Commit Graph

359 Commits

Author SHA1 Message Date
Jeroen Bakker
78f37fe331 Vulkan: Fix incorrect image aspect
When clearing only the depth of a depth/stencil only the depth
part of the image aspect was stored in the node. This is invalid
when the image needed to be transitioned.

Pull Request: https://projects.blender.org/blender/blender/pulls/123713
2024-06-25 11:05:24 +02:00
Jeroen Bakker
f5b173188e Vulkan: Fix incorrect read image barrier
When having a sequential read image barriers for the same resource
and the second one requires an image layout transition the incorrect
barriers where generated.

This was fixed by aligning the implementation with write image barriers.

Pull Request: https://projects.blender.org/blender/blender/pulls/123712
2024-06-25 11:05:07 +02:00
Jeroen Bakker
55ac7fd6fd Vulkan: Early exit clearing stencils
Adds an early exit when clearing stencils on textures that don't have
a stencil aspect. This is the case when rendering EEVEE planar probes.

Pull Request: https://projects.blender.org/blender/blender/pulls/123668
2024-06-24 14:19:24 +02:00
Jeroen Bakker
34a679d19f Vulkan: Read out of bound when using many resources
Internally the image and texture resources where kept in a vector
where the elements were referenced. When using more than 16 images
this vector is reallocated and previous references become invalid.

This is a quick fix and should be changed with something more
stable.

Pull Request: https://projects.blender.org/blender/blender/pulls/123656
2024-06-24 11:50:38 +02:00
Jeroen Bakker
0c39a75634 Vulkan: Fix binding collision when mixing textures and images
Due to incompatible binding namespaces between Vulkan and OpenGL we
offset the images in the ubo list. In the previous implementation
this could still go wrong as the images and textures bindings where
sequential. When EEVEE binds resources it can also try to bind resources
that aren't valid for the current shader. In this case it was still
possible that the incorrect binding was chosen.

This is fixed by offsetting the images by a large number.

Pull Request: https://projects.blender.org/blender/blender/pulls/123649
2024-06-24 09:27:13 +02:00
Jeroen Bakker
dbd04310c7 Vulkan: Fix incorrect layout transition
When many text using BLF the glymp texture could be re-written.
In this case the new upload should be done in a separate render
graph node group. This wasn't the case and resulted in
validation warnings about the glyph texture being in an layout
that wasn't expected.

This PR simplifies the group extraction a bit by looking ahead
when the group ends.

Pull Request: https://projects.blender.org/blender/blender/pulls/123547
2024-06-21 13:26:52 +02:00
Jeroen Bakker
4c8de4aedd Vulkan: Fix multi viewport framebuffers
Due to incorrect logic any multi viewport setup could be cleaned
when dynamic rendering begins. This patch moves the clearing
of the viewport/scissor setup when binding.

This issue fixes shadow rendering in EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/123484
2024-06-20 14:46:48 +02:00
Jeroen Bakker
faf0171c36 Vulkan: Make stencil export optional
`VK_EXT_shader_stencil_export` isn't supported by NVIDIA devices.
This extension was recently added to support EEVEE PBR layer selection.

This PR makes this extension optional and selects the work around
when not supported by the physical device.

Fixes #114385

Pull Request: https://projects.blender.org/blender/blender/pulls/123470
2024-06-20 14:12:07 +02:00
Jeroen Bakker
4353b7ffba Vulkan: Remove unused code
Vulkan backend has recently switched to a render graph approach. Many
code was left so we could develop the render graph beside the previous
implementation. Last week we removed the switch. This PR will remove
most of the unused code. There might be some left and will be removed
when detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/123422
2024-06-20 11:34:19 +02:00
Campbell Barton
a9447cf09a Cleanup: spelling in comments 2024-06-19 10:03:37 +10:00
Hans Goudey
79416a8b96 Refactor: GPU: Simplify access to vertex buffer data
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/123338
2024-06-18 21:10:45 +02:00
Jeroen Bakker
0643f495cd Vulkan: Fix incorrect write access mask in pipeline barriers
By adding the previous mask, masks could be used in pipeline
stages that don't support the mask. Fixed by limiting the
mask to the current node.

Pull Request: https://projects.blender.org/blender/blender/pulls/123381
2024-06-18 17:17:20 +02:00
Jeroen Bakker
71c716d8c0 Vulkan: Fix incorrect texture update
Texture update ignored layered based offsets and extents. This was
an oversight due to misintepreting the API. This fixes uploading the
utility texture of EEVEE and enables correct material shading.

