Use StringRef instead of std::string in a few cases
Pull Request: https://projects.blender.org/blender/blender/pulls/130534
2024-11-19 19:47:27 +01:00
Jeroen Bakker
c2695e2dcc Vulkan: Add support for legacy platforms
Dynamic rendering is a Vulkan 1.3 feature. Most platforms have support
for them, but there are several legacy platforms that don't support dynamic
rendering or have driver bugs that don't allow us to use it.

This change will make dynamic rendering optional allowing legacy
platforms to use Vulkan.

**Limitations**

`GPU_LOADACTION_CLEAR` is implemented as clear attachments.
Render passes do support load clear, but adding support to it would
add complexity as it required multiple pipeline variations to support
suspend/resume rendering. It isn't clear when which variation should
be used what lead to compiling to many pipelines and branches in the
codebase. Using clear attachments doesn't require the complexity
for what is expected to be only used by platforms not supported by
the GPU vendors.

Subpass inputs and dual source blending are not supported as
Subpass inputs can alter the exact binding location of attachments.
Fixing this would add code complexity that is not used.

Ref: #129063

**Current state**

![image](/attachments/9ce012e5-2d88-4775-a636-2b74de812826)

Pull Request: https://projects.blender.org/blender/blender/pulls/129062
2024-11-19 16:30:31 +01:00
Jeroen Bakker
a5f8dbe9b5 Fix: Incorrect assert introduced in recent commit 2024-11-19 13:59:09 +01:00
Jeroen Bakker
8b9b67f2d3 Cleanup: Vulkan: Don't over-allocate render areas/viewports
In multiple parts (framebuffer and shader) the render areas/viewport could be
copied in an array of 16 structs, when only one is needed. This PR will use builder
patters so we don't over-allocate. Would spend less CPU cycles when constructing
render info, render passes/framebuffers, shaders.

Cleanup was part of !129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130515
2024-11-19 13:40:12 +01:00
Jeroen Bakker
b9dab68ce2 Vulkan: Support clearing GPU_DATA_2_10_10_10_REV textures
Using floats to clear GPU_DATA_2_10_10_10_REV textures were not
supported. It will be needed to support legacy platforms.

Detected during development of !129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130511
2024-11-19 13:39:36 +01:00
Jeroen Bakker
a499c711a9 Vulkan: Refactor descriptor set bindings
Shader interface used shader create info bind types to communicate bind
types to descriptor sets. However Vulkan supports more bind types than
Blender exposes in its API. Current implementation resulted that next to
the bind type the actual resource was queried to find out what needed to
be done.

This PR makes it more clear to convert the shader create info bind type
to `VKBindType` that contains the vulkan bind types we support.

Pull Request: https://projects.blender.org/blender/blender/pulls/130509
2024-11-19 13:38:13 +01:00
Jeroen Bakker
560c75e59c Cleanup: Vulkan: Remove unused code
Code is a left over and should not be used. It has been replaced by `VKResourceBinding`

Pull Request: https://projects.blender.org/blender/blender/pulls/130507
2024-11-19 13:35:47 +01:00
Jeroen Bakker
4018e52d30 GPU: OpenGL&Vulkan incorrect workarounds GLSL
OpenGL & Vulkan has workarounds when gl_Layer/gl_ViewportIndex isn't
supported. In this case a geometry shader will is generated. This
geometry shader doesn't follow the GLSL standard and doesn't work on
some platforms. This has not been an issue as the platforms that
don't support gl_Layer/gl_ViewportIndex don't show the issue.

According to the specs gl_Layer and gl_ViewportIndex should be set for
each call to EmitVertex. A shader should not rely on that EmitVertex
reuses the same memory.

Ref https://www.khronos.org/opengl/wiki/Geometry_Shader#Layered_rendering
```
Warning: gl_Layer and gl_ViewportIndex are GS output variables. As such, every time
you call EmitVertex, their values will become undefined. Therefore, you must set
these variables every time you loop over outputs.
```

Issue detected during development of !129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130506
2024-11-19 13:35:09 +01:00
Jeroen Bakker
f7fef99b31 Vulkan: Fix renderdoc step-by-step debugger.
Recently the GLSL code was changed in Blender. For every GLSL file
the #line directive was added. However due to limitations in Blender
we misuse the indexed based line directive to store a hash. This is not
according to the spec where indexes should index the source inside the
array of sources. In vulkan the indexed based approach is not
'supported' as the compiler inputs only accepts a single file.

