Commit Graph

113 Commits

Author SHA1 Message Date
Clément Foucault
34216a2b7b Fix #134234: GPU: Shader Compile Error on with gpu.types.GPUShader
The removal of the loose uniform made the shader not compile.
This patch adds a new define for these type of shaders and add
back the loose uniform.

Note that these shaders might no longer work on Metal as
the source is not parsed anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/134341
2025-02-10 14:06:47 +01:00
Brecht Van Lommel
c7502b092d Cleanup: Various clang-tidy warnings in gpu
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:18 +01:00
Jeroen Bakker
9091085277 Fix: GPU: Compiling python gpu shaders
Compiling of graphics shaders via gpu crashed. The vulkan backend found
a compute source and continued the evaluation as if it was a compute
shader.

The compute source was added by the preprocessor that wraps the shader
source. Even empty sources were wrapped. Detection based on empty shader
sources failed.

This is not a Vulkan only issue as other platforms would have similar issues when
creating a compute shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/133036
2025-01-14 10:51:24 +01:00
Miguel Pozo
b295df7345 Refactor: Overlay: Port "next" shaders declarations to static CreateInfos
Use static CreateInfos for Overlay-Next shaders using a similar approach to Workbench shader variations.

Remove unused infos and shader sources.
Remove the `gpu_shader_create_info_get_unfinalized_copy` workaround.

Pull Request: https://projects.blender.org/blender/blender/pulls/131514
2024-12-12 23:05:00 +01:00
Germano Cavalcante
19fee82b72 Fix #131236: 'batch_for_shader' not working with POLYLINE shaders
In Blender 4.4 (since commit 00a8d006fe), polyline shaders stopped
using geometry shaders and now rely on SSBOs.

In C++, workarounds allow these shaders to function as before, albeit
with some limitations.

However, this change broke the `batch_for_shader` function in Python,
as `GPUShader.attrs_info_get()` only reads attributes and does not
support SSBOs.

To address this, the method now treats polyline shaders differently,
accessing SSBO inputs instead of attributes.

fix
2024-12-11 20:39:24 +01:00
Miguel Pozo
e24eadbb42 GPU: Add assert_framebuffer_shader_compatibility
Ensure all the framebuffer color attachments are written to.

Pull Request: https://projects.blender.org/blender/blender/pulls/130995
2024-12-10 17:13:06 +01:00
Clément Foucault
3e9a2fbf23 Cleanup: Formating 2024-12-05 23:17:44 +01:00
Clément Foucault
994c43413a Metal: Remove SSBO Vertex Fetch
This API was used as a workaround to the lack of
geometry shader. It has been rendered redundant
since the introduction of #125782.
2024-12-05 22:58:52 +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
Clément Foucault
93a10cbf7e GPU: Enable printf only between render boundaries and use a stack
Printf buffer read needs to be inside render boundaries
to work. Since render boundaries can be nested, use a stack.

Fixes assert when quitting blender.
2024-11-08 20:01:08 +01:00
Hans Goudey
9b97ba1462 Cleanup: GPU: Avoid raw pointers for shader API strings
Avoid measuring the length of strings repeatedly by passing their
length along with their data with `StringRefNull`. Null termination
seems to be necessary still for passing the shader sources to OpenGL.
Though I doubt this is a bottleneck, it's still nice to avoid overhead from
string operations and this helps move in that direction.

Pull Request: https://projects.blender.org/blender/blender/pulls/127702
2024-11-01 20:00:31 +01:00
Clément Foucault
191b347f58 Cleanup: GPU: Use function parameters instead of template 2024-10-12 14:21:51 +02:00
Clément Foucault
1c0247c871 Cleanup: GPU: Preprocessor: Use report callback on processing functions 2024-10-11 18:52:34 +02:00
Clément Foucault
9c0321ae9b Metal: Simplify MSL translation
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.

Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.

Additionally reduce the amount of code duplication
inside the compatibility code.

Pull Request: https://projects.blender.org/blender/blender/pulls/128634
2024-10-07 12:54:10 +02:00
Miguel Pozo
ba2faf4285 Workaround: Allow patching CreateInfos at runtime
Temporary workaround for Overlay Next.

Pull Request: https://projects.blender.org/blender/blender/pulls/128452
2024-10-04 19:06:37 +02:00
Jeroen Bakker
a407186dbf GPU: Make shader cache clearing backend independent
Parallel shader compilation introduced `GPU_shader_cache_dir_clear_old`.
The implementation was specific to OpenGL and could not be overwritten
by other backends. This PR improves the implementation so the backend
can have its own implementation.

This is needed for upcoming changes to the Vulkan backend where we
want to use similar mechanisms to speed up shader compilation and caching.

Pull Request: https://projects.blender.org/blender/blender/pulls/127680
2024-09-16 14:03:14 +02:00
Clément Foucault
d2fdb22b93 GPU: Add support for in shader printf
This allows much easier debugging of shader programs.

