Commit Graph

5677 Commits

Author SHA1 Message Date
Clément Foucault
4bfaecc340 Fix #131212: Metal: Non-aligned circular buffer allocation logic
The new buffer size could have been non aligned when using the
fractional growing heuristic. This non aligned allocation
would then trigger an assert at the SSBO constructor.

Aligning the alocation size fixes the issue.
2024-12-02 17:34:35 +01:00
Jeroen Bakker
108a0f2ec0 Vulkan: Share driver check between GPU and GHOST
GPU and GHOST require to have identical checks to remove faulty drivers.
When not done GHOST can still select a device that isn't supported and
lead to freezing interfaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/131241
2024-12-02 14:50:32 +01:00
Jeroen Bakker
33fd027dc5 Cleanup: Remove unused attribute 2024-12-02 08:29:46 +01:00
Clément Foucault
e44ae763bc GPU: GLSL C++ Stubs: Add minor missing features 2024-11-30 10:20:37 +01:00
Clément Foucault
7371bde40b Cleanup: Selection: Adress warning 2024-11-29 21:36:41 +01:00
Clément Foucault
bda911bcaa GPU: GLSL C++ Stub: Add packed type and small types 2024-11-29 21:33:06 +01:00
Clément Foucault
54be7ed322 Fix: Overlay-Next: Broken selection on first click
This was caused by querying on the selection state
before it is setup. It is only setup just before
the draw function.

To fix this, we sync the `info_buf` just before
drawing the overlays.

Also add some safety to avoid uninitialized memory.
2024-11-29 18:46:17 +01:00
Miguel Pozo
8504c12fa9 Fix #130776: OpenGL: Use explicit uniform locations
Ensure uniform locations are the same across specialization constants
shader variations.

Pull Request: https://projects.blender.org/blender/blender/pulls/131116
2024-11-29 15:47:51 +01:00
Clément Foucault
7a73741157 Fix #131133: GPU: Navigation Gizmo sometimes doesn't display the axis lines
Alignment was incorrect if vertex format stride was bigger than
SSBO required alignment.
2024-11-29 12:50:52 +01:00
Guillermo Venegas
7f7f9e987f Fix #130817: Make resource pool to cycle when swapchain images are presented
Its not standard how `Present Engines` return images for presentation, and
currently is expected that they cycle between swap-chain images with each
`vkAcquireNextImageKHR` call.

However present engines could return any available image, that can mean
to reuse the last presented one if available. (This seem to be the behavior
using `Layered on DXGI Swapchain` the default `Present Method` used
with latest NVIDIA drivers on Windows).

Since resource pools expects to images to cycle in a sequential order, if any
present engine always return the same image for presentation only a single
resource pool would be used for each rendered frame, and since resources
are only released by cycling between resource pools, this resource pool would
overflow since it never releases any resource.

This changes makes resource pools to cycle each time a image is presented.

Pull Request: https://projects.blender.org/blender/blender/pulls/131129
2024-11-29 12:35:44 +01:00
Clément Foucault
6332be9700 GPU: C++ GLSL Stubs: Use unions instead of inheritance for swizzle
This avoid stack overflow on GCC because types were getting too
large (70 bytes for a float4) and created a lot of static
memory for UBOs declarations.
2024-11-29 12:00:01 +01:00
Clément Foucault
95233986cb GPU: C++ GLSL Stubs: Add atomic sampler 2024-11-29 10:19:23 +01:00
Jeroen Bakker
71ec30fce9 Fix #131135: Vulkan: Crash closing window
When a main window contains a child window and the main window is closed
it can crash as the context isn't available when destructing the
VKFramebuffer of the child window.

Pull Request: https://projects.blender.org/blender/blender/pulls/131137
2024-11-29 09:11:13 +01:00
Jeroen Bakker
61d4f7359b Fix: Vulkan: Compiling issue
PR for colored debug groups didn't had the latest changes of main
2024-11-29 08:16:13 +01:00
Jiarui-Yan
b356c2bec1 Vulkan: Colored debug groups
This PR adds color to debug group so that RenderDoc can give color to different
debug groups and sub-groups in the parent debug group.

