Commit Graph

4712 Commits

Author SHA1 Message Date
Jeroen Bakker
4a94e17156 Cleanup: Remove unused attribute in GLShaderInterface 2023-10-06 07:47:08 +02:00
Campbell Barton
71b1712d79 Cleanup: spelling in comments 2023-10-06 12:50:27 +11:00
Brecht Van Lommel
1849e192fa Merge branch 'blender-v4.0-release' into main 2023-10-05 22:03:29 +02:00
coyo_t
b0706a57ac Fix #106760: Cycles OSL boolean socket not working
Pull Request: https://projects.blender.org/blender/blender/pulls/109576
2023-10-05 21:55:10 +02:00
Jason Fielder
57a3ab29cc Metal: EEVEE Next: Optimize Virtual shadow maps for Apple Silicon
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.

This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
2023-10-05 19:02:39 +02:00
Clément Foucault
9d229aee19 Math: Add from_up_axis matrix creation function
This add the possibility to create a
orthogonal basis around a given unit
vector.

The name was chosen to match the naming
convention already in place and match
the other matrix construction functions.
In other places (ex: renderers), this same
function is commonly named `make_orthonormal`
or `make_basis`.

The function is not given to have a fixed
implementation and might change overtime.
That's why the test only covers the
assumptions and not the raw values.

The implementation is borrowed from
Cycles and adapted to our math API.

Pull Request: https://projects.blender.org/blender/blender/pulls/113218
2023-10-04 14:35:47 +02:00
Campbell Barton
9c018def3e Cleanup: spelling in comments 2023-10-03 11:24:48 +11:00
Clément Foucault
7f7e1ab088 GL: Remove Apple platform specific workarounds
We don't ship with OpenGL anymore on Mac platform.
The build option is not even available anymore.

This removes any reference to Apple or Mac in the
Opengl module.

Note that I left the depth_blitting_workaround
even if it originaly meant for Mac because it
might be still useful for other hardware.

Pull Request: https://projects.blender.org/blender/blender/pulls/113126
2023-10-02 10:29:57 +02:00
Sergey Sharybin
732bfba6b8 Cleanup: Strict compiler arning
Unused function argument in the Metal framebuffer.
2023-10-02 09:51:56 +02:00
Clément Foucault
8fe0ffed4e GL: Subpass transition fix with GPU_ATTACHEMENT_IGNORE
GPU_ATTACHEMENT_IGNORE should work on slots that
contain no attachments.
2023-10-01 18:01:15 +02:00
Clément Foucault
8b7bbee14f GL: Add support for loadop
This just do a clear in place for the clear load op.
At least it allows for same result accross backend as
the other op types are only here for performance.
2023-10-01 18:01:15 +02:00
Clément Foucault
9c6e3c80c7 GL: Fix depth clearing with clear_attachment
The depth write mask was no always set to true.
2023-10-01 18:01:15 +02:00
Harley Acheson
f30280a1d1 Cleanup: Make format
Formatting changes resulting from Make Format.
2023-10-01 08:50:28 -07:00
Clément Foucault
4a4b1482cd GL: Add subpass input emulation
This adds basic emulation of the subpass input feature
of vulkan and to a lower extend Raster Order Group on Metal.

This help test paths that might use this feature in the future
(like shadow rendering) on all platform and or simplify higher
level code for supporting older hardware.

This add clear description to the load/store ops and to the
new `GPUAttachementState`.

The OpenGL backend will correctly mask un-writable
attachments and will bind as texture readable attachments.

Even if possible by the vulkan standard, the GPU API prohibit
the read and write to the same attachment inside the same
subpass.

In the GL backend, this is implemented using `glTextureBarrier`
and `texelFetch` as it is described in the ARB_texture_barrier
extension.
https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt

Pull Request: https://projects.blender.org/blender/blender/pulls/112051
2023-10-01 15:27:21 +02:00
Clément Foucault
ad50ded7b5 Metal: Fix texture atomic wrapper
GLSL imageAtomic operations operate on single components.
2023-09-30 21:37:44 +02:00
Jeroen Bakker
f97a56eedd Vulkan: Fix Blitting Extents
During Blitting it is not allowed to read/write outside
the texture bounds. This patch ensures that the bounds
(called extents in Vulkan) are inside the expected range.

