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
The ownership of image views depends on how they are used. When used as
an framebuffer attachment the image view is owned by the framebuffer.
When used as a image/texture in a shader the ownership of the image view
is the texture itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/108765
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 the ability to only read back an area of a framebuffer
texture. It also adds the ability to read back from the depth
attachment.
Also reduces the amount of needed memory and reduces the CPU cycles
by reading back directly into the memory provided by the user. The
previous implementation wasn't able to do so as the `VKTexture::read`
function always returned a new buffer. The introduced
`VKTexture::read_sub` works on a pre-allocated buffer.
Pull Request: https://projects.blender.org/blender/blender/pulls/108418
Initial graphic pipeline targeting. The goal of this PR is to have an initial
graphics pipeline with missing features. It should help identifying
areas that requires engineering.
Current state is that developers of the GPU module can help with the many
smaller pieces that needs to be engineered in order to get it working. It is not
intended for users or developers from other modules, but your welcome to learn
and give feedback on the code and engineering part.
We do expect that large parts of the code still needs to be re-engineered into
a more future-proof implementation.
**Some highlights**:
- In Vulkan the state is kept in the pipeline. Therefore the state is tracked
per pipeline. In the near future this could be used as a cache. More research
is needed against the default pipeline cache that vulkan already provides.
- This PR is based on the work that Kazashi Yoshioka already did. And include
work from him in the next areas
- Vertex attributes
- Vertex data conversions
- Pipeline state
- Immediate support working.
- This PR modifies the VKCommandBuffer to keep track of the framebuffer and its
binding state(render pass). Some Vulkan commands require no render pass to be
active, other require a render pass. As the order of our commands on API level
can not be separated this PR introduces a state engine to keep track of the
current state and desired state. This is a temporary solution, the final
solution will be proposed when we have a pixel on the screen. At that time
I expect that we can design a command encoder that supports all the cases
we need.
**Notices**:
- This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD
is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work
but hasn't been validated yet.
- The graphics pipeline is implemented with pixels in mind, not with performance. Currently
when a draw call is scheduled it is flushed and waited until it is finished drawing, before
other draw calls can be scheduled. We expected the performance to be worse that it actually
is, but we expect huge performance gains in the future.
- Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't
implemented and might crash when used.
- Using multiple windows or resizing of window isn't supported and will stall the system.
Pull Request: https://projects.blender.org/blender/blender/pulls/106224
Vulkan coordinate system is flipped compared to OpenGL. This PR
flips the drawing when drawn to the on-screen frame buffer.
Offscreen frame buffers are still drawn upside down.
The flipping is done by making the viewport of the framebuffer negative.
Pull Request: https://projects.blender.org/blender/blender/pulls/107743
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.
This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.
Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.
This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/107606
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
This PR adds support for clearing framebuffers and scissor testing.
Tweaks had to be made to VKTexture to keep track of its layout
on the device. Based on the actual call the layout can switch
to a more optimum layout.
For example during upload of a texture the texture will be converted
to a transfer destination optimized layout. When reading from the
texture it will be converted to a transfer source optimized layout.
The order of the attachments in the framebuffer follows the next rules
- When only color attachments are there the color attachments will
be placed in the slot they are defined. This way it will match
the ShaderCreateInfo binding location.
- When a stencil/depth attachment is added it will be placed
right after the color attachments. When there isn't a color
attachment it will be the first attachment.
Pull Request: https://projects.blender.org/blender/blender/pulls/106044
This was backported from tmp-vulkan. When disabling the fence check
in ghost it is able to start blender. It will show a black screen
so not usable for users.
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338