These drivers crash on startup caused by a driver bug. This include the
latest drivers for legacy Intel CPUs with a HD 4000/HD 5000 series GPU.
To be on the safe side all drivers with version 20.19.15.51* will be marked
unsupported as we don't have the platforms to identify the precise driver
versions that fail.
See #113124 for more information.
Pull Request: https://projects.blender.org/blender/blender/pulls/115228
This allows for some optimization when we know
some effects are not present. Also this is needed
to detect the case when world contains absorption
in order to disable distant lighting.
Related #114062
Ensure all Closures are filled with correct values,
like the principled bsdf node already does.
The main reason is that the new AgX color transform doesn't play well
with negative values (see #113220), but it's probably best to ensure we
use sanitized values in the rendering code as a whole.
Pull Request: https://projects.blender.org/blender/blender/pulls/115059
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.
The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.
Pull Request: https://projects.blender.org/blender/blender/pulls/113979
This uses the principles outlined in
Screen Space Indirect Lighting with Visibility Bitmask
to compute local and distant diffuse lighting.
This implements it inside the ray-tracing module as a fallback when the
surface is too rough. The threshold for blending between technique is
available to the user.
The implementation first setup a radiance buffer and a view normal
buffer. These buffer are tracing resolution as the lighting quality is
less important for rough surfaces. These buffers are necessary to avoid
re-projection on a per sample basis, and finding and rotating the
surface normal.
The processing phase scans the whole screen in 2 directions and outputs
local incomming lighting from neighbor pixels and the remaining
occlusion for everything that is outside the view.
The final steps filters the result of the previous phase while applying
the occlusion on the probe radiance to have an energy conserving mix.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114259
Multi indirect drawing would bind an offset index buffer, but
indirect drawing parameters also offset the index buffer so
incorrect geometry was drawn.
Fixes drawing of meshes with multiple materials.
Pull Request: https://projects.blender.org/blender/blender/pulls/115190
This PR shows the memory footprint in the statusbar when activated.
Only memory allocated on the VRAM is counted. Memory allocated on host
memory is not counted.

Pull Request: https://projects.blender.org/blender/blender/pulls/115184
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.
Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.
The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.
The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.
The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.
Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.
Pull Request: #111187
Currently we keep track of 3 command buffers. Data transfer, compute and
graphics. The reason is that data transfer and compute commands cannot
be recorded in a command buffer that has an active render pass.
This PR simplifies the implementation by combining data transfer and
compute commands as there is no need to separate those in individual
command buffers.
This is in preparation of improving submission performance.
Pull Request: https://projects.blender.org/blender/blender/pulls/115033
In Blender a context should not be shared between threads. In Vulkan a
command pool must not be shared between threads. In the current
implementation the command pool are stored on device level and could
therefore be shared between multiple context which made the implementation
not matching these rules.
This PR moves the command pool from device to command buffers where it
would not conflict between other contexts. This PR doesn't make the Vulkan
backend fully multithreaded. The access to the queue is still missing.
Pull Request: https://projects.blender.org/blender/blender/pulls/114977
Anisotropy samplers are optional in Vulkan. This change will disable
anisotropy samplers when the feature isn't available on the device.
The support for anisotropy samplers is around 90% so would not expect
any compatibility issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/114833
Until now the Vulkan backend supported a single pre-configured sampler.
This PR realizes creation, caching and freeing of samplers based on what
is required by the state manager.
The implementation is similar to OpenGL or Metal. This fixes many issues
including:
- Textures in workbench and eevee use the correct extend and filtering
- Custom icons render correctly
- Depth sampling issues
- Removes artifacts using EEVEE world shader, lighting and indirect lighting.
Pull Request: https://projects.blender.org/blender/blender/pulls/114827
The initial pipeline state was not set and could lead to undetected
state changes.
This fixes several issues, including:
* Fix incorrect colors in the UI, that would be used everywhere, and
could be fixed by restarting Blender.
* Overlay extra objects where drawn below the grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/114792
Devices that don't support GPU_DEPTH_COMPONENT24 natively will use
GPU_DEPTH_COMPONENT32F in stead. When done the current code path raised
an error as the conversion type wasn't set.
Issue detected on AMD RX5700 device.
Pull Request: https://projects.blender.org/blender/blender/pulls/114786
3 component texture formats are often not supported by vulkan devices.
Sometimes the support is less than 5%. The 4 components variants have
more than 90% support.
This PR builds on top of the existing vulkan data conversion to add
the ability to convert between RGB16F<=>RGBA16F and RGB32F<=>RGBA32F
texture formats.
This allows using color management other then Standard/sRGB. Most places
the 3 component texture formats are phased out, but OCIO, external
render engines and real time compositor uses them.
Pull Request: https://projects.blender.org/blender/blender/pulls/114708
This PR solves an issue when using texture pools with textures that are not
natively supported by the device. In the previous implementation the
internal `Texture::format_` was changed. Any check if the texture could
be reused would fail as its format would be different that the requested one.
This PR fixes this by separating the requested format `Texture::format_` and
how it is stored on the GPU `VKTexture::device_format_`.