Pull Request: https://projects.blender.org/blender/blender/pulls/113050
2023-09-29 11:44:50 +02:00
Julian Eisel
b5599fed3d Merge branch 'blender-v4.0-release' 2023-09-28 19:30:23 +02:00
Jason Fielder
06f27b564c Fix: DRW: Flickering and sync in Metal
Flickering caused by in-flight SSBO data
overwrites has been resolved by ensuring
data updates go into a new buffer while
existing data is in flight.

GPU_finish has also been removed from
SSBO read due to its frequent mid-frame use
limiting performance.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/113019
2023-09-28 18:42:49 +02:00
Julian Eisel
8d556733b3 Merge branch 'blender-v4.0-release' 2023-09-28 16:20:11 +02:00
Brecht Van Lommel
66056fead0 Fix #112632: crash batch generating previews with Cycles
Don't assume existence of GPU backend in (background) preview rendering.

Also add null pointer checks and rely on assert instead to detect
invalid usage of GPU_render_begin/end, so that potential future mistakes
don't cause crashes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112971
2023-09-28 16:13:09 +02:00
Jason Fielder
e64db67fa5 GPU: Add platform parameter for GPU architecture
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112566
2023-09-28 12:49:55 +02:00
Jeroen Bakker
ad93324580 Vulkan: Add support for Framebuffer Depth Blit
This PR adds support for `GPU_framebuffer_blit` When used with `GPU_DEPTH_BIT`.
The challenge with is that not all GPUs support using a depth texture as a blit destination.

An AMD GPU doesn't support a depth buffer with stencil buffer as blit destination.
![image](/attachments/130e7e38-2dbc-4653-950c-2234bd5bad52)
> NOTE: AMD GPUs don't support 24 bit unsigned normalized depth textures at all.

In all cases when we use depth blitting we are blitting the whole texture
and in stead we can use a texture copy.

A negative effect is that we need to unbind the framebuffer when copying
depth textures, but a positive effect is that we can use a data transfer function what should
theoretically be faster.

This should be revisited when we are investigating in areas to improve the
performance of the Vulkan backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/112674
2023-09-28 10:00:24 +02:00
Jeroen Bakker
e5a33b3b2c Vulkan: Rework Initializing/Allocating Textures
When initialy adding textures it wasn't possible to allocate during
initialization as its usage wasn't known. Bot Metal and Vulkan would do
a delayed allocation adding more checks when using textures.

Recently the behavior of setting texture usage was changed and now is
known when initializing textures. This PR makes advantage of this to
give correct feedback to the calling code if the texture can be created
and remove all the delayed allocating of textures.

Pull Request: https://projects.blender.org/blender/blender/pulls/112997
2023-09-28 09:38:52 +02:00
Clément Foucault
3a4fc2c94e EEVEE-Next: Shadow Map Tracing Initial Implementation
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/111809
2023-09-26 23:42:40 +02:00
Jeroen Bakker
7dbe689b63 Vulkan: Use Point Shaders When Drawing Points
In Vulkan (and Metal) it is not possible to use a global as point
size. It needs to be set for each vertex when drawing points. Blender
has specialized shaders for that, but not all code respect those
shaders.

This PR will add an assert inside the vulkan backend when incorrect
usage of shaders are detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/112906
2023-09-26 16:04:08 +02:00
Clément Foucault
788506d7fc GPU: add pragma once to GPU_shader_shared.h
Otherwise there are compilation issues
when the file happens to be included twice.
2023-09-26 15:19:51 +02:00
Campbell Barton
077832e063 Cleanup: spelling in comments 2023-09-26 19:50:48 +10:00
Clément Foucault
a5741e0561 EEVEE: Change do_multiscatter to a bool internally
This avoid confusion outside of the shader node GLSL code.
The issue also is that Metal allow float to cast to bool
implicitly but this create a compilation error on
OpenGL.
2023-09-26 11:48:51 +02:00
Clément Foucault
0a4fa62f51 EEVEE: Add support for metallic F82 tint
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.

The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.

Results matches almost perfectly to the extent of the
split sum approximation.

Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/112881
2023-09-26 10:16:39 +02:00
Jason Fielder
ee03bb38cb Metal: Add support for atomic image operations
Texture Atomics have been added in Metal 3.1
and enable the original implementations of
shadow update and irradiance cache baking.

However, a fallback solution will be
required for versions under macOS 14.0 utilising
buffer-backed textures instead.

