Commit Graph

216 Commits

Author SHA1 Message Date
Jeroen Bakker
2a24e29241 Vulkan: Convert 3 Component Texture Formats
3 component texture formats are often not supported by vulkan devices.
Sometimes the support is less than 5%. The 4 components variants have
more than 90% support.

This PR builds on top of the existing vulkan data conversion to add
the ability to convert between RGB16F<=>RGBA16F and RGB32F<=>RGBA32F
texture formats.

This allows using color management other then Standard/sRGB. Most places
the 3 component texture formats are phased out, but OCIO, external
render engines and real time compositor uses them.

Pull Request: https://projects.blender.org/blender/blender/pulls/114708
2023-11-10 15:19:24 +01:00
Jeroen Bakker
cc04bcd792 Vulkan: Reusing Textures from Pool
This PR solves an issue when using texture pools with textures that are not
natively supported by the device. In the previous implementation the
internal `Texture::format_` was changed. Any check if the texture could
be reused would fail as its format would be different that the requested one.

This PR fixes this by separating the requested format `Texture::format_` and
how it is stored on the GPU `VKTexture::device_format_`.

This solves the next artifacts:
* Workbench flickering artifacts on AMD/Intel GPUs
* Workbench TAA on AMD/Intel GPUs
* Overlays were not always drawn fully solid

Pull Request: https://projects.blender.org/blender/blender/pulls/114697
2023-11-10 12:52:34 +01:00
Jeroen Bakker
0c9433bf44 Vulkan: Retarget Depth Range
OpenGL uses a depth range between -1 and 1, which is then normalized.
Metal & Vulkan uses a depth range between 0 and 1, which is already normalized.

The final plan would be to default to a depth range between 0 and 1, but
for now the depth ranges are retargetted so they won't be clipped away.

This solves the next issues for users:
- Navigate control will be rendered correctly
- Ortographic view clipping artifacts
- EEVEE light evaluation

Retargetting happens at the end of the vertex stage or when a geometry
stage is present at the end of the geometry stage. Derivatives using
depth would have a different value compared to OpenGL, but would match
Metal backend. OpenGL performs clipping and generates derivatives based
on the original depth value.

`gl_FragCoord` and clipping would have some precision differences as clipping
and normalizing are done in a different order but would match Metal.

Geometry shaders should use `gpu_EmitVertex` to ensure that the retargetting
is done per vertex.

Pull Request: https://projects.blender.org/blender/blender/pulls/114669
2023-11-10 12:32:06 +01:00
Jeroen Bakker
8c7f927ec8 Vulkan: Workbench Shadow Drawing
There were some issues with workbench shadow drawing. This PR
does some tweaks to fix the shadow drawing on vulkan.

* Framebuffer stencil clearing when write stencil is disabled
* Tweaks to stencil operation and tests
* Disable restart for line adjacency

Pull Request: https://projects.blender.org/blender/blender/pulls/114673
2023-11-09 16:07:26 +01:00
Jeroen Bakker
b51027ea0c Vulkan: Fix Issues surrounding Grease Pencil Drawing
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
2023-11-09 11:00:09 +01:00
Jeroen Bakker
f76ceddc98 Vulkan: Workaround for Unsupported R8G8B8 Vertex Buffer Formats
On some platforms `VK_FORMAT_R8G8B8_*` are not supported as vertex buffers. The
obvious workaround for this is to use `VK_FORMAT_R8G8B8A8_*`. Using unsupported
vertex formats would crash Blender as it is not able to compile the graphics
pipelines that use them.

Known platforms are:
- NVIDIA Mobile GPUs (Quadro M1000M)
- AMD Polaris (open source drivers)

This PR adds the initial workings for other unsupported vertex buffer formats we
need to fix in the future.

`VKDevice.workarounds.vertex_formats` contain booleans if the workaround for
a specific format should be turned on (`r8g8b8 = true`). `VertexFormatConverter` can be
used to identify if conversions are needed and perform the conversion.

