Commit Graph

3579 Commits

Author SHA1 Message Date
Jacques Lucke
32c301e3cf Shader Nodes: support repeat zones, closures and bundles
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.

The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.

Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.

There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.

#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
2025-09-09 16:15:43 +02:00
Clément Foucault
18d3f0a1a5 Fix #145651: GPU: Memoryleak drawing node links
The link buffer was not free on exit.
Previous implementation was freing it with the
gpu::Batch which is registered as preset.
This commit introduces buffer registration
to free them on exit.

Pull Request: https://projects.blender.org/blender/blender/pulls/145921
2025-09-09 12:49:32 +02:00
luz paz
81c8b22eeb Cleanup: Fix typos in source/blender/gpu
Fix some non-user-facing typos.
Found via codespell

Pull Request: https://projects.blender.org/blender/blender/pulls/145815
2025-09-09 09:07:23 +02:00
Brecht Van Lommel
ffa4f8c7ad Refactor: Split off lighter BLI_color_types.hh from BLI_color.hh
Functions for convert between the color types and ostream support are
now outside the classes.

Many files were changed to fix cases where direct includes for headers
were missing.

Pull Request: https://projects.blender.org/blender/blender/pulls/145756
2025-09-05 11:11:32 +02:00
Jeroen Bakker
8d40ecbf85 Cleanup: GPUFramebuffer variable names
The internal wrap/unwrap functions used vert as variable names. Should
be framebuffer.
2025-08-29 08:59:01 +02:00
Clément Foucault
8c7ba3579f GPU: Batch: Remove unused instance attributes
This has been completely replaced by SSBOs overtime.

This reduces API size and avoid untested/legacy path
in drivers that are known to break (see #134509).

Pull Request: https://projects.blender.org/blender/blender/pulls/145242
2025-08-28 12:07:41 +02:00
Brecht Van Lommel
5d72498154 Color Management: Improve gamma 2.2 vs piecewise sRGB handling for HDR
See the code comments for detailed explanation. But overall we use particular
combinations of sRGB and gamma 2.2 encode/decode to match SDR applications
while still ensuring HDR values are passed on linearly.

This means the user interface and SDR content will display different in
Windows HDR mode off and on, but that is consistent with other applications.

Split use_hdr variable into use_hdr_buffer about the graphics buffer,
and use_hdr_display about the chosen display in Blender.

Ref #145022

Pull Request: https://projects.blender.org/blender/blender/pulls/145025
2025-08-28 11:35:10 +02:00
Miguel Pozo
0cf4d39aa9 GPU: Improve the do_static_compilation_ check coverage (2)
162a24e05d had to be reverted, since it
didn't take into account other types of dynamically generated
`ShaderCreateInfo` (external shaders like OCIO or Python ones).
This just marks `ShaderCreateInfo`s as generated by default and only
sets the ones from gpu_shader_create_info_list as non generated.

Pull Request: https://projects.blender.org/blender/blender/pulls/145128
2025-08-27 20:17:04 +02:00
Clément Foucault
03296e6679 GPU: Remove unused workarounds
The line workaround is no longer necessary since the
shader now uses SSBO and is less likely to have
issues (more tested path).

The source patching is now always done in the GL and VK
backend before compilation.

Pull Request: https://projects.blender.org/blender/blender/pulls/145240
2025-08-27 16:01:07 +02:00
Christoph Neuhauser
ad4adccdeb GPU: Added image format validation for shader image bindings
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
2025-08-27 15:43:09 +02:00
Clément Foucault
fa3355c505 Refactor: GPU: NodeLink shader to remove need of instance attributes
Use SSBO loads instead.

Contains a cleanup pass to bring this shader to current shader
standards.

This removes the non-instance version of the shader as it is
not necessary anymore.

The motivation for this is to remove the instance buffer from
the batch API.

Pull Request: https://projects.blender.org/blender/blender/pulls/145238
2025-08-27 15:24:22 +02:00
Clément Foucault
ba4589e894 DRW: New Curve Drawing
Implementation of the design task #142969.

This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.
![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd)

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.

Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.

The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A |
| PR   | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) |

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A |
| PR   | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) |

Cyclic Curve, Mixed curve type, and proper radius support:
![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7)

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)

Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)

TODO:
- [x] Attribute Loading Changes
  - [x] Generic Attributes
  - [x] Length Attribute
  - [x] Intercept Attribute
  - [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
  - [x] Attribute Loading
  - [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment

Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
Clément Foucault
06ddc55846 Cleanup: GPU: Fix french spelling of Dictionary
...baguette?
2025-08-26 15:38:33 +02:00
Jeroen Bakker
f82e89183e Fix #142110: Vulkan: Only last planar probe is visible
When using multiple planar probes only the last one would
be visible. The other probes would use the world probe.