Pull Request: https://projects.blender.org/blender/blender/pulls/123371
2024-06-18 14:58:41 +02:00
Jacques Lucke
8b7cde3efc Merge branch 'blender-v4.2-release' 2024-06-14 20:19:03 +02:00
Miguel Pozo
a22a4810c7 GPU: Use size_t for GPU buffer sizes
Update all GPU buffer size-related functions to use `size_t` for
consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/123240
2024-06-14 19:27:33 +02:00
Campbell Barton
f529b0f115 Cleanup: compiler warning with enum mis-match 2024-06-15 00:31:17 +10:00
Jeroen Bakker
7a8831ba13 Vulkan: Fix clamp to edge samplers
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
2024-06-14 15:36:48 +02:00
Jeroen Bakker
11218f2fca Vulkan: Fix clang compiler warning
_No response_

Pull Request: https://projects.blender.org/blender/blender/pulls/123233
2024-06-14 15:26:25 +02:00
Jeroen Bakker
58ecfb869d Vulkan: Remove render graph switch
As render graph is now the default, we can remove the
render graph switch. This allows us to cleanup unused
functions and classes.

Pull Request: https://projects.blender.org/blender/blender/pulls/123219
2024-06-14 09:44:59 +02:00
Jeroen Bakker
07ea6a5c23 Vulkan: Enable render graph
This PR hooks up the vulkan backend with the render graph
for drawing. It can run Blender better than the previous
implementation so we also flipped it to be the default
implementation.

**Some highlights**
- Adds support for framebuffer load/store operations
- Adds support for framebuffer subpass transitions
- Fixes workbench shadows
- Performance is just below OpenGL performance when comparing
  fps. But the screen feels more fluent when using complex
  scenes.
- Current performance is without doing any optimizations so
  will improve in the future.
- EEVEE will not crash but has artifacts and many parts that
  require more work.

**Related to**
- #121648
- #118330

**Known Limitation**
- Similar to previous implementation resources can be freed when
  still in use crashing Blender. This is typically the case when
  playing back an animation or updating a material icon.

**Next steps**
- Remove old implementation
- Get EEVEE to work
- Fix double resource freeing
- Improve performance by identifying hotspots and change them

Pull Request: https://projects.blender.org/blender/blender/pulls/121787
2024-06-14 08:46:33 +02:00
Jeroen Bakker
22d352dacc Vulkan: Render graph drawing
This PR adds drawing support to the render graph. It adds support for
draw, indirect draw, indexed draw and indexed indirect draw.

Draw commands can only be executed within a rendering scope. Data
transfer commands and dispatch commands cannot be executed within a
rendering scope. Blender can still send in commands in any order and
the render graph needs to find out the best order to minimize context
switches (rendering/begin/end). This is the responsibility of the
scheduler.

The scheduler will push data transfer and dispatch commands outside the
rendering scope:
- data transfer and dispatch commands at the beginning are done before
  the rendering begin.
- data transfer and dispatch commands at the end are done after the
  rendering end.
- data transfer and dispatches in between draw commands will be pushed
  to the beginning if they are not yet being used.
- for all other data transfer and dispatch commands the rendering is
  suspenderd and will be continued afterwards.

Within a rendering context it is not allowed to perform synchronization
commands. Any synchronization commands inside a rendering scope will be
performed before the rendering scope begins. Nodes are now organized
in groups to simplify the code around this area.

Pull Request: https://projects.blender.org/blender/blender/pulls/123168
2024-06-13 09:37:17 +02:00
Miguel Pozo
83db9cc7b4 Merge branch 'blender-v4.2-release' 2024-06-07 18:47:47 +02:00
Miguel Pozo
22652b305e GPU: Add GPU_shaders_precompile_specializations
Allow precompiling specialization constants variations in parallel.
Only supported in OpenGL as the rest of the batch compilation API,
on the other backends the function is a no-op.
This also moves the `SpecializationConstant` from
`gpu_shader_create_info` (private API) into`GPU_common_types`
(public API).

Pull Request: https://projects.blender.org/blender/blender/pulls/122796
2024-06-07 18:45:31 +02:00
Lukas Stockner
5891a73785 Merge branch 'blender-v4.2-release' 2024-06-05 20:25:50 +02:00
Hans Goudey
84c4ddbbb9 Cleanup: GPU: Use references for some vertex buffer functions
Pull Request: https://projects.blender.org/blender/blender/pulls/122784
2024-06-05 18:47:22 +02:00
Miguel Pozo
74224b25a5 GPU: Add GPU_shader_batch_create_from_infos
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.

