BLI code for enums that are meant to be used as "bit flags" defined
an ENUM_OPERATORS macro in BLI_utildefines.h. This cleans up things
related to said macro:
- Move it out into a separate BLI_enum_flags.hh header, instead of
"random bag of things" that is the current place,
- Update it to no longer need manual indication of highest individual
bit value. This originally was added in a31a87f89 (2020 Oct), in
order to silence some UBSan warnings that were coming
from GPU related structures (looking at current GPU code, I don't
think this is happening anymore). However, that caused actual
user-visible bugs due to incorrectly specified max. enum bit value,
and today 14% of all usages have incorrect highest individual
bit value spelled out.
- I have reviewed all usages of operator ~ and none of them are
used for directly producing a DNA-serialized value; all the
usages are for masking out other bits for which the new ~
behavior that just flips all bits is fine.
- Make the macro define flag_is_set() function to ease check of bits
that are set in C++ enum class cases; update existing cases to use
that instead of three other ways that were used.
Pull Request: https://projects.blender.org/blender/blender/pulls/148230
This is the first step of moving the create infos
back inside shader sources.
All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.
Each shader source file now generate a `.info` file
containing only the create info declarations.
This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).
Pull Request: https://projects.blender.org/blender/blender/pulls/146676
The OpenGL specs require that the storage image qualifier in shaders
(e.g., "rgba32f") needs to be compatible with the format of a bound image
(see https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf#page=318).
We know that Blender currently does not handle this correctly in
multiple places. AMD and NVIDIA seem to silently ignore a mismatch and
just seem to use the format of the bound image. However, for the
Intel Windows drivers, this seems to lead to visual corruptions
(#141436, #141173). While a more graceful handling of a mismatch may
be nice, this is in line with the OpenGL specs.
This PR adds code for validating image formats for bindings.
Pull Request: https://projects.blender.org/blender/blender/pulls/143791
This is motivated by the latest changes to the preprocessor
which outputs a lot of line directives when code is
generated or unrolled.
In this case the reported line would be correct but not
correctly displayed.
Moreover the system of outputing hashes inside the
`#line` directive proved to be incompatible with some
compilers and tools (renderdoc).
This commit always comments the line directives before
compilation (solves the compatibility issue).
When error logging, we then scan the commented
directives to output the correct filename and source
line. The log line is kept untouched and will show
the correct final generated code that triggered the
error.
This also fixed the error line parsing for vulkan.
Pull Request: https://projects.blender.org/blender/blender/pulls/145096
This allows to control the type of data inside the create infos for
easy variation of the same shader.
Also this wraps the last global shader resource usage for the future
SRD.
Pull Request: https://projects.blender.org/blender/blender/pulls/144769
With 5.0 we start requiring this extension for GL and VK.
All of our target hardware supports it with up to date
drivers.
Some old drivers were disabling this extension because of
buggy behavior. We simply drop support for them in 5.0.
This allows us to remove a lot of code and the last
shader create info override done at startup. This will
unlock more refactoring of the shader create info into
static classes to reduce binary size and other benefits.
## TODO:
- [x] Remove checks for ARB_shader_draw_parameters
- [x] Remove checks for ARB_clip_control
- [x] Check for the extension on startup for OpenGL
- [x] Check for the extension on startup for Vulkan
- [x] ~~Add user facing popup message about minimum
requirements not being met.~~ Done using the same
popup as old hardware.
Pull Request: https://projects.blender.org/blender/blender/pulls/142334
On some drivers, the GLSL compiler doesn't reflect the omitted
`local_size_*` of a compute shader inside `gl_WorkGroupSize`.
This lead to the 2D size computation of 1D workgroups to become
0 which was bypassing the parallel reduction algorithms.
Ensuring `local_size_*` are always set fixes the issue.
For clarity, also fix the 1D shaders to not use `gl_WorkGroupSize.y`.
This also fix a copy paste error in the Metal backend.
This issue affected AMD drivers on Windows.
Rel #142046
Candidate for backporting to 4.5 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/144056
Recursive downsample was only used by workbench DoF
which can be expressed using mip view instead.
The mip render workaround was creating GL error on startup
and is not needed anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/143246
This commit renames the GHOST Metal graphic context class and related
files / references from `GHOST_ContextCGL` to `GHOST_ContextMTL`. When
the Metal backend was first introduced, this context file contained
both the old OpenGL context (CGL, for macOS Core OpenGL API), and the
newer Metal context. Since #110185 all CGL related code was removed
from the class, making it Metal only, and thus rendering the old class
name outdated and potentially misleading. In addition to the rename,
unused OpenGL related forward declarations and old TODOs were also
removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/142519
The numeric levels have no obvious meaning. This removes the distinction
between severity and levels, instead there is a single list of named levels
with defined meaning.
