This change enables HDR support for wayland as an experimental feature.
It supports both non-linear extended sRGB and un-clamped sRGB.
Windows isn't supported as the HDR settings are not accessible via an
API and would require similar settings that games use to configure the
monitor. Adding those sliders isn't what we would like to add.
Vulkan (working group) is working on new extensions that might change
the shortcomings. It isn't clear yet what the extension will do and what
the impact is for applications that want to use it. When the extension
is out we should review at the situation again.
Pull Request: https://projects.blender.org/blender/blender/pulls/133159
GPU_DATA_UINT_24_8 isn't used anymore. We cannot phase out the data type
as it can still be used by add-ons. This PR will deprecate
`GPU_DATA_UINT_24_8`. When used in an add-on a deprecation message will
be shown.
Pull Request: https://projects.blender.org/blender/blender/pulls/140715
Metal and AMD/Intel/Vulkan don't support depth24 texture formats
natively. The backends implemented fallback to use depth32f in
stead.
Recently we removed all usages of depth24 to use depth32 and the
next step is to remove the depth24 format and the workarounds in
the backend.
Note: The removal of `GPU_DATA_UINT_24_8` isn't part of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/140659
We detected that the gpu/draw tests could lead to
crashes after the tests where finished. It was
identified that the crash happened as the submission
runner wasn't exited, uses a mutex, that is being
destroyed by the main thread.
Solution is to wait until the submission runner has
finished, before destroying resources.
Pull Request: https://projects.blender.org/blender/blender/pulls/140650
Depth navigation sends many small render graphs to the device. It can be
that a subsequent render graph uses the same shader as the previous one
with the same descriptor set tracker. The descriptor set tracker didn't
cleared its full state and a subsequent render graph was generating
commands assuming that the device was in a certain state.
However it wasn't and a command to bind a descriptor set was skipped
resulting in a device out of bound write. Depending on the platform this
could overwrite any data on the GPU, including shader programs as the
select shader writes to a storage buffer. This clarifies why the issue
resulted in very odd and none consistent behavior.
This PR fixes this by clearing the VKPipelineData and
VKDescriptorTracker.
Pull Request: https://projects.blender.org/blender/blender/pulls/140526
When quiting Blender the timeline doesn't get updated and an assert is
triggered that the order isn't correct. The order isn't that important
anymore as the mechanism has been tested. The assert was useful during
initial development.
This PR removes the assert as it isn't valid in all cases.
In several cases synchronization issues around discarded resources could lead
to crashes. These crashes where more prominent on NVIDIA as they reuse
their handles more often.
This PR requires external synchronization when data is moved from a
discard pool to the main orphaned data discard pool. Also the device
timeline should be guarded by the same mutex.
Pull Request: https://projects.blender.org/blender/blender/pulls/140274
We added descriptor buffers to 4.5 as it contains some core API changes.
However there have been various reports that the system isn't fully
mature resulting in lower performance especially on NVIDIA GPUs.
This PR will disable descriptor buffer feature for NVIDIA GPUs.
Pull Request: https://projects.blender.org/blender/blender/pulls/140263
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.
This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.
The old enums are kept for progressive porting of the
backends and user code.
This will break compatibility with python addons.
TODO:
- [x] Deprecation warning for PyGPU (4.5)
- [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
- [x] Metal
- [x] OpenGL
- [x] Vulkan
Pull Request: https://projects.blender.org/blender/blender/pulls/138846
Previous implementation allows to move VKBuffers, but didn't do a
proper std::move. On second thought it is a bad idea to be able to move
GPU resources. This PR removes the ability to move the buffer and
replace the usages with a unique ptr.
Pull Request: https://projects.blender.org/blender/blender/pulls/140103
This has limited use cases since it doesn't
profile the heavy part of the vulkan backend.
Almost 1:1 port of the metal implementation from #139551.
Doesn't cover rendergraph submission nor GPU timings.
Pull Request: https://projects.blender.org/blender/blender/pulls/139899
Color picking reads 3 values from a texture that is backed by 4
channels. The conversion would also convert the 4th channel.
