Native tile input wasn't part of the MTLCapability struct, but stored locally
in the shader generator and checked in MTLFramebuffer. This PR moves it
to the MTLCapability struct and disables it when workarounds are forced.
Pull Request: https://projects.blender.org/blender/blender/pulls/133818
For Metal we can change the texture usage flags to get more optimal
behaviour - one example is adding the attachment flag so we can utilise
renders to do texture clears. However these usage flags are used as the
part of the match-criteria when trying to reuse released textures in
the texture pool.
The modifications means a request for the same type of texture will
fail causing a cache miss. When we render to an
image-view the texture pool is not released until the final sample has
been rendered as we consider the entire render to be a single frame
(as opposed to normal viewport rendering when we are presenting the
intermediate results).
This causes the texture pool to grow and grow and grow hence the large
memory usage. This fix splits the usage flags
into two sets, the internal ones we use to create the MTLTexture (which
we may modify) and the originally requested ones. The originally requested
ones are used for the texture pool matching.
This fix also improves memory efficiency for normal viewport rendering.
Mr Elephant Scene
Before -> After
Load scene in viewport: 13.04Gb -> 9.15 Gb
Viewport Render Image: 78.69Gb -> 16.61Gb
Authored by Apple: James McCarthy
Pull Request: https://projects.blender.org/blender/blender/pulls/129951
Adds support for subpass transition for AMD/Intel IMR
GPUs. This enables correct functioning of EEVEE Next
deferred lighting pass on AMD platforms.
The emulation is consistent with the OpenGL approach
of generating additional texture bindings in the shader
for subpass inputs, and splitting render passes across
sub-pass boundaries.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119784
Changing size of framebuffer attachments would
throw an assertion as framebuffer size was not
correctly reset to zero. Zero allows any size
to override the current if there are no set attachments.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/116162
Explicit use of small tiles for high BPP
renderpasses was added as an optimization
to resolve long fragment execution tails for EEVEE's
material graph evaluation pass.
EEVEE Next alters performance characteristics with
the split pass for material processing and lighting
evaluation and does not have the same long-running
fragment threads.
Removing to fallack to default tile sizes for better
performance in EEVEE Next.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115747
Flag enables backends to differentiate between a framebuffer
bind with a custom loadstore state and a standard bind.
For Metal, this resolves an ambiguous complexity about loading
or clearing attachments by only flagging the first bind call as
explicit.
This means if a framebuffer is re-bound by a secondary code-path,
the re-started render-pass will not perform a secondary load. This
now allows explicit clear state to be specified on any attachment
type. Previously only memoryless attachments supported this.
To avoid further complexity, usage of`GPU_framebuffer_clear_* `
calls in conjunction with `GPU_framebuffer_bind_ex` will now
trigger an assertion failure.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115734
Enhance custom framebuffer binding state to allow
specification of clear color as part of the loadstore
state at framebuffer bind time.
This ensures all parameters controlling attachment
loading and storage behaviour can be explicitly
specified when binding a framebuffer.
This change enables optimizations which leverage
explicit framebuffer load store state to also specify
a clear color without prematurely triggering a
clear which may occur independently to
render work when using GPU_framebuffer_clear(..).
Authored by Apple: Michael Parkin-White.
Pull Request: https://projects.blender.org/blender/blender/pulls/111810
Memoryless textures are only used as intermediate attachments
during rasterization, but do not have any backing storage. This is
particularly useful if a virutal framebuffer is needed, or, there is
a situation where a depth buffer is only needed within the pass
itself and the results are discarded once the pass completes.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/111749
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
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 add the possibility to define different
viewports inside a single framebuffer and
let the vertex shader decide which viewport
to render to.
This only contain the GL and VK implementation.
The Vulkan implementation works but still
has a validation error related to shader features
and extension. The test passes nonetheless.
Pull Request: https://projects.blender.org/blender/blender/pulls/110923
There produce unneeded empty lines in the
console. They are just relic from the time
these message were using printf.
Also remove some redundant informations in
the messages themselves.
Resolve an issue where a high resolution texutre 16k x 8k
did not update in metal due to integer overflow of size parameter.
This patch contains several changes to address size correctness
across multiple use cases within the Metal backend.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108238
Changes to viewport state to resolve texture paint color
selection introduced a side effect wherein the correct
attachment size of a framebuffer was reset. This size is
needed when scissor regions are disabled to return the
state to its correct default. When this default was wrong,
certain operators would have incorrect offsets.
To maintain consistency with the OpenGL backend, the
Metal backend independently tracks the raw attachment
size using default_width/height. This will also reset to zero
when attachments are all removed, unlike other state which
may be retained.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106857
Issue caused by inconsistency in GPUFramebuffer viewport state
between Metal and OpenGL. The MTLFramebuffer code has been
modified such that framebuffer viewport/scissor state is retained
and only updated if attachments are modified during bind.
This is consistent with OpenGL. Previously, other updates to the
framebuffer in Metal would reset the viewport region, especially
if attachments were temporarily removed. This caused the color
picker selection to be misaligned.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106619
The check was triggering the 'this' pointer cannot be null in
well-defined C++ code
We do not check for this pointer in any other areas. If it is
needed due to possible opaque pointer cast to the check prior
to the cast.
Pull Request #104974
First binding of a framebuffer lead to an incorrect SRGB conversion state being applied, as attachments, where presence of SRGB is determined, were processed after the SRGB check rather than before.
This DIFF also cleans up SRGB naming conventions and caching of fallback non-srgb texture view, for use when SRGB mode is disabled.
Authored by Apple: Michael Parkin-White
Ref T103399
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T103399, T96261
Differential Revision: https://developer.blender.org/D16907
- Support for non-contiguous shader resource bindings for all cases required by create-info
- Implement missing geometry shader alternative path for edit curve handle.
- Add support for non-float dummy textures to address all cases where default bindings may be required.
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16721
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16777
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.
These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.
Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15277
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027