This patch adds the texture pool functionality that was previously
only available in the DRW module to the GPU module.
This allows to not rely on global `DST` variable for the managment
of these temporary textures.
Moreover, this can be extended using dedicated GPU backend
specific behavior to reduce the amount of memory needed
to render.
The implementation is mostly copy pasted from the draw implementation
but with more documentation. Also it is simplified since the
`DRW_texture_pool_query` functionality is not needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/134403
When running test cases
`test_texture_roundtrip__GPU_DATA_10_11_11_REV__GPU_R11F_G11F_B10F`
would read and write outside of allocated memory. This is an error in
the test case itself the GPU API doesn't have a public function to get
the desired byte and component size.
Pull Request: https://projects.blender.org/blender/blender/pulls/129958
Some test cases are not support when used with the OpenGL backend. These
test cases are easier to support when using Vulkan as we do control the
GPU->CPU data conversion logic.
We remove the test cases that aren't working yet for any backend and
skip test cases where OpenGL support is failing.
Changes to ensure all supported texture tests are passing with the
Metal backend and add additional tests to cover texture_3d and
texture 1d test cases.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113889
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
The current Vulkan resource management has some issues as context that
are not active can still use resources that are freed via another
context.
When this happens incorrect data can be read on the GPU and even crash
Blender. When trying to bind something that now contains other memory
pointers.
This change introduces that contexts are tracked via the device.
Context will be registered/unregistered with the device instance.
Unbinding of resources must pass the device and the device will check
all registered contexts. Binding of resources will happen via the active
context only.
On user perspective this now allowes:
- Opening/switching files
- Switching workspaces
- Switching render engines
Pull Request: https://projects.blender.org/blender/blender/pulls/108968
This PR adds initial cube (array) support. Depending on how the texture
is used a different image view is created. When used as a framebuffer
attachment only a single side of the cubemap is attached. The image
view is attached as a 2d texture array. When used as a shader resource
the image view is a cubemap.
Also adds test cases to test both scenarios.
Pull Request: https://projects.blender.org/blender/blender/pulls/108794
Adds support to create SRGBA8 textures using UBYTE as input data.
It is assumed that the UBYTE are already converted to SRGB and no
conversion actually needs to happen.
Pull Request: https://projects.blender.org/blender/blender/pulls/108741
Some vulkan platforms don't support 24bit depth components. In this
case we will allocate float depth component. During readback the data
should be converted back to what is expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/108698
This PR adds conversion template to convert between Low Precision float
formats. These include Binary32 floats and lower. It also adds support
to convert between unsigned and signed float formats and float formats
with different mantissa and exponents.
Additionally overflows (values that don't fit in the target float
format) will be clamped to the maximum value.
**Reasoning**:
Up to now the Vulkan backend only supported float and half float
formats, but to support workbench, 11 and 10 unsigned floats have to be
supported as well. The available libraries that support those float
formats targets scientific applications. Where the final code couldn't
be optimized that well by the compiler.
Data conversion for color pixels have different requirements about
clamping and sign, what could eliminate some clamping code in other
areas in Blender as well. Also could fix some undesired overflow when
using pixels with high intensity that didn't fit in the texture format
leading to known artifects in Eevee and slow-down in the image editor.
**Future**
In the future we might want to move this to the public part of the GPU
module so we can use this as well in other areas (Metal backend), Imbuf clamping
See 3c658d2c2e69e9cf97dfaa7a3c164262aefb9e76 for a commit that uses
this and improves image editor massively as it doesn't need to reiterate over
the image buffer to clamp the values into a known range.
Pull Request: https://projects.blender.org/blender/blender/pulls/108168
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
This PR adds basic support for texture update, read back and clearing
for Vulkan. In Vulkan we need to convert each data type ourselves as
vulkan buffers are untyped. Therefore this change mostly is about data
conversions.
Considerations:
- Use a compute shader to do the conversions:
- Leads to performance regression as compute pipeline can stall
graphics pipeline
- Lead to additional memory usage as two staging buffers are needed
one to hold the CPU data, and one to hold the converted data.
- Do inline conversion when sending the data to Vulkan using `eGPUDataFormat`
- Additional CPU cycles required and not easy to optimize as it the
implementation requires many branches.
- Do inline conversion when sending the data to Vulkan (optimized for CPU)
For this solution it was chosen to implement the 3rd option as it is fast
and doesn't require additional memory what the other options do.
**Use Imath/half.h**
This patch uses `Imath/half.h` (dependency of OpenEXR) similar to
alembic. But this makes vulkan dependent of the availability of
OpenEXR. For now this isn't checked, but when we are closer to
a working Vulkan backend we have to make a decision how to cope with
this dependency.
**Missing Features**
*Framebuffer textures*
This doesn't include all possible data transformations. Some of those
transformation can only be tested after the VKFramebuffer has been
implemented. Some texture types are only available when created for a
framebuffer. These include the depth and stencil variations.
*Component format*
Is more relevant when implementing VKVertexBuffer.
*SRGB textures*
SRGB encoded textures aren't natively supported on all platforms, in
all usages and might require workarounds. This should be done in a
separate PR in a later stage when we are required to use SRGB textures.
**Test cases**
The added test cases gives an overview of the missing bits and pieces of
the patch. When the implementation/direction is accepted more test cases
can be enabled/implemented.
Some of these test cases will skip depending on the actual support of
platform the tests are running on. For example OpenGL/NVidia will skip
the next test as it doesn't support the texture format on OpenGL, although
it does support it on Vulkan.
```
[ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
```
Pull Request: https://projects.blender.org/blender/blender/pulls/105762
The _gpu_ prefix is redundant as they are inside a namespace
and run as part of a test suite that already contain the name
gpu. (GPUOpenGLTest)
This patch also moved the texture test cases to its own
compile module.