Reason is that the data of planar probes are stored in
layered textures. When updating planar probes framebuffers
are created with the correct layer attached.

Vulkan backend missed some code paths to clear a single layer
when clearing a framebuffer where the previous action had depth
write disabled. This PR adds the missing code path.

Pull Request: https://projects.blender.org/blender/blender/pulls/145170
2025-08-26 14:18:47 +02:00
Clément Foucault
1f2c906e2a GPU: Shader: Always mute line directives for GLSL
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
2025-08-26 12:46:46 +02:00
Aras Pranckevicius
a52bed7786 VSE: Do Scopes on the GPU, improve their look, HDR for waveform/parade
Faster and better looking VSE scopes & "show overexposed". Waveform &
RGB Parade now can also show HDR color intensities. (Note: this is
only about VSE scopes; Image Space scopes are to be improved separately)

- Waveform, RGB Parade, Vectorscope scopes are done on the GPU now, by
  drawing points for each input pixel, and placing them according to
  scope logic. The point drawing is implemented in a compute shader,
  with a fragment shader resolve pass; this is because drawing lots of
  points in the same location is very slow on some GPUs (e.g. Apple).
  The compute shader rasterizer is several times faster on regular
  desktop GPU as well.
- If a non-default color management is needed (e.g. VSE colorspace is
  not the same as display colorspace, or a custom look transform is used
  etc. etc.), then transform the VSE preview texture into display space
  RGBA 16F texture using OCIO GPU machinery, and calculate scopes
  from that.
- The "show overexposed" (zebra) preview option is also done on the
  GPU now.
- Waveform/Parade scopes unlock zoom X/Y aspect for viewing HDR scope,
  similar to how it was done for HDR histograms recently.
- Added SEQ_preview_cache.hh that holds GPU textures of VSE preview,
  this is so that when you have a preview and several scopes, each of
  them does not have to create/upload their own GPU texture (that would
  both waste memory, and be slow).

Screenshots and performance details in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/144867
2025-08-26 12:25:43 +02:00
Clément Foucault
505e4fc3ae GPU: Shader: Add support for templated struct
This does a few things:
- Add support for templated struct.
- Change parsing of template scope.
  Now all template scope `<..>` are parsed properly.
- Rework to support better match syntax.
- Avoid warning from scope guard processing. Now initialize
  the return value to zero.

Pull Request: https://projects.blender.org/blender/blender/pulls/145132
2025-08-26 10:10:43 +02:00
Miguel Pozo
9f59a36181 Revert "GPU: Improve the do_static_compilation_ check coverage"
This reverts commit 162a24e05d.

Needs testing.
There are asserts triggering on startup.
2025-08-25 16:31:43 +02:00
Miguel Pozo
cb9116f58a Fix #145017: EEVEE: Performance regression with Drivers in Shaders
Make the optimization_delay per-pass.
Lower the optimization pass GC collect rate.

Pull Request: https://projects.blender.org/blender/blender/pulls/145114
2025-08-25 15:56:35 +02:00
Miguel Pozo
162a24e05d GPU: Improve the do_static_compilation_ check coverage
Since we use StaticShader now in many places, the check is often
bypassed.

Ensure that any compiled shader is either marked as static or as a
GPUPass.

Pull Request: https://projects.blender.org/blender/blender/pulls/144950
2025-08-25 15:55:26 +02:00
Clément Foucault
87fe13fb7b Fix: EEVEE: Avoid Valgrind issues
Running valgrind on a render test exhibit a lot of warnings
about `Conditional jump or move depends on uninitialised value(s)`.

This patch makes sure to initialize the memory to avoid
platform dependent bugs.

Pull Request: https://projects.blender.org/blender/blender/pulls/144995
2025-08-25 14:05:50 +02:00
Miguel Pozo
e0a82933ab Cleanup: Remove unused code 2025-08-25 12:43:28 +02:00
Jeroen Bakker
0ea1feabd9 Vulkan: HDR support for Windows
This PR adds HDR support for Windows for `VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT`
on `VK_FORMAT_R16G16B16A16_SFLOAT` swapchains .

For nonlinear surface formats (sRGB and extended sRGB) the back buffer is blit into the swapchain,
When VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT is used as surface format a compute shader
is used to flip and invert the gamma.

SDR white level is updated from a few window event changes, but actually
none of them immediately respond to SDR white level changes in the system.
That requires using the WinRT API, which we don't do so far.