We tried to support file based approach but that lead to other issues in
renderdoc. Might be related to that the source file doesn't exist on the
file system.

This PR fixes this by scrambling the #line directive so the
step-by-step debugger can be used. The scrabling only happens when
blender is started with the `--debug-gpu-renderdoc` startup argument.

Pull Request: https://projects.blender.org/blender/blender/pulls/130458
2024-11-18 17:37:35 +01:00
Jacques Lucke
4836e0209a Cleanup: remove invalid template usage
This does not compile with GCC on C++20.
2024-11-16 23:10:44 +01:00
Jeroen Bakker
c1379ff2b3 Fix #130161: Vulkan: Grid overlay artifact when copying to swap chain
When copying the window to the swap chain the image needs to be copied
upside down to match Vulkan/OpenGL image coordinate differences.

There was an of by 1 error when copying resulting in minor drawing
glitch which was noticeable when looking at the viewport grid.

Pull Request: https://projects.blender.org/blender/blender/pulls/130328
2024-11-15 17:12:24 +01:00
Jeroen Bakker
272403a6cb Vulkan: Remove empty attachments
Some Vulkan platforms don't support framebuffers with gaps between the
color attachments. Workbench framebuffers can create gaps.
(`in_front_fb`, `main_fb` when used for wire frame drawing).

This PR implements a detection mechanism to detect gaps. It also disables
features that are not able to comply to this requirement.

Detected when working on #129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130258
2024-11-14 13:55:33 +01:00
Lalit Shankar Chowdhury
6e49acb655 Vulkan: Show supported device extensions in system-info output
When vulkan is used the system-info.txt doesn't contain device extensions.
This PR adds device extensions to the system info.

Pull Request: https://projects.blender.org/blender/blender/pulls/128658
2024-11-14 13:15:09 +01:00
Jeroen Bakker
4a9d53f9f3 Merge branch 'blender-v4.3-release' 2024-11-08 12:30:33 +01:00
Jeroen Bakker
b86ed45fcb Fix unreported: Vulkan: Empty device list
The list of vulkan devices is empty. This regression was introduced by
91960b07db. Vulkan needs to initialize the
platform twice. Once when the backend starts, and the second time when
the device is selected. The device list is added when the backend
starts, but was cleared when the device was initialized, making the list
empty.

Pull Request: https://projects.blender.org/blender/blender/pulls/130020
2024-11-08 12:29:23 +01:00
Jeroen Bakker
b2e1677b36 Fix: Vulkan: Incorrect depth on ARM devices
When gl_FragDepth is defined in the fragment shader and the depth isn't
written to the driver would reset the value to 0. This PR fixes this by
not putting the gl_FragDepth in the shader when it uses the
`depth_unchanged` qualifier or doesn't find any usage in the GLSL.

Pull Request: https://projects.blender.org/blender/blender/pulls/130016
2024-11-08 12:27:46 +01:00
Jeroen Bakker
acb49ee889 Merge branch 'blender-v4.3-release' 2024-11-07 10:30:53 +01:00
Jeroen Bakker
f3342fa680 Fix #129708: Vulkan: Add limit checks when creating images
Drivers should perform a limit check when creating images and return
`VK_ERROR_OUT_OF_DEVICE_MEMORY`. However there are drivers where this
check is a pass-through and leads to `VK_ERROR_DEVICE_LOST`.

This issue was introduced !128877 and only shows up on official NVIDIA
drivers.

Pull Request: https://projects.blender.org/blender/blender/pulls/129939
2024-11-07 10:29:40 +01:00
Jeroen Bakker
e5dcb019a9 Merge branch 'blender-v4.3-release' 2024-11-05 13:23:05 +01:00
Jeroen Bakker
fe8bc5100d Cleanup: Remove compilation warning
Introduced by !129775

Pull Request: https://projects.blender.org/blender/blender/pulls/129855
2024-11-05 13:22:18 +01:00
Jeroen Bakker
66c7c6959a Merge branch 'blender-v4.3-release' 2024-11-05 12:45:01 +01:00
Jeroen Bakker
b18a460ad7 Fix #129265: Clearing depth attachments on AMD official driver
When using AMD official driver clearing depth attachments can fail.
I assume it is related to previous pipeline states and dynamic rendering
that don't require the correct pipeline state for clearing depth
attachments.