Ref: #124099

Pull Request: https://projects.blender.org/blender/blender/pulls/129340
2024-11-29 07:52:00 +01:00
Clément Foucault
c1bc1ef3ea GPU: C++ GLSL Stubs: Fix isinf / isnan 2024-11-29 00:37:45 +01:00
Clément Foucault
b39843e7b0 GPU: Use extern for non static expressions and use non zero value for gl_WorkGroupSize
Pull Request: https://projects.blender.org/blender/blender/pulls/131064
2024-11-28 23:23:30 +01:00
Clément Foucault
dd480ab604 GPU: Refactor the GLSL C++ stub swizzle implementation
This removes support for nested swizzling but avoid
warning about static member accesses through class
instance.
2024-11-28 23:23:27 +01:00
Clément Foucault
5954898edf GPU: Add back support for uchar4 color when using widelines
This is still pretty useful as the data savings is not negligeable.

Also supports it for python.
2024-11-28 18:28:08 +01:00
Clément Foucault
ec84fe5fdb Fix #131091: GL: Weird Lines appearing in Gizmo Overlays
This happened because NVidia GPUs require higher alignment
for SSBO binds than for vertex inputs.

This is related to	#131103 which fixed it for vulkan.

Add a common capability option for that.
2024-11-28 17:22:12 +01:00
Jeroen Bakker
8e4502258a Fix: Vulkan: Misalignment sub-buffers immediate drawing
Since recently we bind immediate sub buffers as storage buffers to
extend the geometry for line drawing. We didn't add alignment checks and
that raised warnings. This change will fix those warnings.

Pull Request: https://projects.blender.org/blender/blender/pulls/131103
2024-11-28 16:31:58 +01:00
Jeroen Bakker
c69b107a28 Fix #130121: Vulkan: Lightbaking resources freed to early
When lighting baking is used in a background render the resources are
freed to early. The cause is that light baking does some initialization
within a context, that isn't send to the GPU. The first iteration of
light baking is expecting that it can free resources, what leads to GPU
resources to be deleted that are still used by commands that are
scheduled to be send to the GPU.

This PR fixes this by using multiple resource pools when background
rendering and ensure that contexts are send to the GPU when rendering
ends.

Pull Request: https://projects.blender.org/blender/blender/pulls/131094
2024-11-28 16:05:59 +01:00
Jeroen Bakker
deff994123 Vulkan: Add support for GPU_logic_op_xor_set
Add support for Logic op XOR. This is used in image editors and tracking
editor. Logic ops is required on Linux and Windows, however for macOS it
will be disabled when using MoltenVK. MoltenVK has can be compiled with
support for logic ops, but that isn't the default as it relies on
private APIs.

When the workaround is enabled it will create artifacts when used.

Ref: #130347

Pull Request: https://projects.blender.org/blender/blender/pulls/131089
2024-11-28 15:12:13 +01:00
Jeroen Bakker
faf2c6f0ca Vulkan: Add method to query debug group of node
When debugging render graph the debug group name can narrow down the
place where a node originates from. This PR adds a function to retrieve
the full debug group name of a specific node.

Pull Request: https://projects.blender.org/blender/blender/pulls/131081
2024-11-28 12:00:21 +01:00
Clément Foucault
00a8d006fe GPU: Move Polyline shader to primitive expansion
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
2024-11-27 17:37:04 +01:00
Campbell Barton
b9f055459a Cleanup: ensure trailing space around comment blocks 2024-11-27 19:01:00 +11:00
Clément Foucault
112b3bae84 Fix: GPU: Asserts when building WITH_GPU_DRAW_TESTS but without WITH_GTEST 2024-11-26 22:39:13 +01:00
Clément Foucault
ebcc3dbc41 Fix: UI: Broken Geometry node socket display on macOS
Fix various warnings (that were errors) referring to
variables used inside their own initialization.
2024-11-26 21:32:27 +01:00
Jeroen Bakker
492830e9ac Fix #130832: Vulkan: Texture painting
When using texture painting Blender could freeze, crash or not showing
any results depending on the platform being used.

