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
This PR moves Wayland/HDR support out of experimental.
This allows more people to test and provide feedback. We
can always decide later to disable it for the release, but so
far we only got positive feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/141666
Windows/Intel GPU crashes when descriptor buffer cannot be allocated
anymore. This PR enables a workaround by not using descriptor buffers.
In future we should investigate how to improve the GC of descriptor
buffers and review the limits.
Pull Request: https://projects.blender.org/blender/blender/pulls/141600
Reading from the top-right of the selection buffer could read
past the buffer bounds. Resolve by ensuring the clamped buffer
isn't empty. Relates to #141591.
In case Blender was able to allocate a vertex buffer for huge geometry,
but isn't able to allocate its staging buffer it would crash. In this
case errors will be reported in the console.
This PR fixes this by clearing the data in stead of uploading.
Pull Request: https://projects.blender.org/blender/blender/pulls/141553
This was because the display shader never did the correct
color transformation.
This is a risky fix as it expects all input texture to be in
the correct colorspace (srgb). If they aren't this will
produce darker result.
If this is a huge issue we can introduce a global setting
(like line width) to set if the attached texture is
in srgb space or linear. This would avoid to change the
drawing code all over the place.
Pull Request: https://projects.blender.org/blender/blender/pulls/141237
Recently we switched from Depth24S8 to Depth32FS8. On OpenGL the read
back of depth was not working as it asked the driver to download both
the depth and stencil part of the texture. This isn't supported when using floats
and would not return any data.
This PR forces OpenGL to read back depth component when a depth/stencil
texture is used.
Pull Request: https://projects.blender.org/blender/blender/pulls/141009
The issue was that this operator is using the same
path as the viewport display. So the colors are
clamped if the display is not HDR.
This fix is easy now that we have an HDR path for
the viewport display. We just enforce using it
when doing the viewport render preview.
This change enables HDR support for wayland as an experimental feature.
It supports both non-linear extended sRGB and un-clamped sRGB.
Windows isn't supported as the HDR settings are not accessible via an
API and would require similar settings that games use to configure the
monitor. Adding those sliders isn't what we would like to add.
Vulkan (working group) is working on new extensions that might change
the shortcomings. It isn't clear yet what the extension will do and what
the impact is for applications that want to use it. When the extension
is out we should review at the situation again.
Pull Request: https://projects.blender.org/blender/blender/pulls/133159
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
We detected that the gpu/draw tests could lead to
crashes after the tests where finished. It was
identified that the crash happened as the submission
runner wasn't exited, uses a mutex, that is being
destroyed by the main thread.
Solution is to wait until the submission runner has
finished, before destroying resources.
Pull Request: https://projects.blender.org/blender/blender/pulls/140650
Blender uses depth24 for legacy reasons. All backends that we support
have support for depth32f.
This PR updates all usages of depth24 with depth32f.
- depth24 are not supported on AMD/Intel/Vulkan and Metal. There depth32f
was already used to work around this limitation.
- This allows us to implement reverse depth in workbench, overlay and
grease pencil in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/140531
In Blender 3.3 (1) the individual combine and separate color nodes were
combined together into a single combine/separate color node.
To ensure legacy addons still worked, the old nodes were left in
Blender, but hidden from the Add menus.
It has been nearly 3 years since that change was made, most if not all
addons should have been updated by now. So this commit removes these
hidden legacy nodes.
(1) blender/blender@82df48227b
Pull Request: https://projects.blender.org/blender/blender/pulls/135376
Depth navigation sends many small render graphs to the device. It can be
that a subsequent render graph uses the same shader as the previous one
with the same descriptor set tracker. The descriptor set tracker didn't
cleared its full state and a subsequent render graph was generating
commands assuming that the device was in a certain state.
However it wasn't and a command to bind a descriptor set was skipped
resulting in a device out of bound write. Depending on the platform this
could overwrite any data on the GPU, including shader programs as the
select shader writes to a storage buffer. This clarifies why the issue
resulted in very odd and none consistent behavior.
This PR fixes this by clearing the VKPipelineData and
VKDescriptorTracker.
Pull Request: https://projects.blender.org/blender/blender/pulls/140526
Replaces pointer based EXPECT_EQ_ARRAY with EXPECT_EQ_SPAN in most cases
as they already used spans (or span compatible datastructures).
Currently EXPECT_EQ_ARRAY only takes in one size variable and doesn't
compare the number of elements between arguments (requiring an
additional line to do so).
This should make the code cleaner and safer. Goal is also to promote
the use Spans in new test code.
Pull Request: https://projects.blender.org/blender/blender/pulls/140340