During normal execution it isn't possible to switch workarounds.
However when running test cases we want to check if shaders and
other tests work when work arounds are enabled. Currently shader
patches are cached globally.
This PR moves the cached shader patch to the device level which
is rebuild every time a device needs to be reinitialized.
For OpenGL this is also an issue, but harder to solve as the concept
device doesn't exist there.
Pull Request: https://projects.blender.org/blender/blender/pulls/116042
This change adds timeline semaphores to track submissions. The previous
implementation used a fence.
Timeline semaphores can be tracked in more detail as it is an counter.
For each submission the counter can be stored locally and when waiting
for completion the counter can be retrieved again and checked if is
known to be succeeded by a higher value.
The timeline semaphore is stored next to the queue and can also be used
to synchronize between multiple contexts.
Pull Request: https://projects.blender.org/blender/blender/pulls/115357
This PR adds the default vulkan pipeline cache to when creating
pipelines.
Pipeline caching reuses pipelines that have already been created.
Pipeline creation can be somewhat costly - it has to compile the
shaders at creation time for example.
The cache is recreated at each run of Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/115346
This PR shows the memory footprint in the statusbar when activated.
Only memory allocated on the VRAM is counted. Memory allocated on host
memory is not counted.

Pull Request: https://projects.blender.org/blender/blender/pulls/115184
In Blender a context should not be shared between threads. In Vulkan a
command pool must not be shared between threads. In the current
implementation the command pool are stored on device level and could
therefore be shared between multiple context which made the implementation
not matching these rules.
This PR moves the command pool from device to command buffers where it
would not conflict between other contexts. This PR doesn't make the Vulkan
backend fully multithreaded. The access to the queue is still missing.
Pull Request: https://projects.blender.org/blender/blender/pulls/114977
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
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
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
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
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
Shader draw parameter support is needed for Workbench-next. (Almost) All
devices that we support also supports shader draw parameters. This PR
doesn't include a workaround for devices that don't have support.
For end-users this PR will allow workbench-next to render the object on
the correct location. Before this patch they were always drawn on the origin.
The catch is that OpenGL uses gl_InstanceID which always starts counting at 0.
Vulkan has gl_InstanceIndex which holds the correct instance number. By
subtracting the gl_InstanceIndex from gl_BaseInstance will get the correct
gl_InstanceID.
This patch also activates some device extensions to perform in shader printf
statements inside a shader. Documentation for this will be added to the dev
docs how to use them.
Pull Request: https://projects.blender.org/blender/blender/pulls/111461
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
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.
The current Vulkan resource management has some issues as context that
are not active can still use resources that are freed via another
context.
When this happens incorrect data can be read on the GPU and even crash
Blender. When trying to bind something that now contains other memory
pointers.
This change introduces that contexts are tracked via the device.
Context will be registered/unregistered with the device instance.
Unbinding of resources must pass the device and the device will check
all registered contexts. Binding of resources will happen via the active
context only.
On user perspective this now allowes:
- Opening/switching files
- Switching workspaces
- Switching render engines
Pull Request: https://projects.blender.org/blender/blender/pulls/108968
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/
Extract vendor, driver and device information from the physical device
properties.
Note that driver version is implementation dependent and might fail as
it is unclear which driver is being used. An open source driver could
store the driver version in a different way than a closed source driver.
But as it is not clear which driver version is being used it might
extract the incorrect version.
To solve this issue we check if the extracted version makes sense
depending on the version schema of the driver and if they don't match we
use another approach.
Pull Request: https://projects.blender.org/blender/blender/pulls/107872
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.
This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.
Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.
This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/107606