There were several issues:
- texture painting could send a layer offset of -1, which would select
  an incorrect layer
- source data wasn't copied correctly in the staging buffer as it
  ignored `texture_unpack_row_length`

Pull Request: https://projects.blender.org/blender/blender/pulls/130973
2024-11-26 15:15:25 +01:00
Clément Foucault
41a54198bb GPU: Assert non-null batch inside drawing functions 2024-11-26 14:19:50 +01:00
Jeroen Bakker
fc5e38c9b6 Vulkan: Allow suspending/resuming of layer tracking
Layer tracking allows modifying specific layers of a bound texture to a
different layout. This was only supported when suspending/resuming was
not needed. However when using complex scenes EEVEE can trigger suspend/
resume rendering scopes. This resulted into several validation warnings
as images where in the incorrect state.

Fixes validation warnings:
- rain_restaurant.blend
- classroom.blend

Pull Request: https://projects.blender.org/blender/blender/pulls/130957
2024-11-26 12:13:52 +01:00
Guillermo Venegas
2760def19a Fix: Vulkan: Free command pool buffers
Currently `VkCommandBuffer` are allocated with `vkAllocateCommandBuffers`,
however when the commands are submitted pointer are just reset, these leaks
are visible with just play back animations.

This frees commands buffers resolving the leaks.

Ref: #127225 Although related we should check the result as there could be more causes.
Pull Request: https://projects.blender.org/blender/blender/pulls/130203
2024-11-26 08:31:25 +01:00
Campbell Barton
9e9598877e Cleanup: balance braces in pre-processor checks
While it's correct, unbalanced braces confuses some editing operations.
2024-11-26 12:41:29 +11:00
Campbell Barton
600f803922 Cleanup: pass string as a const reference 2024-11-26 12:41:29 +11:00
Campbell Barton
0de8ae8046 Cleanup: spelling in comments 2024-11-25 13:24:46 +11:00
Campbell Barton
ecc17b400b Cleanup: quiet enum mismatch compiler warning 2024-11-25 13:20:14 +11:00
Leon Schittek
13e0077c5c Nodes: Add new shader for node sockets
Add a new shader specifically for node sockets rather than using the
keyframe shader.

Motivation:
1. Allow easier addition of new socket shapes
2. Simplify socket drawing by avoiding special handling of multi-inputs
3. Support multi-inputs for all socket types (diamond, square, etc.)

The new shader is tweaked to look the same to the old ones.

**Comparison**
The biggest difference is that the multi socket is now more consistent
with the other sockets.
For single sockets there can be small size differences depending on zoom
level because the old socket shader always aligned the sockets to the
pixel grid. This could cause a bit of jiggling compared to the rest of
the node when slowly zooming. Therefore I left it out of the new shader
and it now scales strictly linear with the view.

**Multi Socket Types**
While there currently is no need for (.) internally, there are a few
obvious use-cases for multi-input field (diamond) sockets like
generalized math nodes with an arbitrary number of inputs (Add,
Multiply, Minimum etc.).

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119243
2024-11-23 16:42:38 +01:00
Jeroen Bakker
48b10a266f Vulkan: Limit NVIDIA drivers to 550 and above.
Older drivers seems to not work correctly and stall on the first frame.
We encourage users to use the latest driver and this driver support
devices from GTX 750 to RTX 4000 series.

NOTE: Later we should review this issue as supporting more drivers is
always better. The current issue could also be related to sending empty
command buffers to the GPU. Ideally we should support 535 as well.
Some Linux distributions don't package 550.

Ref: #129157
Pull Request: https://projects.blender.org/blender/blender/pulls/130737
2024-11-22 14:54:30 +01:00
Jeroen Bakker
b334502168 Vulkan: Make dynamic rendering optional
!129062 introduces a workaround for dynamic rendering. However that
change didn't marked dynamic rendering as an optional feature. GPU that
didn't had dynamic rendering would still not be able to start Blender.

This PR marks dynamic rendering optional so the device will be
considered when searching for compatible GPUs.

Ref: #129157

Pull Request: https://projects.blender.org/blender/blender/pulls/130736
2024-11-22 14:53:09 +01:00
Jeroen Bakker
30864a975b Vulkan: Incorrect attachment description for sRGB
When binding sRGB textures as attachment to a none-sRGB framebuffer the
attachment description didn't match the image view. This results into a
validation error. This PR makes sure that the description and image view
uses the same VkFormat.

Pull Request: https://projects.blender.org/blender/blender/pulls/130730
2024-11-22 13:30:39 +01:00
Jeroen Bakker
dfc0d97abf Fix #129678: Vulkan: Synchronization issue
Copying editors to the swap chain is done by a series of draw and copy.
When doing draw, copy, draw the swap chain layout was not matching the
draw command as it resumed previous rendering.

