VKRenderGraphNode is 892 bytes and most of the bytes are used for
specific nodes. By storing large structs in separate vectors we can
reduce the needed memory and improve cache pre-fetching.
With this change the VKRenderGraphNode is reduced to 64 bytes.
On a (50 frames shader_balls.blend) the end user performance is improved by
2%.
| **Platform** | **Before** | **After** |
| ---------------- | ---------- | --------- |
| AMD W7700 | 1409 ms | 1383 ms |
| NVIDIA RTX 6000 | 1443 ms | 1428 ms |
Pull Request: https://projects.blender.org/blender/blender/pulls/133317
Images used to be tracked with ownership in order to reset swap chain
images to its original layout. This isn't used anymore as we always mark
them in VK_IMAGE_LAYOUT_UNDEFINED to make the first pipeline barrier a
nop.
This change reduces unneeded complexity and safe a few CPU cycles.
Pull Request: https://projects.blender.org/blender/blender/pulls/133197
This fixes a rendering issue when local read enabled.
Before fix, the output image is too bright. This is due to incorrect load/store.
With this fix, the logic for attachment load/store ops with local_read on matches the logic with local_read off inside subpass_transition_impl...
Pull Request: https://projects.blender.org/blender/blender/pulls/133111
Blender always updates all pixels of the swap chain. As an optimization
we can skip the initial layout transition from present to transfer
destination as all pixels will be rewritten.
Pull Request: https://projects.blender.org/blender/blender/pulls/133061
Swizzling is supported when sampling. Outside samplers the swizzling
must always be the initial swizzling.
Detected when playing rain_restaurant.blend. EEVEE motion vectors use
swizzling.
Pull Request: https://projects.blender.org/blender/blender/pulls/133043
Initial design had a more complex use case for render graphs.
They are not really used and will not in the near term. This PR
removes some code that doesn't do a thing
Pull Request: https://projects.blender.org/blender/blender/pulls/133047
Pipeline barriers were extracted when recording commands. This works,
but had the downside that it locked the device resources. Extracting
pipeline barriers is fairly small task compared to recording commands.
This PR will perform the extraction of pipelines separate from command
recording. Code is easier to follow and when working with multiple threads
this will reduce locking (enabling this will be done in separate PR).
Original developed in !131965
Pull Request: https://projects.blender.org/blender/blender/pulls/132989
Only enable by default dynamic rendering local read on Qualcomm devices. NVIDIA, AMD and Intel
performance is better when disabled (20%). On Qualcomm devices the improvement can be
substantial (16% on shader_balls.blend).
`--debug-gpu-vulkan-local-read` can be used to use dynamic rendering local read on any
supported platform.
Future: Check if bottleneck is during command building. If so we could fine-tune this after the
device command building landed (#T132682).
Pull Request: https://projects.blender.org/blender/blender/pulls/132981
This will add support for `VK_KHR_dynamic_rendering_local_read` when supported.
The extension allows reading from an attachment that has been written to by a
previous command.
Per platform optimizations still need to happen in future changes. Change will
be limited to Qualcomm devices (in a future commit).
On Qualcomm devices this provides an uplift of 16% when using shader_balls.blend
Pull Request: https://projects.blender.org/blender/blender/pulls/131053
Selection shader changes the provoking vertex for edge selection.
Using a non default provoking vertex was not implemented in Vulkan
resulting in selecting a different edge then expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/132729
This PR will add timeline semaphores to be required. It doesn't use
the timeline semaphores yet, but as multiple developments will
rely on it it is better to add the requirement.
Pull Request: https://projects.blender.org/blender/blender/pulls/132683
Framebuffers are getting freed in the GPUContext base class destructor. But
the framebuffer destructors use the MTL/VK/GLContext derived class, whose
destructor has already completed at this point. So these contexts are no
longer valid to use.
Now free the framebuffers earlier.
This caused ASAN warnings, it's not known to cause actual bugs.
Pull Request: https://projects.blender.org/blender/blender/pulls/132504
- Using a main function allows the scripts to be imported without
executing logic.
- Declaring `__all__` lets tools such as "vulture" detect unused code.
Ensure `gl_ViewportIndex` and `gl_Layer` are properly forwarded from the
geometry shader, and don't write to them from the vertex shader if
there's a geometry shader stage.
Fixes the Displacement "dicing" render tests on Nvidia OpenGL.
Pull Request: https://projects.blender.org/blender/blender/pulls/131875
Blender stores all pipelines in a pool. Using a hash it checks if a
the pipeline was already created and the previous could be reused. Due
to performance issues when working with graphics pipelines some equal
operations only used a hash check. For scissors and viewports this isn't
enough and could lead to issues.
This PR fixes this to still perform an exact check if the hash are
equal. Note that the performance drops a bit. And should be countered
with other performance improvements in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/132005
This adds initial support for ReBAR capable platforms.
It ensures that when allocating buffers that should not be host visible, still
tries to allocate in host visible memory. When there is space in this memory
heap the buffer will be automatically mapped to host memory.
When mapped staging buffers can be skipped when the buffer was newly
created. In order to make better usage of ReBAR the `VKBuffer::create`
function will need to be revisit. It currently hides to much options to allocate
in the correct memory heap. This change isn't part of this PR.
Using shader_balls.blend rendering the first 50 frames in main takes 1516ms.