This patch also includes a stub implementation if
building/running on older macOS versions which
provides locally-synchronized texture access in
place of atomics. This enables some effects to be
partially tested, and ensures non-guarded use
of imageAtomic functions does not result
in compilation failure.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112866
2023-09-25 21:56:46 +02:00
Brecht Van Lommel
3d38b51435 Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
Ref #99447
Ref #112848
2023-09-25 19:51:27 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Brecht Van Lommel
239edb27ad EEVEE: optimize principled BSDF by skipping unused components
Ref #99447
Ref #112848
2023-09-25 19:51:17 +02:00
Alaska
a03ee1af81 Shaders: clamp various shader inputs for Principled BSDF
Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112774
2023-09-25 19:51:12 +02:00
Lukas Stockner
6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +02:00
Brecht Van Lommel
3d986b81c5 Shaders: move subsurface scale input below radius in Principled BSDF
To help clarify that this is a scale on the radius.

Ref #99447
Ref #112848
2023-09-25 19:50:56 +02:00
Brecht Van Lommel
334027063e Shader: use single Principled BSDF input for metallic and specular tint
To match Standard Surface and OpenPBR.

Ref #99447
Ref #112848
2023-09-25 19:50:44 +02:00
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Lukas Stockner
86156566a7 Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model
With the default value, this is backwards-compatible.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112551
2023-09-25 19:42:05 +02:00
Jeroen Bakker
676a03cf1e Cleanup: Make format 2023-09-25 09:35:00 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Jeroen Bakker
805c58d9ec Fix 112641: OpenGL Shader Draw Parameter Workaround Broken
The workaround for shader draw parameters isn't working for OpenGL. The
reason is that it isn't looking for the correct attribute to attach the
buffer to.

This fixes the issue that all objects where drawn using the unit matrix when
starting blender with `--debug-gpu-force-workarounds`.

![image](/attachments/f05b712e-e3f2-4ad5-b098-7e9d01bc4ca4)

Fixes #112641

Pull Request: https://projects.blender.org/blender/blender/pulls/112668
2023-09-21 19:34:07 +02:00
Jeroen Bakker
dd3e23e812 Vulkan: Show Missing Implementations
This PR will print a message when a vulkan method isn't implemented.
So we can keep track of what still needs to be implemented.

Pull Request: https://projects.blender.org/blender/blender/pulls/112671
2023-09-21 15:21:32 +02:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Jason Fielder
42ddeeadeb Metal: Add support for storage buffer copy_sub
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112638
2023-09-20 23:59:08 +02:00
Clément Foucault
e743b353cd GPU: Shader Builder: Guard OpenGL builder with flag 2023-09-20 15:05:41 +02:00
Jeroen Bakker
3a4c238d50 Command Line: Remove Disabling SSBO
Blender has the option to disable SSBO support. This was accessible
as a command line option `--debug-gpu-disable-ssbo`.

Blender 4.0 has a hard requirement for OpenGL 4.3 which includes
SSBO support by default.

This PR removes the command line option as it makes no sense to
have it anymore.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112571
2023-09-19 14:22:32 +02:00
Jeroen Bakker
2d70f46265 Fix: Vulkan Grid Overlay
In Vulkan the grid overlay wasn't rendering correctly. The reason was
a mis alignment in the std430 layout. This PR fixes the std430 layout
so the grid overlay (and perhaps also other sections) would work.

Root cause is that the reserve size if an nVec3 is different when used
as an array versus a single attribute. This was not taken into account
where the overlay flag was read from uninitialized memory.

Pull Request: https://projects.blender.org/blender/blender/pulls/112564
2023-09-19 11:52:59 +02:00
Weizhen Huang
e0dacfdda6 EEVEE: use Schlick's approximation instead of real Fresnel for glass
so that we can tint `F0` separately
Ref: #112192 #99447

Mostly affects `IOR < 1`. The overall appearance matches, with some changes in the reflection.

Pull Request: https://projects.blender.org/blender/blender/pulls/112390
2023-09-18 14:26:19 +02:00
Jeroen Bakker
f7ccec2bcc Vulkan: Fix Generate Mipmaps for Array Textures
Array textures stores the array length inside the size of the image. In
vulkan the size mustn't contain the array length, but it should be set
as a separate parameter. This logic wasn't implemented when updating
the mipmap chain.

Patch also includes some smaller fixes where textures would not yet be
allocated on the device, but was expected to be.

Pull Request: https://projects.blender.org/blender/blender/pulls/112518
2023-09-18 13:45:53 +02:00