Current limitations:
- Intel GPU support
- Dual GPU support

In the future we may add controls inside Blender for absolute HDR nits,
across different platforms. But this makes behavior closer to macOS.

See !144565 for details

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144717
2025-08-22 10:11:55 +02:00
Brecht Van Lommel
b0d52c528b Color Management: Remove "High Dynamic Range" setting
This was a temporary solution until we had proper HDR displays.

* Auto detect from the display + view transform if they are HDR, and
  enable it automatically. This is based on encoding hdr-video in the config.
* If a HDR transform is selected and there is no HDR display support, an
  info message will be shown in the color management panel.
* It is now possible to view HDR images in the image editor, without
  needing to use "View as Render".
* There is no versioning to switch to a HDR display, because that also
  affects image saving. So users will have to manually select the
  "Rec.2100 PQ" display to see HDR colors again.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/144565
2025-08-21 15:25:06 +02:00
Brecht Van Lommel
62485a760f Color Management: Wide gamut display
* Change meaning of display device to be the device that we are trying
  to emulate, not the monitor configuration.
* The display transform is now:
 * User specified view and display transform
 * Clamp to 0 to limit colors to gamut
 * Inverse untonemapped display transform
 * Convert to extended sRGB
* When using the display space in the color management API, it now needs to
  be specified if it's for drawing (with emulation) or file output or color
  inspection (without).

Like HDR, this only works on macOS and Linux + Wayland + Vulkan currently.
Support for Windows/Vulkan is under development in #144717.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/144565
2025-08-21 15:25:01 +02:00
Clément Foucault
2f2ff44e56 GPU: Shader: Remove legacy creation API
This API is no longer used for 5.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/144819
2025-08-20 09:25:32 +02:00
Clément Foucault
869fc2cf4e GPU: Shader: Add Shared Variable in shader create info
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
2025-08-19 18:27:49 +02:00
Campbell Barton
5540b9440a CLI: move VSync from an environment variable to an argument
Add a command line argument --gpu-vsync on/off/auto.

Prefer command line arguments for GPU settings,
as it means the value is error checked and set when Blender starts.

Also refactor GHOST_Context to take a parameter argument which
includes the stereo-visual & debug arguments and includes the newly
added vsync setting. This makes it possible to add GPU context
parameters more easily in the future.

It also removes redundant parsing & setting the VSync setting for
off-screen contexts.

Changes to recent PR !143049.

Ref !144473
2025-08-14 05:16:12 +00:00
Mohamed Hassan
ce7759bae6 Compositor: Removing Sun Beams node
This patch removes the Sun Beams node since it is now part of the
Glare node. It is versioned using a Glare node of Sun Beams type.

Pull Request: https://projects.blender.org/blender/blender/pulls/144110
2025-08-12 19:53:54 +02:00
Clément Foucault
cae6c6d81a GPU: Remove Shader Draw Parameter workaround
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
2025-08-12 14:04:41 +02:00
Clément Foucault
7a97105b28 GPU: Remove wrapper type for gpu::StorageBuf
This is the first step into merging DRW_gpu_wrapper.hh into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/144329
2025-08-11 10:35:53 +02:00
Clément Foucault
9fbf7e9ec2 GPU: Remove wrapper type for gpu::UniformBuf
This is the first step into merging `DRW_gpu_wrapper.hh` into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/144328
2025-08-11 09:46:45 +02:00
Clément Foucault
1388a70914 GPU: Remove wrapper type for gpu::Shader
This is the first step into merging DRW_gpu_wrapper.hh into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/144229
2025-08-11 09:34:28 +02:00
Jeroen Bakker
97f1aeb84c Vulkan: Remove support for render passes
Vulkan 1.0 render passes have been replaced by dynamic rendering in 1.2.
Blender Vulkan backend was implemented with dynamic rendering in mind.
All our supported platforms support dynamic rendering. Render pass support
was added to try to work around an issue with legacy drivers. However these
drivers also fail with render passes.

Using render passes had several limitations (blending and some workbench
features were not supported).  As no GPU uses it and it is quite some code
to support it is better to remove it.

Pull Request: https://projects.blender.org/blender/blender/pulls/144149
2025-08-08 08:08:58 +02:00
Campbell Barton
cccc2c77c5 Cleanup: consistent for C-style comment blocks 2025-08-08 07:37:33 +10:00
Clément Foucault
16430b10f1 EEVEE: World Sun Shadow no longer works in 4.5
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
2025-08-07 09:40:57 +02:00
Tenkai Raiko
de9b24abad Fix: Map UV node does not work with single values
The Map UV node does not work when the UV input is a single value, where
it is expected that the output will also be single value. This was
simply not implemented for GPU, so this patch does that.