Debug means information that's mainly useful for developers, and trace is for
very verbose code execution tracing.
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
GPU_DATA_UINT_24_8 isn't used anymore. We cannot phase out the data type
as it can still be used by add-ons. This PR will deprecate
`GPU_DATA_UINT_24_8`. When used in an add-on a deprecation message will
be shown.
Pull Request: https://projects.blender.org/blender/blender/pulls/140715
Metal and AMD/Intel/Vulkan don't support depth24 texture formats
natively. The backends implemented fallback to use depth32f in
stead.
Recently we removed all usages of depth24 to use depth32 and the
next step is to remove the depth24 format and the workarounds in
the backend.
Note: The removal of `GPU_DATA_UINT_24_8` isn't part of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/140659
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.
This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.
The old enums are kept for progressive porting of the
backends and user code.
This will break compatibility with python addons.
TODO:
- [x] Deprecation warning for PyGPU (4.5)
- [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
- [x] Metal
- [x] OpenGL
- [x] Vulkan
Pull Request: https://projects.blender.org/blender/blender/pulls/138846
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.
A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.
We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).
It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.
Add some heuristic to avoid too much memory usage
and / or too many stalls.
Also add some heuristic to the default number of subprocess for
the platform that shows scalling.
Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.
Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.
See pull request for measurements.
Pull Request: https://projects.blender.org/blender/blender/pulls/139821
Compilation constants are constants defined in the create info.
They cannot be changed after the shader is created.
It is a replacement to macros with added type safety.
Reuse most of the logic from Specialization constants.
Pull Request: https://projects.blender.org/blender/blender/pulls/139703
The GPU implementation is a bit too complex
to implement for now.
As we are improving shader loading, having the
CPU timings is already helpful.
Note that `Map<size_t, int>` does not compile
on Clang.
This is exposing the `--profile-gpu` option on
all backends as the vulkan backend should follow
shortly.
Pull Request: https://projects.blender.org/blender/blender/pulls/139551
This allows multiple threads to request different specializations without
locking usage of all specialized shaders program when a new specialization
is being compiled.
The specialization constants are bundled in a structure that is being
passed to the `Shader::bind()` method. The structure is owned by the
calling thread and only used by the `Shader::bind()`.
Only querying for the specialized shader (Map lookup) is locking the shader
usage.
The variant compilation is now also locking and ensured that
multiple thread trying to compile the same variant will never result
in race condition.
Note that this removes the `is_dirty` optimization. This can be added
back if this becomes a bottleneck in the future. Otherwise, the
performance impact is not noticeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/136991
This feature greatly increase depth buffer precision.
This is very noticeable in large view distance scenes.
This is enabled by default on GPUs that supports it (most of the hardware we
support already supports this). This makes rendering different on the GPUs
that do not support that feature (`glClipControl`).
While this give much better depth precision as before, we also have a lot of
imprecision caused by our vertex transformations. This can be improved in
another task.
Pull Request: https://projects.blender.org/blender/blender/pulls/138898
This commit finishes removing the uses of the integer to float
vertex buffer fetch mode. Previous commits noted below already started
that process. The last usage was geometry attributes. Now integers are
converted to floats as part of the existing upload process.
The change makes the Vulkan vertex buffer type conversion unused, so
it's removed. That's nice because Vulkan vertex buffers go from 1040 to
568 bytes in size and have significantly less overhead on creation.
Related:
- 153abc372e
- 1e1ac2bb9b
- 617858e453
Pull Request: https://projects.blender.org/blender/blender/pulls/138873
Part of #136993.
Share as much of the ShaderCompiler implementations as possible.
Remove the ShaderCompiler/ShaderCompilerGeneric split and make most of
its functions non virtual.
Move the `get_compiler` function from `Context` to `GPUBackend` and
creation/deletion to `GPUBackend::init/delete_resources`.
Add a `batch_cancel` function to `ShaderCompiler` (needed for the
GPUPass refactor).
As a nice extra, the multithreaded OpenGL compilation has become faster
too.
The barbershop materials + EEVEE static shaders have gone from 27s to
22s.
I have not observed any performance difference on Vulkan or Metal.
Pull Request: https://projects.blender.org/blender/blender/pulls/136676
The use-case of this blend mode is to be able to make parts of an
viewport overlay transparent.
The future user of this blend mode is sequencer preview drawing
where frame will be drawn to an HDR render frame-buffer, and overlays
drawn on-top. In a way it is similar to the image engine, but without
need to have custom shader.
Ref #138094
Pull Request: https://projects.blender.org/blender/blender/pulls/138307