Between 0bfd5e3536
and b1cbd9c889
the main branch is incorrectly processing the file
`draw_debug_info.hh` as GLSL and does some string
preprocessing on it. But the output filename matches
the name of the header source file used for compiling
the gpu module. This file not having been updated
since a long time doesn't get copied from the source
folder when switching to other branch and make compilation
fail.
In order to avoid breaking the buildbot longer, we
rename the incriminating file to force recreate it
when building the release branch.
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.
Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.
Additionally reduce the amount of code duplication
inside the compatibility code.
Pull Request: https://projects.blender.org/blender/blender/pulls/128634
This changes the include directive to use the standard C preprocessor
`#include` directive.
The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`
This allow C++ linter to parse the code and allow easier codebase
traversal.
However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.
This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.
This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.
These requirements are actually already enforced by our code-style
in practice.
On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.
Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
When attaching a layered image with offset, the size of the attached
layers should be decreased. Otherwise an image view is created that can
access incorrect data.
Pull Request: https://projects.blender.org/blender/blender/pulls/128583
Related to #126974, which removed command reordering due to some
EEVEE/framebuffer requirements. However buffer can still be reordered
without any artifacts.
Update buffers are common operations and are often isolated; safe to
move them outside the rendering scope.
Pull Request: https://projects.blender.org/blender/blender/pulls/128538
This adds feature parity with Cycles regarding light and shadow liking.
Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.
For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
The metal backend assumes that textures can always be allocated. When
metal later detects that the texture cannot be 'baked' it leads to
undesired behavior as Blender think it has a texture with memory
allocated.
This PR only changes the GPU_TEXTURE_3D case as that leads to issues
when loading large voluetric data. Arrayed textures will still fail
as that requires different checks to be added. I rather re-view the
current implementation in the future.
> NOTE: The max depth is hardcoded to 2048
Change should be backported to 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128365
When using AMD pro-drivers the limits reported of the device can be
`UINT_MAX` but are stored in int fields. In this case the limits would
become negative and GPU materials validation failed resulting into errors.
This is fixed by clamping the value to `INT_MAX`.
Pull Request: https://projects.blender.org/blender/blender/pulls/128437
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.
Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.
These phase functions can be combined using Mix nodes as usual.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
We can have deferred and non-deferred shaders (so, different threads)
with the same `additonal_info` dependencies trying to finalize the same
`ShaderCreateInfo`.
This ensures `finalize` always runs from the main thread to avoid race
conditions.
Pull Request: https://projects.blender.org/blender/blender/pulls/128281
This change adds the option to update a buffer via the render
graph via `vkCmdUpdateBuffer`. This is only enabled for
uniform buffers as they are small and aligned/sized correctly.
Pull Request: https://projects.blender.org/blender/blender/pulls/128416
This PR introduces support for the extension `VK_KHR_fragment_shader_barycentric`,
and includes a few miscellaneous improvements related to it.
1. Add support for `VK_KHR_fragment_shader_barycentric`, if the physical device
supports it. Otherwise, gpu_BaryCoord is generated through an injected geom
shader, like it was previously.
2. Simplify the logic of checking has_geometry_stage in vert shader.
3. Fix a potential issue of location mismatch in an injected geom shader.
Related to #127687Resolves#126228
Pull Request: https://projects.blender.org/blender/blender/pulls/127995
When performing preview job rendering the memory wasn't recycled leading
to a memory leak. For background rendering we already recycled memory in
a correct way. This change enables the same branch during preview
rendering.
Also adds a better `VKDevice::debug_print` to see the resources being
tracked by the different threads and resource pools.
Pull Request: https://projects.blender.org/blender/blender/pulls/128377
Pipeline pool could log to much information that confused developers who
are not up to date what pipelines are. This PR will hide the confusing
messages. When working on Vulkan these messages can still be shown by
raising the log level.
See !128254
Pull Request: https://projects.blender.org/blender/blender/pulls/128352
This rare GPU has z-fighting issues in editor mode. Might be fixable by
changing the bias, but would decrease precision on other platforms as
well. Better to move this GPU to limited support. It is working, just
has some drawing artifacts.
See #128179
Pull Request: https://projects.blender.org/blender/blender/pulls/128351
When exiting the immediate buffers are discarded, but where not
destroyed making the buffers still leak.
Detected when looking into descriptor set freeze issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/128249
A driver (package) installed by the user can have many different drivers
and they can all report a different version. For AMD the version we
reported was from their Vulkan driver. This version isn't useful during
bug triaging.
This PR will use the driver info and driver name from the driver
properties to construct a driver version string that will be used for
reporting.
Pull Request: https://projects.blender.org/blender/blender/pulls/128232
Immediate mode uses the old 'resource tracker' which has been replaced
by swap chain resource pools. This PR optimizes immediate mode buffers
by utilizing resource pools.
Pull Request: https://projects.blender.org/blender/blender/pulls/128188
Currently the log only contained the first compatible device. It is
more important to the user to know which device is used.
This PR increases the level of the first compatible device so it is only
visible when increasing the log level. It reports the device, driver and
vendor when starting blender with `--debug-gpu`.
Pull Request: https://projects.blender.org/blender/blender/pulls/128168
Resource binding was over-complicated as I didn't understood the state
manager and vulkan to make the correct decisions at that time. This
refactor will remove a lot of the complexity and improves the performance.
**Performance**
The performance improvement is noticeable in complex grease pencil
scenes.
Grease pencil benchmark file picknick:
- `NVIDIA Quadro RTX 6000` 17 fps -> 24 fps
- `Intel(R) Arc(tm) A750 Graphics (DG2)` 6 -> 21 fps
**Bottle-neck**
The performance improvements originates from moving the update entry
point from state manager to shader interface. The previous implementation
(state manager) had to loop over all the bound resources and find in the
shader interface where it was located in the descriptor set. Ignoring
resources that were not used by the shader. But also making it hard
to determine if descriptor sets actually changed. Previous implementation
assumed descriptor sets always changed.
When descriptor set changed a new descriptor set needed to be allocated.
Most drivers this is a fast operation, but on Intel/Mesa this was measurable
slow. Using an allocation pool doesn't fit the Vulkan API as you are only
able to reuse when the layout matches exactly. Of course doable, but requires
another structure to keep track of the actual layouts.
**Solution**
By using the shader interface as entry point we can:
1. Keep track if there are any changes in the state manager. If not and the
layout is the same, the previous shader can be reused.
2. In stead of looping over each bound resource, we loop over bind points.
**Future extensions**
Bundle all descriptor set uploads just before use. This would be more
in line with how 'modern' Vulkan should be implemented. This PR already
separates the uploading from the updating and technically allows to upload
more than one descriptor set.
Instead of looking 1 set back we should measure if we can handle multiple
or keep track of the different layouts resources to improve the performance
even further.
Optional use `VK_KHR_descriptor_buffer` when available.
Pull Request: https://projects.blender.org/blender/blender/pulls/128068
Takes into account any offset that must be added to the vertex index
(usually supplied as baseVertex or startVertex in the Metal draw call)
in the code that emulates the SSBO vertex fetch.
Authored by Apple: James McCarthy
Pull Request: https://projects.blender.org/blender/blender/pulls/127864
Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
GPU resources created during Light probe bake job were added to discard pool, but the pool itself was never notified by worker thread to release resources.
Bake job creates dedicated `GPUContext` for its needs and later deletes it within the same thread.
Pull Request: https://projects.blender.org/blender/blender/pulls/127977