Pull Request: https://projects.blender.org/blender/blender/pulls/114572
2023-11-08 09:44:22 +01:00
Jeroen Bakker
73b15f341e Fix: Enable Vulkan Workarounds
Vulkan workarounds could not be enabled by using the
`--debug-gpu-force-workarounds` command line argument. This PR fixes
this.

Pull Request: https://projects.blender.org/blender/blender/pulls/114579
2023-11-07 14:59:28 +01:00
Jeroen Bakker
e77cf08b02 Cleanup: Vulkan: Replace FlagBits with Flags
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
2023-11-03 14:42:12 +01:00
Jeroen Bakker
e2215fea35 Vulkan: Specify Pipeline Stages When Adding Barriers
This PR adds support to specify pipeline stages when adding barriers.
This would make it possible more carefully specify barriers.

Pull Request: https://projects.blender.org/blender/blender/pulls/114457
2023-11-03 14:24:39 +01:00
Jeroen Bakker
0f5abc5a8b Vulkan: Readback Texture Views
When using EEVEE-Next the final render data is readback from texture
views. This wasn't implemented yet.

This PR adds support for reading back texture views. It also makes sure
the correct layer is read when reading back data from framebuffers and
adds internal support to read back a partial texture.

Pull Request: https://projects.blender.org/blender/blender/pulls/114411
2023-11-02 15:55:05 +01:00
Campbell Barton
6983c14955 Cleanup: spelling in comments, use doxygen doc-strings 2023-11-02 16:43:04 +11:00
Jeroen Bakker
17bff13836 Vulkan: Replace Stencil Test Not Working
`GPU_STENCIL_OP_REPLACE` was different compared with OpenGL. This PR
sets the same operations that OpenGL uses.

Pull Request: https://projects.blender.org/blender/blender/pulls/114314
2023-10-31 13:41:15 +01:00
Jeroen Bakker
0dbc13529b Cleanup: Remove Debug Statement
In vulkan texturing code.
2023-10-31 11:57:52 +01:00
Jeroen Bakker
f665680024 Vulkan: Mipmap Generation Pipeline Barriers
This PR replaces submissions with pipeline barriers when generating
mipmaps. This would reduce the amount of submissions and improve
performance during mipmap generation as dependencies will be tracked
between commands.

Pull Request: https://projects.blender.org/blender/blender/pulls/114306
2023-10-31 11:46:07 +01:00
Jeroen Bakker
f35b0373d6 Vulkan: Separate DataTransfer, Compute, Graphics Commands
Goal is to reduce the number of command buffer flushes by tracking what is
happening in the different command queues. This is an initial step towards
advanced queue-ing strategies.

The new (intermediate) strategy records commands to different command
buffers based on what they do. There is a command buffer for data transfers,
compute pipelines and graphics pipelines.

When a compute command is recorded it ensures that all graphic commands
are finished. When a graphic command is recorded it ensures all compute
commands are finished. When a graphic or compute command is scheduled
all recorded data transfer commands are scheduled as well.

Some improvements are expected as multiple compute and data transfers
commands can now be scheduled at the same time and don't need to unbind
and rebind render passes. Especially when using EEVEE-Next which is
compute centric the performance change is visible for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/114104
2023-10-30 14:21:14 +01:00
Campbell Barton
c8c2343b4b Cleanup: spelling in comments 2023-10-23 10:09:05 +11:00
Jason Fielder
1b0ddfa6cb GPU: Add explicit API to sync storage buffer back to host
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
2023-10-20 17:04:36 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Jeroen Bakker
f9aca93a47 Vulkan: Add Support for sRGB Framebuffer Enablement
Allow binding of framebuffers without sRGB to linear transform.
`GPU_framebuffer_bind_no_srgb`. This Patch removes color transform
artifacts in node, image and sequence editor.