Usage is as simple as adding `printf` calls inside shaders.
example: `printf("Formating %d\n", my_var);`

Contrary to the `drw_print`, this is not limited
to draw manager shader dispatch/draws. It is compatible
with any shader inside blender.
Most notably, this doesn't need a viewport to display.
So this can be used to debug render pipeline.

Data formating is currently limited to only `%x`, `%d`,
`%u` and `%f`. This could be easily extended if this is
really needed.

There is no type checking, so values are directly reinterpreted
as specified by the printf format.

The current approach for making this work is to bind a
storage buffer inside `GPU_shader_bind`, making it
available to any shader that needs it. The storage buffer
is downloaded back to CPU after a frame or a render
step and the content printed to the console.

This scheduling means that you cannot rely on these printfs
to detect crashes. We could add a mode to force flushing
at shader binding to avoid this limitation.

The values are written from the shaders in binary form and
only formated on the CPU. This avoid issues with manual
printing like with `drw_print`.

Pull Request: https://projects.blender.org/blender/blender/pulls/125071
2024-07-19 15:48:00 +02:00
Miguel Pozo
33005ad716 GPU: Non-blocking specialization constants compilation
Update the batch specializations compilation to allow using it in an
async way.

The implementation has 2 main limitations:
- Only one batch at a time can be processed, extra batches will be
  added to a queue.
- Binding a specialization variant that is still being compiled will fail.

Pull Request: https://projects.blender.org/blender/blender/pulls/123015
2024-06-20 18:02:44 +02:00
Miguel Pozo
22652b305e GPU: Add GPU_shaders_precompile_specializations
Allow precompiling specialization constants variations in parallel.
Only supported in OpenGL as the rest of the batch compilation API,
on the other backends the function is a no-op.
This also moves the `SpecializationConstant` from
`gpu_shader_create_info` (private API) into`GPU_common_types`
(public API).

Pull Request: https://projects.blender.org/blender/blender/pulls/122796
2024-06-07 18:45:31 +02:00
Miguel Pozo
74224b25a5 GPU: Add GPU_shader_batch_create_from_infos
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.

More information and the rest of the code can be found in #121925.

This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
  of multiple shaders at once, allowing GPU backed to compile them in
  parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
  own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
  compilation of batches for backends that don't have their own
  implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
  subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
  `GLShaderCompiler` implementation).
- The implementation of the subprocess program in
  `GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
  `Preferences > System > Memory & Limits` to enable parallel shader
  compilation and the max number of subprocesses to allocate (each
  subprocess has a relatively high memory footprint).

Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.

Pull Request: https://projects.blender.org/blender/blender/pulls/122232
2024-06-05 18:45:57 +02:00
Jason Fielder
93cc55889c EEVEE Next: Horizon scan Metal compiler tuning
Tune Metal compilation parameters for horizon scan
shaders for optimal performance. Selectively unrolling
loops and modifying compilation heuristics results in a
~25% uplift in tracing shader performance, due to
improved latency management.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/119737
2024-04-04 16:24:20 +02:00
Campbell Barton
b03332a055 Cleanup: use BLI_assert_msg instead of checking string literals 2024-04-03 14:27:54 +11:00
Hans Goudey
fe76d8c946 Refactor: Remove unnecessary C wrappers for vertex and index buffers
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.

This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.

Pull Request: https://projects.blender.org/blender/blender/pulls/119825
2024-03-24 16:38:30 +01:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Campbell Barton
b6b00b61cb Cleanup: various non-functional changes for C++ 2024-02-21 10:33:56 +11:00
Jeroen Bakker
c790e6e49d OpenGL: Reduce Shader Switches
Specialization constants was always switching shader even when the
constants were not changed. An early exit path was never taken.

The performance improvement should not be noticable to end users.
But would match with the intention of the design of specialization
constants.

Pull Request: https://projects.blender.org/blender/blender/pulls/118315
2024-02-16 12:26:10 +01:00
Jeroen Bakker
f72fdcf4ae GPU: Validate All Statically Defined Shaders As Argument
This PR adds a new command line argument to validate all statically
defined shaders. It is useful for platform support to understand
what isn't working.

It only checks statically defined shaders. Dynamic shaders (EEVEE/Compositor)
can still be fail.

The report is printed to console. After checking with windows platform and
triaging we could also add it to gpu debug script. There is a risk of adding it there
as it might crash and don't store any output.

Pull Request: https://projects.blender.org/blender/blender/pulls/117326
2024-02-15 08:13:44 +01:00
Jeroen Bakker
4ac0267567 OpenGL: Specialization Constants
This PR adds support for specialization constants for the OpenGL
backend. The minimum OpenGL version we are targetting doesn't
have native support for specialization constants. We simulate this
by keeping track of shader programs for each set of specialization
constants that are being used.

Specialization constants can be used to reduce shader complexity
and improve performance as less registry and/or spilling is done.