This is solved by validating the pipeline barriers when resuming rendering.
There are also other cases that required this which have been updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/130721
2024-11-22 11:58:23 +01:00
Jeroen Bakker
e440828221 Fix #130588: Vulkan: Depth stencil readback
Functionality like snapping cursor requires readback of depth stencil
textures. This was not supported yet. This PR will add readback of depth
stencil textures to float.

Fixes: #128624, #130588

Pull Request: https://projects.blender.org/blender/blender/pulls/130717
2024-11-22 09:45:38 +01:00
Clément Foucault
409012956f Overlay-Next: Enable by default and add option to enable legacy code
The legacy option is turned off by default and will be removed
in the following weeks. It is only there to check for
regression for a short period of time. Afterward checking
for regression will require to use 4.3 as a reference.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/130683
2024-11-21 18:55:39 +01:00
Jeroen Bakker
5665a9d712 Fix #130555: Vulkan: Crash when using legacy gpu API
Add-ons can still use the legacy API that only works on OpenGL. Vulkan
however was crashing as there is no shader create info available.

Adding a pre-check when finalizing shaders on availability of shader
create info.

Pull Request: https://projects.blender.org/blender/blender/pulls/130660
2024-11-21 11:14:11 +01:00
Hans Goudey
c57ebc99eb Cleanup: Use StringRef instead of std::string in a few cases
Pull Request: https://projects.blender.org/blender/blender/pulls/130534
2024-11-19 19:47:27 +01:00
Jeroen Bakker
c2695e2dcc Vulkan: Add support for legacy platforms
Dynamic rendering is a Vulkan 1.3 feature. Most platforms have support
for them, but there are several legacy platforms that don't support dynamic
rendering or have driver bugs that don't allow us to use it.

This change will make dynamic rendering optional allowing legacy
platforms to use Vulkan.

**Limitations**

`GPU_LOADACTION_CLEAR` is implemented as clear attachments.
Render passes do support load clear, but adding support to it would
add complexity as it required multiple pipeline variations to support
suspend/resume rendering. It isn't clear when which variation should
be used what lead to compiling to many pipelines and branches in the
codebase. Using clear attachments doesn't require the complexity
for what is expected to be only used by platforms not supported by
the GPU vendors.

Subpass inputs and dual source blending are not supported as
Subpass inputs can alter the exact binding location of attachments.
Fixing this would add code complexity that is not used.

Ref: #129063

**Current state**

![image](/attachments/9ce012e5-2d88-4775-a636-2b74de812826)

Pull Request: https://projects.blender.org/blender/blender/pulls/129062
2024-11-19 16:30:31 +01:00
Jeroen Bakker
a5f8dbe9b5 Fix: Incorrect assert introduced in recent commit 2024-11-19 13:59:09 +01:00
Jeroen Bakker
8b9b67f2d3 Cleanup: Vulkan: Don't over-allocate render areas/viewports
In multiple parts (framebuffer and shader) the render areas/viewport could be
copied in an array of 16 structs, when only one is needed. This PR will use builder
patters so we don't over-allocate. Would spend less CPU cycles when constructing
render info, render passes/framebuffers, shaders.

Cleanup was part of !129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130515
2024-11-19 13:40:12 +01:00
Jeroen Bakker
b9dab68ce2 Vulkan: Support clearing GPU_DATA_2_10_10_10_REV textures
Using floats to clear GPU_DATA_2_10_10_10_REV textures were not
supported. It will be needed to support legacy platforms.

Detected during development of !129062

Pull Request: https://projects.blender.org/blender/blender/pulls/130511
2024-11-19 13:39:36 +01:00
Jeroen Bakker
a499c711a9 Vulkan: Refactor descriptor set bindings
Shader interface used shader create info bind types to communicate bind
types to descriptor sets. However Vulkan supports more bind types than
Blender exposes in its API. Current implementation resulted that next to
the bind type the actual resource was queried to find out what needed to
be done.

This PR makes it more clear to convert the shader create info bind type
to `VKBindType` that contains the vulkan bind types we support.

Pull Request: https://projects.blender.org/blender/blender/pulls/130509
2024-11-19 13:38:13 +01:00