The image views type can change depending based on how they are bound
to shaders. When a shader accesses a view without array operations,
the image view should not be an array. This was previously ignored.
Pull Request: https://projects.blender.org/blender/blender/pulls/123726
When using GPU_SAMPLER_EXTEND_MODE_EXTEND the incorrect sampler
was created, making the OCIO shader fail. This PR selects the
correct wrapping mode (CLAMP_TO_EDGE).
Pull Request: https://projects.blender.org/blender/blender/pulls/123234
Previously all shaders had its own descriptor set layout handle. This makes it
difficult to see if currently bound resources can be reused when switching shaders.
To work around this limitation, the vulkan backend rebound the resources over
and over again.
This PR is part of the render graph where changing shaders can reuse previous
bound resources. This PR only makes sure that the layout handles are the same
so we can identify 'compatible' pipelines. The behavior to limit rebinding of
resources will be added as part of the render graph in a later commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/120562
Every vulkan installation has a vk.xml file containing the vulkan specification
in a machine readable fasion.
This PR uses the vk.xml to generate to_string functions for data types blender uses.
When updating to a new specification or when changing features/extensions we
should re-generate the to_string functions.
The generator is implemented in `vk_to_string.py`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119880
Until now the Vulkan backend supported a single pre-configured sampler.
This PR realizes creation, caching and freeing of samplers based on what
is required by the state manager.
The implementation is similar to OpenGL or Metal. This fixes many issues
including:
- Textures in workbench and eevee use the correct extend and filtering
- Custom icons render correctly
- Depth sampling issues
- Removes artifacts using EEVEE world shader, lighting and indirect lighting.
Pull Request: https://projects.blender.org/blender/blender/pulls/114827
Some minor tweaks to the vulkan backend to support grease pencil
drawing. The changes include:
* Add support for GPU_DATA_10_11_11_REV clearing
* Use correct index buffer start and count
Anti aliasing isn't working as they require different samplers being
configured and that require some design work.
Effects haven't been tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/114659
Vulkan API uses Flags and FlagBits for enumerations. The FlagBits
contains the options that can be hold with the Flags data type.
This wasn't well understood at the beginning of the project and
the FlagBits where used where Flags should have been used. This cleanup
fixes this, improving the readability of the code where bit
manipulations where used.
Pull Request: https://projects.blender.org/blender/blender/pulls/114459
Component swizzling is part of an image view and localized in the code.
With component swizzling a different channel (or 0 or 1) can be read
when the component is accessed.
Pull Request: https://projects.blender.org/blender/blender/pulls/112273
When `COMP_U*` is used together with a `GPU_FETCH_INT` the backend
tried to convert them to floats. What is of course not what should
happen.
Issue was that these cases were never correctly tested. With this
change the `data` attribute of the `overlay_edit_mesh` shaders are
transferred correctly and can draw some pixels as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/112270
This is a rewrite of GHOST_ContextVK to align with Metal backend as described
in #111389 - solution 3 with the adaptation that GHOST is still responsible
for presenting the swap chain image and a post callback is still needed in
case the swapchain is recreated.
This PR also includes some smaller improvements in stability.
Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/
* Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK
* VKFramebuffer doesn't contain a swap chain image.
* Swapchain images can only be used as a blit destination or present source.
Not as an attachment.
* GHOST_ContextVK::swapBuffers would call a callback with the image the
GPU module needs to blit the results to.
* Clearing of depth/stencil attachments when no depth write state is set.
* Enable VK_KHR_maintenance4 to relax the stage interface mapping.
* Removes most vulkan validation warnings/errors.
* Detection of frame buffer changes that needs to be applied before
performing a command requiring render pass (draw/clear attachment)
**Benefits**
* Late retrieval of a swap chain image results in better overall performance as
Blender doesn't need to wait until the image is presented on the screen.
* Easier API and clearer state (transitions)
* More control over Image layouts and command buffer states. (Better alignment with
Vulkan API)
Pull Request: https://projects.blender.org/blender/blender/pulls/111473
Batches don't always provide all required resources for a shader.
This can happen when the resource is defined in the shader, but
not used in a specific variant. The definition is still there and
needs to be filled.
This PR adds a dummy buffer to fill the missing attributes.
It also fixes an issue when using vertex attributes that
uses multiple binding locations (mat4).
Pull Request: https://projects.blender.org/blender/blender/pulls/111350
Depending on the usage of an image/image view different image aspect
requirements need to be used. When changing the layout of an image
all aspects needs to be included. When using it as a sampler or
framebuffer attachment only one aspect can be used.
This change also remove duplicated code when creating image views.
Pull Request: https://projects.blender.org/blender/blender/pulls/111349
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.
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
This change will register a callback to Vulkan debug messaging
allowing us to filter out messages and log them using CLog.
This change only provides the initial changes, and more tweaks
are expected to on formatting and filtering.
Pull Request: https://projects.blender.org/blender/blender/pulls/107635
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/
Vulkan doesn't have a conversion from uint32_t/int32_t to float. It does
have conversions from 16/8 bits. Main reason is that Vulkan expects that
there is no benefit when converting 32 bits from one type to the other
and should be solved by passing the right data type.
In Blender however this isn't the case as there are benefits on other
GPU backends (OpenGL for example).
This PR adds helper function to check if conversion is needed and
perform any conversions in place. It also implements the function to
upload vertex buffers to the GPU.
NOTE: Test cases have been added to validate this, but they are not
able to run on the Vulkan backend just yet, because they require the
graphics pipeline to be available.
Pull Request: https://projects.blender.org/blender/blender/pulls/107733
Vulkan spec only wants to have a single aspect bit when a texture
contains both a stencil and a depth part. As for Blender depth
is more used than stencil we standardize to depth aspect.
Pull Request: https://projects.blender.org/blender/blender/pulls/107542
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 remove default casses from the `switch` statements to catch where
the missing cases are.
Uncomment unimplemented cases for the sake of completeness. Improving the
overall API.
This make the format conversion lists exhaustive and documented.
This replace `validate_data_format_mtl` by the common version as they
don't differ at all now.
This patch adds initial support for compute shaders to
the vulkan backend. As the development is oriented to the test-
cases we have the implementation is limited to what is used there.
It has been validated that with this patch that the following test
cases are running as expected
- `GPUVulkanTest.gpu_shader_compute_vbo`
- `GPUVulkanTest.gpu_shader_compute_ibo`
- `GPUVulkanTest.gpu_shader_compute_ssbo`
- `GPUVulkanTest.gpu_storage_buffer_create_update_read`
- `GPUVulkanTest.gpu_shader_compute_2d`
This patch includes:
- Allocating VkBuffer on device.
- Uploading data from CPU to VkBuffer.
- Binding VkBuffer as SSBO to a compute shader.
- Execute compute shader and altering VkBuffer.
- Download the VkBuffer to CPU ram.
- Validate that it worked.
- Use device only vertex buffer as SSBO
- Use device only index buffer as SSBO
- Use device only image buffers
GHOST API has been changed as the original design was created before
we even had support for compute shaders in blender. The function
`GHOST_getVulkanBackbuffer` has been separated to retrieve the command
buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order
to do correct command buffer processing we needed access to the queue
owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles`
function.
Open topics (not considered part of this patch)
- Memory barriers & command buffer encoding
- Indirect compute dispatching
- Rest of the test cases
- Data conversions when requested data format is different than on device.
- GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices.
NVIDIA doesn't seem to support 1d textures.
Pull-request: #104518