This port is not so straightforward.
This shader is used in different configurations and is
available to python bindings. So we need to keep
compatibility with different attributes configurations.
This is why attributes are loaded per component and a
uniform sets the length of the component.
Since this shader can be used from both the imm and batch
API, we need to inject some workarounds to bind the buffers
correctly.
The end result is still less versatile than the previous
metal workaround (i.e.: more attribute fetch mode supported),
but it is also way less code.
### Limitations:
The new shader has some limitation:
- Both `color` and `pos` attributes need to be `F32`.
- Each attribute needs to be 4byte aligned.
- Fetch type needs to be `GPU_FETCH_FLOAT`.
- Primitive type needs to be `GPU_PRIM_LINES`, `GPU_PRIM_LINE_STRIP` or `GPU_PRIM_LINE_LOOP`.
- If drawing using an index buffer, it must contain no primitive restart.
Rel #127493
Co-authored-by: Jeroen Bakker <jeroen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129315
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).
The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.
This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117561
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.
The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.
All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/115956
PR Introduces GPU_storagebuf_sync_to_host as an explicit routine to
flush GPU-resident storage buffer memory back to the host within the
GPU command stream.
The previous implmentation relied on implicit synchronization of
resources using OpenGL barriers which does not match the
paradigm of explicit APIs, where indiviaul resources may need
to be tracked.
This patch ensures GPU_storagebuf_read can be called without
stalling the GPU pipeline while work finishes executing. There are
two possible use cases:
1) If GPU_storagebuf_read is called AFTER an explicit call to
GPU_storagebuf_sync_to_host, the read will be synchronized.
If the dependent work is still executing on the GPU, the host
will stall until GPU work has completed and results are available.
2) If GPU_storagebuf_read is called WITHOUT an explicit call to
GPU_storagebuf_sync_to_host, the read will be asynchronous
and whatever memory is visible to the host at that time will be used.
(This is the same as assuming a sync event has already been signalled.)
This patch also addresses a gap in the Metal implementation where
there was missing read support for GPU-only storage buffers.
This routine now uses a staging buffer to copy results if no
host-visible buffer was available.
Reading from a GPU-only storage buffer will always stall
the host, as it is not possible to pre-flush results, as no
host-resident buffer is available.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113456
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.
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/
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
Adds support for Storage buffers, including changes to the resource
binding model to ensure explicit resource bind locations are supported
for all resource types.
Storage buffer support also includes required changes for shader
source generation and SSBO wrapper support for other resource
types such as GPUVertBuf, GPUIndexBuf and GPUUniformBuf.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/107175