When the framebuffer is an srgb framebuffer and it is bound without
the transformation, the SRGB textures are bound as UNORM variants.

As framebuffer, render pass and subpass recreation is ensured by
`VKCommandBuffer` we don't need to mark the framebuffer dirty at
this time. Later on we can optimize this by adding a state changed
detection for framebuffers and render passes.

Pull Request: https://projects.blender.org/blender/blender/pulls/113838
2023-10-19 14:41:18 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Jeroen Bakker
62f721467b Merge branch 'blender-v4.0-release' 2023-10-19 08:03:51 +02:00
Jason Fielder
62219f8da9 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-19 08:01:17 +02:00
Jeroen Bakker
79cbeae939 Vulkan: Incorrect Node Socket Drawing
When drawing node sockets an immediate mode buffer is created that can
contain all the node sockets of the node. Only visible node sockets will
then be added. Vulkan assumed that all elements in the buffer needed to
be drawn, resulting using uninitialzed memory for drawing node sockets.

This resulted in very colorful and big artifacts rendered in the node
editor. This was detected during drawing of node sockets, but would have
been visible in other places as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/113830
2023-10-17 13:45:14 +02:00
Campbell Barton
2e0b844b36 Cleanup: spelling in comments 2023-10-14 13:53:00 +11:00
Jeroen Bakker
db2328436e Vulkan: Reduce Console Flooding
When Vulkan is started with validation layers the console is flooded.
Somewhere in the Vulkan validation layers or mesa driver (or the
combination) there is an issue where maxBufferSize is reported by the
driver to be 4GB, but the validation layers are reporting any buffer
size to be larger than 4GB.

For now we skip this message to be logged.

Pull Request: https://projects.blender.org/blender/blender/pulls/113652
2023-10-13 11:24:59 +02:00
Jeroen Bakker
26adfcdb57 Revert "Metal: Re-enable workbench NEXT shadows"
This reverts commit 95f01288b0.
It fails on non-apple platforms.
2023-10-13 11:05:02 +02:00
Jason Fielder
95f01288b0 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-13 11:02:06 +02:00
Jeroen Bakker
159e798cdb Vulkan: Add Viewport Array/Layer Workarounds
This PR adds workarounds for platforms that don't support `shaderOutputLayer`
or `shaderOutputViewportIndex`. Some NVIDIA laptop GPUs and ARM GPUs don't
have those device features.

The workaround uses the same approach as OpenGL. A geometry shader is injected
to emulate the feature.

For testing the workarounds they have also been connected to the
`--debug-gpu-force-workarounds` command line argument.

Fixes #113475 by implementing #113529

Pull Request: https://projects.blender.org/blender/blender/pulls/113605
2023-10-13 10:40:11 +02:00
Jeroen Bakker
7501a686c2 Vulkan: Fix Subpass Transition Compilation Errors
Vulkan backend doesn't support subpass transition yet. Currently
shader_builder fails as when compiling shaders that use subpass
transitions.

This PR adds a dummy global variable to the GLSL so the compilation
continues.

Development of subpass would take some time as the current API doesn't
fit Vulkan.

Pull Request: https://projects.blender.org/blender/blender/pulls/113604
2023-10-12 15:11:26 +02:00
Campbell Barton
b4504c7840 Cleanup: spelling in comments 2023-10-12 16:03:18 +11:00
Miguel Pozo
3f72c62be6 GPU: Add GPU_max_storage_buffer_size
Needed for #113509.

Using a `size_t` since some GPUs should support >4GB buffers,
but Vulkan exposes the value as a `uint` and Metal as an `int`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113516
2023-10-11 19:26:40 +02:00
Jeroen Bakker
f361cfa361 Vulkan: Bundle Immediate Mode Calls
When using Immediate mode emulation the data is stored in a ring buffer.
As data isn't overwritten it is safe to call multiple draw commands in
a single command buffer.

This improves drawing performance when immediate mode is being used, it
mostly improves the readability of the GPU traces in renderdoc.