Pull Request: https://projects.blender.org/blender/blender/pulls/143096
2025-08-05 08:09:25 +02:00
Miguel Pozo
34db9bd087 Fix: OpenGL: Invalid GL info on GPUSecondaryContexts
When creating `GPUSecondaryContext`s, `epoxy_gl_version` returns 0 and
`epoxy_has_gl_extension` always returns false.
This is caused by `GPU_context_create` being called without the ghost
context being activated.

Activating it fixes the issue.

Pull Request: https://projects.blender.org/blender/blender/pulls/142715
2025-08-01 15:32:50 +02:00
Miguel Pozo
0730d3f256 Fix: Python API: bpy.app.is_job_running('SHADER_COMPILATION')
Shader compilation no longer uses the `WM_job` API.
Add a `GPU_shader_batch_is_compiling` function to query if there's any
shader compilation happening, and update `bpy_app_is_job_running` to
handle this as a special case.

Pull Request: https://projects.blender.org/blender/blender/pulls/143559
2025-07-31 20:06:27 +02:00
Clément Foucault
55a0e427c5 GPU: Remove mip render workaround and recursive downsample
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
2025-07-28 19:05:36 +02:00
Brecht Van Lommel
ba46217b51 Fix: GPU shader error logging doesn't show shader name or stage
This was relying on the souce file and line printing which is now disabled
by default. Also log the shader source without indent for readability.

Pull Request: https://projects.blender.org/blender/blender/pulls/142882
2025-07-24 16:10:19 +02:00
Clément Foucault
475b20fc5d Refactor: GPU: Use macros for TextureFormat conversions
This reduces the risk of errors and code duplication.

Rel #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142898
2025-07-24 13:56:41 +02:00
Clément Foucault
b6076e4d80 GPU: Add procedural drawcall in gpu::Batch
This allows to store a number of vertex to draw
per batch without specifying any attribute.

This allows to create batches that are empty but
still holds the amount of geometry to produce.

Needed for new curve drawing #142969.

Pull Request: https://projects.blender.org/blender/blender/pulls/143052
2025-07-24 12:27:10 +02:00
Campbell Barton
5c7bc1f9c0 Cleanup: use size-comments checked by "make check_size_comments" 2025-07-23 09:59:26 +10:00
Clément Foucault
32d64d35bb Refactor: GPU: Texture: Replace eGPUTextureFormat by TextureFormat
This offers better semantic and safety of the API.

Part of #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142818
2025-07-22 14:58:54 +02:00
Clément Foucault
f0254c2dcf Refactor: GPU: Remove unnecessary C wrappers for textures
This is the first step into merging `DRW_gpu_wrapper.hh` into
the GPU module.

This is very similar to #119825.

Pull Request: https://projects.blender.org/blender/blender/pulls/142732
2025-07-22 09:48:10 +02:00
илья _
3e8250e60c GPU: Do not fill index buffer object with zero on allocation
There is no need to initialize index buffers with zero since such
buffers always have to be filled by the caller. This change replaces
the allocation with malloc, so that GPU_indexbuf_init results in an
uninitialized buffer. In debug, and with asan, the buffer will be still
filled by something, but the caller should initialize zero indices
manually instead of relying on a default value.

For example, sometimes the cost of zeroing on allocation is similar to
the cost of filling the buffer with actual data. For a point cloud with
1'000'000 points, octahedron topology update on each frame of simulation
takes:

|                            | Main    | PR      |
| -------------------------- | ------- | ------- |
| GPU_indexbuf_init          | 2.75 ms | 5233 ns |
| pointcloud_extract_indices | 6.95 ms | 4.64 ms |

Pull Request: https://projects.blender.org/blender/blender/pulls/141110
2025-07-18 21:22:18 +02:00
YimingWu
37df7ea850 Fix #137429: GPU: Allow missing attribute in pygpu_shader_attrs_info_get
In `pygpu_shader_attrs_info_get`, it tries to check information for all
vertex attributes that are added via `VERTEX_IN`, however some drivers
will optimize compiled shaders so some vertex attributes that are not
used will be removed. This fix makes sure that the input length that
is used in `GPU_shader_get_attribute_len` does not exceed actual max
binding number.

Pull Request: https://projects.blender.org/blender/blender/pulls/137584
2025-07-17 15:54:12 +02:00
Miguel Pozo
05dcc0377b Fix: GPU: Missing error logs
Regression from d5f84d0016.
2025-07-14 18:53:35 +02:00
Campbell Barton
ec8751f826 Cleanup: white-space around C-style comment blocks
Also use C++ style comments for disabling code.
2025-07-13 21:58:53 +10:00