When using ReBAR it takes 1416ms.
```
Operating system: Linux-6.8.0-49-generic-x86_64-with-glibc2.39 64 Bits, X11 UI
Graphics card: AMD Radeon Pro W7700 (RADV NAVI32) Advanced Micro Devices radv Mesa 24.3.1 - kisak-mesa PPA Vulkan Backend
```
Pull Request: https://projects.blender.org/blender/blender/pulls/131856
MoltenVK dynamic rendering is built on top of render passes and framebuffers.
This also means that dynamic rendering has the same limitations.
This PR enables the workarounds for gaps between attachments for MoltenVK.
Pull Request: https://projects.blender.org/blender/blender/pulls/131816
Rendering animations from Python scripts via `bpy.ops.render.opengl()`
did not trigger any of the notifications in the Metal back-end to
indicate a frame had been rendered and that the associated resources
could be released. This adds a call to GPU_render_step() after each
render. For the original asset in the bug report this reduces the high
memory watermark from 30gb to 13gb for 500 frames. 13gb is likely
still too high and therefore it is likely there are additional leaks
that need to be addressed so this should only be considered a partial
fix.
Authored by Apple: James McCarthy
Co-authored-by: James McCarthy <jamesmccarthy@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/131085
This enables moving elements form one vector to another.
Usually this is being doing by extending a vector with the content
from the secondary vector and then clearing the secondary vector.
However sometimes this being performed to transfer ownership of managed elements,
if elements are copied from the secondary vector, but not cleared, this could
lead to 2 vectors to share ownership of objects.
Pull Request: https://projects.blender.org/blender/blender/pulls/131560
NVIDIA driver before 550 doesn't work as expected on Linux. The issue is
known on the internet, but no real solutions are provided.
This change will limit the block list of older driver to the Linux
platform only. It has been reported that Windows these driver are
working and would enable older GPUs to work on Windows.
Ref #129160
Pull Request: https://projects.blender.org/blender/blender/pulls/131674
Vulkan version 1.2 supports Workgroup execution model. Vulkan 1.3
introduced the LocalSizeId execution model and has been backported in
the VK_KHR_maintenance4 extension. In future SPIR-V versions the
Workgroup execution model will be deprecated.
This PR checks the availability of VK_KHR_maintenance4 extension and
when enabled compile the shaders towards Vulkan 1.3. This would
automatically use the LocalSizeId execution model.
See https://registry.khronos.org/vulkan/specs/latest/man/html/WorkgroupSize.html
Pull Request: https://projects.blender.org/blender/blender/pulls/131663
When using a texture as attachment it must be created witht the
GPU_TEXTURE_USAGE_ATTACHMENT flag. If this is not the case it would lead
to incorrect usage in Vulkan. This change adds asserts to detect
incorrect usage.
Pull Request: https://projects.blender.org/blender/blender/pulls/131656
GPU_texture_clear was only used for clearing color textures, but that
changed recently. This PR adds supports for clearing depth/stencil
textures using GPU_texture_clear.
Pull Request: https://projects.blender.org/blender/blender/pulls/131653
Depth 24 stencil 8 texture could not be cleared directly. Recently
GPUViewports clear their attachments when created. This resulted into
non consistent behavior between backends.
This change adds support to clear depth 24 stencil 8 textures using
`GPU_texture_clear`. The implementation currently assumes that the input
value is a float.
Pull Request: https://projects.blender.org/blender/blender/pulls/131650
GPUViewport is creating a bunch of framebuffer textures for itself, but
some space types never initialize/use them. E.g. Sequencer, Nodes etc.
only ever use the "overlay" texture. Eventually when viewport is
"drawn", it combines this uninitialized texture data and then only by
luck it happens that most of the time it is black. But not always!
The textures were only cleared (right now) on Metal backend, under
GPU_clear_viewport_workaround as if it was some driver workaround. Stop
doing that, and just clear them always.
However, there was seemingly a performance issue on OpenGL, when this
clear was being done. At least on my machine (Win10, Geforce RTX
3080Ti), the overhead of doing the clears is measurable, and is caused
by usage of GL4.4 glClearTexImage instead of a framebuffer clear. As if
glClearTexImage makes "pixel data to exist" on the CPU side and then
later on binding this framebuffer sends off that data to the GPU, or
somesuch.
More details in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/131518
Reduces the number of times a graphic context needs to be paused/resumed.
The scheduler reorders the nodes to put these initial data transfer nodes
to the start of the nodes that are about to be submitted.
Pull Request: https://projects.blender.org/blender/blender/pulls/131502
Devices reported by failing drivers were still part of the device
selection list. When selected they would never be picked.
This change hides these devices from the UI
Pull Request: https://projects.blender.org/blender/blender/pulls/131431
In OpenGL the last vertex is the provoking vertex. In Vulkan the first
vertex is the provoking vertex. This PR uses `VK_EXT_provoking_vertex`
to use the last vertex as the provoking vertex.
Pull Request: https://projects.blender.org/blender/blender/pulls/131412
When copying from/to depth stencil images the aspect of the image was
set incorrectly. It pointed to only one aspect of the full image when
building resource links, which could lead to incorrect decisions in the
driver.
Found when researching #131269
Pull Request: https://projects.blender.org/blender/blender/pulls/131298
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
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
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