Pull Request: https://projects.blender.org/blender/blender/pulls/113482
2023-10-10 09:54:35 +02:00
Jeroen Bakker
d67ec32747 Vulkan: Support for Framebuffer with Missing Attachments
Wireframe mode wasn't working and viewport had flickering artifacts.
Reason was that the render pass creation failed for its framebuffer as
the input data was filled with garbage for attachments that were unused.

Vulkan requires every attachment to be filled upto the highest used attachment
slot. This PR fills missing attachments with a dummy texture.

Pull Request: https://projects.blender.org/blender/blender/pulls/113141
2023-10-10 09:27:07 +02:00
Clément Foucault
4a4b1482cd GL: Add subpass input emulation
This adds basic emulation of the subpass input feature
of vulkan and to a lower extend Raster Order Group on Metal.

This help test paths that might use this feature in the future
(like shadow rendering) on all platform and or simplify higher
level code for supporting older hardware.

This add clear description to the load/store ops and to the
new `GPUAttachementState`.

The OpenGL backend will correctly mask un-writable
attachments and will bind as texture readable attachments.

Even if possible by the vulkan standard, the GPU API prohibit
the read and write to the same attachment inside the same
subpass.

In the GL backend, this is implemented using `glTextureBarrier`
and `texelFetch` as it is described in the ARB_texture_barrier
extension.
https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt

Pull Request: https://projects.blender.org/blender/blender/pulls/112051
2023-10-01 15:27:21 +02:00
Jeroen Bakker
f97a56eedd Vulkan: Fix Blitting Extents
During Blitting it is not allowed to read/write outside
the texture bounds. This patch ensures that the bounds
(called extents in Vulkan) are inside the expected range.

Pull Request: https://projects.blender.org/blender/blender/pulls/113050
2023-09-29 11:44:50 +02:00
Jason Fielder
e64db67fa5 GPU: Add platform parameter for GPU architecture
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112566
2023-09-28 12:49:55 +02:00
Jeroen Bakker
ad93324580 Vulkan: Add support for Framebuffer Depth Blit
This PR adds support for `GPU_framebuffer_blit` When used with `GPU_DEPTH_BIT`.
The challenge with is that not all GPUs support using a depth texture as a blit destination.

An AMD GPU doesn't support a depth buffer with stencil buffer as blit destination.
![image](/attachments/130e7e38-2dbc-4653-950c-2234bd5bad52)
> NOTE: AMD GPUs don't support 24 bit unsigned normalized depth textures at all.

In all cases when we use depth blitting we are blitting the whole texture
and in stead we can use a texture copy.

A negative effect is that we need to unbind the framebuffer when copying
depth textures, but a positive effect is that we can use a data transfer function what should
theoretically be faster.

This should be revisited when we are investigating in areas to improve the
performance of the Vulkan backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/112674
2023-09-28 10:00:24 +02:00
Jeroen Bakker
e5a33b3b2c Vulkan: Rework Initializing/Allocating Textures
When initialy adding textures it wasn't possible to allocate during
initialization as its usage wasn't known. Bot Metal and Vulkan would do
a delayed allocation adding more checks when using textures.

Recently the behavior of setting texture usage was changed and now is
known when initializing textures. This PR makes advantage of this to
give correct feedback to the calling code if the texture can be created
and remove all the delayed allocating of textures.

Pull Request: https://projects.blender.org/blender/blender/pulls/112997
2023-09-28 09:38:52 +02:00
Jeroen Bakker
7dbe689b63 Vulkan: Use Point Shaders When Drawing Points
In Vulkan (and Metal) it is not possible to use a global as point
size. It needs to be set for each vertex when drawing points. Blender
has specialized shaders for that, but not all code respect those
shaders.