This is a short term fix. We should reconsider the usage of reading a
different number of elements than backed by the texture. But that
requires work in the color picking and python GPU module.
Pull Request: https://projects.blender.org/blender/blender/pulls/139929
Descriptor sets/pools are known to be troublesome as it doesn't match
how GPUs work, or how application want to work, adding more complexity
than needed. This results is quite an overhead allocating and
deallocating descriptor sets.
This PR will use descriptor buffers when they are available. Most platforms
support descriptor buffers. When not available descriptor pools/sets
will be used.
Although this is a feature I would like to land it in 4.5 due to the API changes.
This makes it easier to fix issues when 4.5 is released.
The feature can easily be disabled by setting the feature to false if it has
to many problems.
Pull Request: https://projects.blender.org/blender/blender/pulls/138266
When buffers/images are allocated that use larger limits than supported
by the GPU blender would crash. This PR adds some safety mechanism to
allow Blender to recover from allocation errors.
This has been tested on NVIDIA drivers.
Pull Request: https://projects.blender.org/blender/blender/pulls/139876
Compilation constants are constants defined in the create info.
They cannot be changed after the shader is created.
It is a replacement to macros with added type safety.
Reuse most of the logic from Specialization constants.
Pull Request: https://projects.blender.org/blender/blender/pulls/139703
This PR changes loading of implicit vulkan layers. See #139543 where we
detected that there are vulkan layers installed on systems that try to
impersonate other software, but crashes when used in Blender.
This PR will reuse the VkInstance of GHOST_ContextVK when querying for
possible compatible devices. Previously a temporary VkInstance was
created but could trigger an error in the Vulkan loader.
Pull Request: https://projects.blender.org/blender/blender/pulls/139640
Race condition between the main thread and worker thread. In this case
the worker thread was waiting for a device idle, but the main thread was
waiting on a specific timeline. As long as the timeline didn't pass the
device was locked.
Releaved the race condition to check on queue idle as the timeline event
isn't part of the queue.
On windows drivers could be reset and could lead to other crashes as handles
were not used anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/139579
In this case a triangle shader was used to render points.
This change entails:
- Using point shaders in this case
- Add support for `GPU_point_size` to update the uniform of the point
shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/139574
During rendering when main thread is blocked or all screens are minimized the
garbage collection will not happen resulting in crashes as resources are not freed.
A better solution would be to do garbage collection in a separate thread but that requires a
ref counting system. The specifics of such a system is still unclear.
A possible solution for a Vulkan specific ref counting is to store the ref counts in the
resource tracker. That would only handle images and buffers, but it would solve the most
resource hungry issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/139475
On selected platforms there were some validation errors. It was caused by
platforms that returned a different number of swapchain images then were
requested. In that case the semaphores can get out of sync.
Current mechanism isn't future proof as the max number of images are
statically defined.
For this change the present semaphores is also separated from the frames
to better support out of order swapchain images.
Pull Request: https://projects.blender.org/blender/blender/pulls/139446
GHOST backend didn't use logging. This PR adds an initial ghost.vulkan
logging and improves the reporting of logging in vulkan.
logging can be enabled by `blender --log "gpu.vulkan,ghost.vulkan" --log-level 2`
it shows the optional extensions that are enabled and information about swap chain
events.
Pull Request: https://projects.blender.org/blender/blender/pulls/139437
Unlike OpenGL and Metal, this handle is not shared, but rather Cycles
has to take ownership of it. This required a fair amount of refactoring
to ensure the handle is closed, ownership is properly transferred, and
the handle is recreated once when the pixel buffer is modified.
Usage of conditional to fix threading and performance delays when
waiting for the submission fence to become valid. The previous
(faulty) implementation didn't work well on WoA devices.
Qualcomm devices don't support external memory, but there an external
memory pool was still being constructed. This PR skips the creation and
asserts when using external memory on those devices.
Pull Request: https://projects.blender.org/blender/blender/pulls/139326