This requires the ability to recompile GLShaders. In order to do this
we need to keep track of the sources that are used when the shader
was compiled. For static sources we only store references
(`GLSource::source_ref`), for dynamically generated sources we keep
a copy of the source (`GLSource::source`).

When recompiling the shader GLSL source-code is generated for the
constants stored in `Shader::constants`. When compiling the previous
GLSource that contains specialization constants is then replaced
by the new version.

Pull Request: https://projects.blender.org/blender/blender/pulls/116926
2024-01-12 14:28:50 +01:00
Jason Fielder
335d3a1b75 GPU: Add Shader specialization constant API
Adds API to allow usage of specialization constants in shaders.
Specialization constants are dynamic runtime constants which can
be compiled into a shader pipeline state object (PSO) to improve
runtime performance by reducing shader complexity through
shader compiler constant-folding.

This API allows specialization constant values to be specified
along with a default value if no constant value has been declared.
Each GPU backend is then responsible for caching PSO permutations
against the current specialization configuration.

This patch adds support for specialization constants in the
Metal backend and provides a generalised high-level solution
which can be adopted by other graphics APIs supporting
this feature.

Authored by Apple: Michael Parkin-White
Authored by Blender: Clément Foucault (files in gpu/test folder)

Pull Request: https://projects.blender.org/blender/blender/pulls/115193
2023-12-28 05:34:38 +01:00
Omar Emara
048f70e7c2 GPU: Add function for setting float array uniforms 2023-12-13 12:52:49 +02:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
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
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
Aras Pranckevicius
acbd952abf Cleanup: fewer iostreams related includes from BLI/BKE headers
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.

Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.

This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.

For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.

Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925

It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111046
2023-08-16 09:51:37 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
Clément Foucault
15124fe490 GPU: Avoid silent errors during shader compilation
To this end, replace some printf by std::cerr.
2023-08-09 18:15:36 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Campbell Barton
b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Jason Fielder
7b9d1cb51f Eevee: GPU Material node graph optimization.
Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront.

As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity.

Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering.

Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs.

Authored by Apple: Michael Parkin-White

Ref T96261
Pull Request #104536
2023-02-14 21:51:03 +01:00
Clément Foucault
dd171f7743 Cleanup: GPUShader: Rename GPU_shader_uniform_vector
Rename to `GPU_shader_uniform_float/int_ex` to make more sense as a
general purpose function.
2023-02-13 11:22:38 +01:00
Clément Foucault
b68bac7ced Cleanup: GPUShader: Remove GPU_shader_uniform_int/float
Simplify the API, leaving only one function to set uniform without the
uniform name.
2023-02-13 11:22:38 +01:00
Clément Foucault
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
2023-02-13 11:22:38 +01:00
Clément Foucault
164f591033 Cleanup: GPU: Rename some functions for consistency 2023-02-13 11:22:38 +01:00
Clément Foucault
158f87203e Cleanup: GPUShader: Reorganize GPU_shader.h to separate depecated API
This avoid confusion to what to use nowadays.
Also improves documentation.
2023-02-13 11:22:38 +01:00
Jeroen Bakker
9c0d822737 GPU: Compile vulkan shaders to Spir-V binaries.
Compile each static shader using shaderc to Spir-V binaries.

The main goal is to make sure that the GLSL created using ShaderCreateInfo and able to compile to Spir-V.
For the second stage a correct pipeline needs to be created and some shader would need more
adjustments (push constants size).

With this patch future changes to GLSL sources can already be checked against vulkan, without the
backend finished.

Mechanism has been tested using MacOS and MoltenVK. For other OS, we should finetune CMake
files to find the right location to shaderc.

```
************************************************************
*** Build Mon 12 Dec 2022 11:08:07 CET
************************************************************
Shader Test compilation result: 463 / 463 passed (skipped 118 for compatibility reasons)
OpenGL backend shader compilation succeeded.
Shader Test compilation result: 529 / 529 passed (skipped 52 for compatibility reasons)
Vulkan backend shader compilation succeeded.
```

Reviewed By: fclem

Maniphest Tasks: T102760

Differential Revision: https://developer.blender.org/D16610
2022-12-12 12:25:22 +01:00
Thomas Dinges
6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00
Jason Fielder
b132e3b3ce Cycles: use GPU module for viewport display
To make GPU backends other than OpenGL work. Adds required pixel buffer and
fence objects to GPU module.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T92212

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D16042
2022-12-01 15:55:48 +01:00
Thomas Dinges
cc8ea6ac67 Metal: MTLShader and MTLShaderGenerator implementation.
Full support for translation and compilation of shaders in Metal, using
GPUShaderCreateInfo. Includes render pipeline state creation and management,
enabling all standard GPU viewport rendering features in Metal.

Authored by Apple: Michael Parkin-White, Marco Giordano

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15563
2022-09-01 22:28:40 +02:00