More information and the rest of the code can be found in #121925.

This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
  of multiple shaders at once, allowing GPU backed to compile them in
  parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
  own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
  compilation of batches for backends that don't have their own
  implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
  subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
  `GLShaderCompiler` implementation).
- The implementation of the subprocess program in
  `GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
  `Preferences > System > Memory & Limits` to enable parallel shader
  compilation and the max number of subprocesses to allocate (each
  subprocess has a relatively high memory footprint).

Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.

Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
Jeroen Bakker
6ec64cb039 Vulkan: Fix sample count when uploading layered textures
When uploading layered textures it was assumed that the data uploaded
had the data for all layers and ignored the given extent.
2024-06-03 13:51:11 +02:00
Jeroen Bakker
8077411d59 Vulkan: Disable barriers when using render graph
Barriers should be automatically extracted from the render graph.
GPU_issue_barrier will become a no-op.
2024-06-03 13:48:56 +02:00
Jeroen Bakker
049d84d36d Vulkan: Texture view clearing
EEVEE-Next requires clearing texture views. This PR adds that.

Pull Request: https://projects.blender.org/blender/blender/pulls/122650
2024-06-03 13:47:15 +02:00
Jeroen Bakker
ac4ab3a209 Vulkan: Debug name for staging buffer
Staging buffers didn't had a name this PR adds a name so they
are easier to track in debug tools.

Pull Request: https://projects.blender.org/blender/blender/pulls/122649
2024-06-03 11:14:27 +02:00
Jeroen Bakker
abcf55d15a Vulkan: Only support device vertex buffers
BLF font rendering isn't compatible with render graph as it
rewrites buffers that are not yet drawn. To work around this issue
the vertex buffers should always be created on device and not
directly altered by CPU code.

Pull Request: https://projects.blender.org/blender/blender/pulls/122648
2024-06-03 10:58:27 +02:00
Jeroen Bakker
da4f84a416 Fix: Reduce compilation warnings
Reduces compilation warnings on
- clang
- GCC < 14
- MSVC

Pull Request: https://projects.blender.org/blender/blender/pulls/122298
2024-05-27 10:30:54 +02:00
Campbell Barton
db58cde877 Cleanup: suppress template-id-cdtor GCC warnings
Ignoring from CMake didn't suppress the warnings from GPU sources
that include this header. Suppress the warning using a pragma instead.
2024-05-27 11:58:46 +10:00
Hans Goudey
da1ea4cdd1 Revert "Draw: Avoid temporary copy for mesh triangulation index buffer"
This reverts commit 108ab1df2d.

This causes issues when duplicating objects that I don't have time
to investigate right now.
2024-05-23 23:43:34 -04:00
Hans Goudey
108ab1df2d Draw: Avoid temporary copy for mesh triangulation index buffer
The mesh triangulation data is stored in CPU memory with the same format
as the triangles GPU index buffer. Because of that we can skip creating a
temporary copied owned by the GPU API. One way to do that is to just
upload the data directly and avoid keeping a reference to it. However, we
can only upload GPU data from the main thread with OpenGL, so instead
reference the data and keep track of whether to free it.

When drawing a mesh with a single material and 1.8 million faces, this
change gives a 12-15% improvement in framerate, from about 32 to 37 FPS.

Part of #116901.

Pull Request: https://projects.blender.org/blender/blender/pulls/122175
2024-05-23 19:59:36 +02:00
Jeroen Bakker
93c69e6b64 Vulkan: Render graph - swapchain handling
This PR implements swapchain handling when using the render graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/122144
2024-05-23 12:00:36 +02:00
Jeroen Bakker
d28474e404 Vulkan: Render graph - VKFramebuffer blitting
Implement framebuffer blitting using the render graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/122143
2024-05-23 11:37:58 +02:00
Jeroen Bakker
5ee46b0ef3 Vulkan: Use macros to reduce code replication
Use macros to reduce code replication.

- `VKRenderGraph::add_node`
- `VKRenderGraphNode::build_commands`
- `VKRenderGraphNode::free_data`

Pull Request: https://projects.blender.org/blender/blender/pulls/122141
2024-05-23 11:21:55 +02:00
Jeroen Bakker
7fb1c4c573 Vulkan: Incorrect memory barrier when presenting
When synchonizing the image for presentation the incorrect access
mask was used. This PR changes the access mask from data transfer
write to memory write. The data transfer write is not allowed to
change the image layout.