![image](/attachments/e5b97c3b-2551-4600-8cbe-4c8fc71d9feb)

Co-authored-by: jeroen@blender.org <Jeroen Bakker>
Pull Request: https://projects.blender.org/blender/blender/pulls/129852
2024-11-05 12:44:17 +01:00
Jeroen Bakker
a08151f0f4 Merge branch 'blender-v4.3-release' 2024-11-05 08:07:55 +01:00
Jeroen Bakker
f76410329b Vulkan: Disable Optimizations for Qualcomm
Qualcomm driver can not handle the optimized SPIR-V that Blender
creates. According to their driver engineers this is an issue in
shaderc. As we are late in the release process they asked us to disable
the optimizations.

In Blender 4.4 we are planning to update shaderc what might fix the
issue. This should be retested after the update.

Pull Request: https://projects.blender.org/blender/blender/pulls/129775
2024-11-05 08:05:42 +01:00
Campbell Barton
15c207a294 Merge branch 'blender-v4.3-release' 2024-11-02 17:34:00 +11:00
Campbell Barton
4df285ccd5 Cleanup: move function comments into headers or implementation notes
For C/C++ doc-strings should be located in headers,
move function comments into the headers, in some cases merging
with existing doc-strings, in other cases, moving implementation
notes into the function body.
2024-11-02 17:27:09 +11:00
Campbell Barton
e46c58df7c Merge branch 'blender-v4.3-release' 2024-11-02 15:44:22 +11:00
Campbell Barton
99387c0749 Cleanup: spelling in comments, docs & error 2024-11-02 15:43:27 +11:00
Hans Goudey
9b97ba1462 Cleanup: GPU: Avoid raw pointers for shader API strings
Avoid measuring the length of strings repeatedly by passing their
length along with their data with `StringRefNull`. Null termination
seems to be necessary still for passing the shader sources to OpenGL.
Though I doubt this is a bottleneck, it's still nice to avoid overhead from
string operations and this helps move in that direction.

Pull Request: https://projects.blender.org/blender/blender/pulls/127702
2024-11-01 20:00:31 +01:00
Clément Foucault
133f9a31bf Fix: Vulkan: Incorrect error logging
This was broken by the new filename hash and
line directives.

Parsing the filename hash and using the
same logic as GL fixes the issue.
2024-10-29 18:08:25 +01:00
Campbell Barton
4a69ede005 Cleanup: spelling in strings 2024-10-23 13:14:37 +11:00
Jeroen Bakker
791f90ab8d Vulkan: Remove guardedalloc option
WITH_VULKAN_GUARDEDALLOC is a development option to use Blenders guarded
allocator when allocating internal vulkan driver resources. It does not provide any benefits
as this should be covered by vulkan validation and drivers are often ignoring this. This
change will remove the option from cmake and source code.

Pull Request: https://projects.blender.org/blender/blender/pulls/129039
2024-10-15 13:46:00 +02:00
Jeroen Bakker
8c441ac937 Merge branch 'blender-v4.3-release' 2024-10-15 13:44:46 +02:00
Jeroen Bakker
6f6efb6ec0 Vulkan: Disable Intel 10th gen and lower on Windows
Intel Windows drivers for 10th gen and lower has some strange behavior
when using dynamic rendering. It requires pipeline conditions to be met,
when beginning a new rendering scope. This is strange as specs + VVL
notes that these conditions should be met during vkCmdDraw* commands.

Pull Request: https://projects.blender.org/blender/blender/pulls/129055
2024-10-15 13:44:05 +02:00
Jeroen Bakker
cdef54a5ce Vulkan: Workaround for unused attachment extension
This change makes unused attachments extension optional.
This extension is fairly new and not all drivers have support for it.

The workaround will create additional pipelines when attachments are
not set.

Pull Request: https://projects.blender.org/blender/blender/pulls/129046
2024-10-15 13:43:21 +02:00
Jeroen Bakker
399060aa0e Merge branch 'blender-v4.3-release' 2024-10-14 15:45:34 +02:00
Jeroen Bakker
ceb61ac921 Fix: Vulkan: Strict extension test
VK_EXT_dynamic_rendering_unused_attachments is required for correct working.
Renderdoc hides this extension, but most platforms do work. However the
Windows Intel driver crashes when using iGPUs; they don't support this
extension at all.

This change does a more strict extension test so drivers that do not
support this extension will fallback to OpenGL. When using renderdoc it
is now allowed to compile blender with `WITH_RENDERDOC=On`.

Future developments are needed to add support for Intel iGPUs on
Windows.

Pull Request: https://projects.blender.org/blender/blender/pulls/128986
2024-10-14 15:43:41 +02:00