This PR will add an assert inside the vulkan backend when incorrect
usage of shaders are detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/112906
2023-09-26 16:04:08 +02:00
Jeroen Bakker
dd3e23e812 Vulkan: Show Missing Implementations
This PR will print a message when a vulkan method isn't implemented.
So we can keep track of what still needs to be implemented.

Pull Request: https://projects.blender.org/blender/blender/pulls/112671
2023-09-21 15:21:32 +02:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Jeroen Bakker
2d70f46265 Fix: Vulkan Grid Overlay
In Vulkan the grid overlay wasn't rendering correctly. The reason was
a mis alignment in the std430 layout. This PR fixes the std430 layout
so the grid overlay (and perhaps also other sections) would work.

Root cause is that the reserve size if an nVec3 is different when used
as an array versus a single attribute. This was not taken into account
where the overlay flag was read from uninitialized memory.

Pull Request: https://projects.blender.org/blender/blender/pulls/112564
2023-09-19 11:52:59 +02:00
Jeroen Bakker
f7ccec2bcc Vulkan: Fix Generate Mipmaps for Array Textures
Array textures stores the array length inside the size of the image. In
vulkan the size mustn't contain the array length, but it should be set
as a separate parameter. This logic wasn't implemented when updating
the mipmap chain.

Patch also includes some smaller fixes where textures would not yet be
allocated on the device, but was expected to be.

Pull Request: https://projects.blender.org/blender/blender/pulls/112518
2023-09-18 13:45:53 +02:00
Jeroen Bakker
231f1a6076 Vulkan: Implement GPU_storagebuf_copy_sub_from_vertbuf
This PR implements `GPU_storagebuf_copy_sub_from_vertbuf`. It can be
used to copy a part of a vertex buffer to a storage buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/112516
2023-09-18 13:44:03 +02:00
Jeroen Bakker
a54495b347 Vulkan: Upload Uniform Buffer Attached Data
Uniform buffers can have data provided during construction, or as
attached data. Attached data should be uploaded during bind.

This PR implements `GPU_uniformbuf_create_from_list`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112517
2023-09-18 13:43:16 +02:00
Jeroen Bakker
1daecc24d0 Vulkan: Postpone Resource Destruction
Resources can still be in use inside the vulkan command queue, when
they are destroyed. Especially as Vulkan doesn't allow resetting
bindings to nothing.

This PR will collect the resources that needs to be destroyed inside
the VKDevice and actually destroy the resources when on frame end.

The resources currently include:
* VkBuffer
* VkImage
* VkImageView
* VkFramebuffer
* VkRenderPass

Pull Request: https://projects.blender.org/blender/blender/pulls/112514
2023-09-18 13:42:17 +02:00
Jeroen Bakker
0e47a13e3e Vulkan: Fix Namespace Collision Between Shader Resources
Previous implemetation had some limitations that were not working
for complex shaders. This limitations included:

* All bindings should be bound to a location < 16.
* Collision could happen when image locations where read that
  overlapped with the texture locations.

This PR replaces the fixed binding locations with a dynamic vector.
When allocating locations for images the image offset is determined
that it is always clear if the requested locations is already
offsetted or not. This is done by ensuring the offset to larger than
the max slot of samplers, but also of image slots.

When using Eevee-next materials the slot numbers can be very high
as the location of the first material texture is set to
`GPU_max_textures_frag()` On current NVIDIA drivers this number is
set to 1K. Images are stored after the textures slots upwards.

In the future driver could set this to MAX_INT which will not work
with the new implementation. This isn't the case at this moment
and perhaps also not realistic. We don't check for this situation yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/112511
2023-09-18 13:41:50 +02:00
Jeroen Bakker
80dda1168f Vulkan: Submit after Compute Dispatch
This PR adds command submission after performing any compute dispatch.
This is a work around as the vulkan backend doesn't support memory
barriers yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/112505
2023-09-18 13:41:19 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Jeroen Bakker
6920c690f1 Vulkan: Implement Component Swizzling
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
2023-09-12 11:54:57 +02:00