Pull Request: https://projects.blender.org/blender/blender/pulls/122138
2024-05-23 10:04:32 +02:00
Jeroen Bakker
c3c4e948b1 Vulkan: Fixing issues in debugging groups
* Debugging groups were not being applied as that part of the code
  wasn't ported to the original patch
* Debugging groups didn't account for nodes that weren't owned by
  any debug group.

Pull Request: https://projects.blender.org/blender/blender/pulls/122136
2024-05-23 09:48:25 +02:00
Jeroen Bakker
488e74a209 Vulkan: Render graph debug groups
This PR implements debug groups in the render graph. Each node contains
a reference to the debug group they belong to. During scheduling the
nodes can be reordered and the correct debug group needs to be
activated.

This is done by keeping track of the current debug group. When a
different debug group is needed, the needed ends/begins are added
to the command buffer.

This mechanism also cleans up debug groups that are not used at all
as they don't have any nodes associated to it.

Pull Request: https://projects.blender.org/blender/blender/pulls/122054
2024-05-21 17:34:55 +02:00
Jeroen Bakker
bce3d363a4 Vulkan: Shader Interface Lifetime
Previously the VKShaderInterface was constructed twice. This was
due to a limitation of the Shader api. Specialization constants
introduced an Shader::init function which allows to pre-initialize
the shader interface before a shader is finalized.

Pull Request: https://projects.blender.org/blender/blender/pulls/122049
2024-05-21 15:17:36 +02:00
Jeroen Bakker
5d5cbca7ed Vulkan: Refactor image views
Move ownership of image views to VKTexture. VKFramebuffer can request
access to the image views. This allows reconfiguring framebuffers when
the previous configuration is still in use by the render graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/121727
2024-05-14 10:46:12 +02:00
Jeroen Bakker
9b531609bd Vulkan: Fix push constants tests
This fixes several issues with push constants.

Push constants test were failing due to setting incorrect parameters.
The pipeline stage was used as if it was a shader stage.

When using push constants fallback the uniform was loaded to the
descriptor set after the descriptor set was checked.

Suppress updating push constants of non render graph, when render
graph is active.

Pull Request: https://projects.blender.org/blender/blender/pulls/121772
2024-05-14 10:44:10 +02:00
Jeroen Bakker
f625c4e63d Vulkan: Fix compute test cases
Compute tests were failing due to recent changes.
* Incorrect image layout was used for writable image bindings.
* Incorrect pipeline stage was used for indirect command buffers.

Pull Request: https://projects.blender.org/blender/blender/pulls/121744
2024-05-14 08:22:18 +02:00
Jeroen Bakker
e0da623d33 Vulkan: Don't record drawlist commands for invalid batches
Overlay engine extra layer can record draw list commands with an
empty index buffer. This would not affect any pixels and should be
ignored.

Issue detected when vulkan validation layers are turned on and loading
default scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/121736
2024-05-13 14:09:37 +02:00
Jeroen Bakker
5c369768d7 Vulkan: Revert incorrect fix for begin rendering
Reverting a quick fix which didn't solve the root cause. The root
cause was fixed by #121723.

Pull Request: https://projects.blender.org/blender/blender/pulls/121726
2024-05-13 13:28:05 +02:00
Jeroen Bakker
b998697d4f Vulkan: Fix out of bound access in begin rendering
There is an implementation flaw in the render graph where local pointers
cannot be updated, but the data it refers to can be reallocated to
another location.

The cause of this is that the nodes use an union, which can only contain
simple constructed structs (eg memcpy). this union is stored in a vector
and can relocate the union. Any local pointers can (and will) become
invalid.

This PR is a quick fix by updating the pointers just before sending
them to the command buffer. In future a better fox needs to be done
as part of #121649.

Pull Request: https://projects.blender.org/blender/blender/pulls/121723
2024-05-13 09:35:36 +02:00
Jeroen Bakker
ca40b12240 Vulkan: Remove unneeded device usage in render graph tests
The render graph tests initialized a command buffer wrapper that
requires a working device. The wrapper was not used, but when
destructing it would try to deallocate the command buffer, which
cannot be done as that requires a working device as well.

This PR removes the unneeded command buffer wrappers in the test
cases.
2024-05-13 08:32:58 +02:00
Jeroen Bakker
b78875c675 Vulkan: Disable failing test
Result isn't consistent on Windows platform due to copying structs with arrays.
This is a quick fix and will be looked at next week. The code isn't used at this moment.

Pull Request: https://projects.blender.org/blender/blender/pulls/121670
2024-05-10 20:29:25 +02:00