This solves the next artifacts:
* Workbench flickering artifacts on AMD/Intel GPUs
* Workbench TAA on AMD/Intel GPUs
* Overlays were not always drawn fully solid
Pull Request: https://projects.blender.org/blender/blender/pulls/114697
OpenGL uses a depth range between -1 and 1, which is then normalized.
Metal & Vulkan uses a depth range between 0 and 1, which is already normalized.
The final plan would be to default to a depth range between 0 and 1, but
for now the depth ranges are retargetted so they won't be clipped away.
This solves the next issues for users:
- Navigate control will be rendered correctly
- Ortographic view clipping artifacts
- EEVEE light evaluation
Retargetting happens at the end of the vertex stage or when a geometry
stage is present at the end of the geometry stage. Derivatives using
depth would have a different value compared to OpenGL, but would match
Metal backend. OpenGL performs clipping and generates derivatives based
on the original depth value.
`gl_FragCoord` and clipping would have some precision differences as clipping
and normalizing are done in a different order but would match Metal.
Geometry shaders should use `gpu_EmitVertex` to ensure that the retargetting
is done per vertex.
Pull Request: https://projects.blender.org/blender/blender/pulls/114669
There were some issues with workbench shadow drawing. This PR
does some tweaks to fix the shadow drawing on vulkan.
* Framebuffer stencil clearing when write stencil is disabled
* Tweaks to stencil operation and tests
* Disable restart for line adjacency
Pull Request: https://projects.blender.org/blender/blender/pulls/114673
Some minor tweaks to the vulkan backend to support grease pencil
drawing. The changes include:
* Add support for GPU_DATA_10_11_11_REV clearing
* Use correct index buffer start and count
Anti aliasing isn't working as they require different samplers being
configured and that require some design work.
Effects haven't been tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/114659
On some platforms `VK_FORMAT_R8G8B8_*` are not supported as vertex buffers. The
obvious workaround for this is to use `VK_FORMAT_R8G8B8A8_*`. Using unsupported
vertex formats would crash Blender as it is not able to compile the graphics
pipelines that use them.
Known platforms are:
- NVIDIA Mobile GPUs (Quadro M1000M)
- AMD Polaris (open source drivers)
This PR adds the initial workings for other unsupported vertex buffer formats we
need to fix in the future.
`VKDevice.workarounds.vertex_formats` contain booleans if the workaround for
a specific format should be turned on (`r8g8b8 = true`). `VertexFormatConverter` can be
used to identify if conversions are needed and perform the conversion.
Pull Request: https://projects.blender.org/blender/blender/pulls/114572
Ensure that on closing of the application, all pending
SafeFreeLists are released. A new change to ensure
release of SafeFreeLists was always deferred until
full completion of GPU buffers meant that a pending
MTLSafeFreeList container may not be released on
shutdown.
This change ensures that the container is fully
destructed on final shutdown.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/114532
Fixes a harsh transistion between diffuse and subsurface scattering
materials in the Principled BSDF as a user increases the Subsurface
Scattering Weight from 0 to 1.
Pull Request: https://projects.blender.org/blender/blender/pulls/114500
The null byte wasn't taken into account when allocating memory
to strcpy into.
The calculation to check if allocation was needed was also wrong,
causing allocation for every string.
In practice it's not so likely users would ever hit this since
the function tended to over allocate, even in the case an off by one
error occurred, in all likelihood the room would already be available.
Ref !114512
Vulkan API uses Flags and FlagBits for enumerations. The FlagBits
contains the options that can be hold with the Flags data type.
This wasn't well understood at the beginning of the project and
the FlagBits where used where Flags should have been used. This cleanup
fixes this, improving the readability of the code where bit
manipulations where used.
Pull Request: https://projects.blender.org/blender/blender/pulls/114459
This adds a new way of computing occlusion using visibility bitmask. To
make it more algorithm agnostic, we name it horizon scan.
This cleans-up / simplify the code compared to the Horizon based solution.
There is no more trickery for fading influence of distant samples which
makes the result match cycles closer.
This introduces a new thickness option. Maintaining it relatively low
makes it possible to avoid over occlusion because of in front geometry.
Making it too low will cause under occlusion.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114150
When using EEVEE-Next the final render data is readback from texture
views. This wasn't implemented yet.
This PR adds support for reading back texture views. It also makes sure
the correct layer is read when reading back data from framebuffers and
adds internal support to read back a partial texture.
Pull Request: https://projects.blender.org/blender/blender/pulls/114411
After previous changes to allow command buffers to not require
execution and completion in submission order,
guarantees for releasing freed buffers back to the memory pool
within the frame life time had changed.
This could mean a released buffer could be returned to the
memory pool prematurely, if a subsequent command buffer
completes before a previously submitted one, flagging a resource as no
longer in use by the GPU, while it still may be in use by the orignal
command buffer.
This PR defers final reference count release for buffers
being actively used until the following call to GPU_render_step,
to ensure that buffers freed will be available for the lifetime of
the frame, covering all command submissions, rather than just
within the lifetime of the command buffer submission within which a
buffer was freed.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/114329