The OpenGL extension `GL_ARB_shader_viewport_layer_array` wasn't turned
off when starting blender with `--debug-gpu-force-workarounds`. Although
all known supported platforms support this extension and we haven't seen
any failures with it, it was mentioned to be phased out as we consider
it to be a core extension, which it isn't.
This PR will enable the workaround for this extension and remove the
extension from the phase out list.
Pull Request: https://projects.blender.org/blender/blender/pulls/113572
This patch improves the heuristic used to
determine maximum frames-in-flight at
different input latency levels.
Previous values adjusted to better encapsulate
workloads in the 10-20 FPS range which can
manifest excessive latency. Changes improve
total performance throughput and improve
the interactive user experience.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113020
When using Immediate mode emulation the data is stored in a ring buffer.
As data isn't overwritten it is safe to call multiple draw commands in
a single command buffer.
This improves drawing performance when immediate mode is being used, it
mostly improves the readability of the GPU traces in renderdoc.
Pull Request: https://projects.blender.org/blender/blender/pulls/113482
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
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.
This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
This add the possibility to create a
orthogonal basis around a given unit
vector.
The name was chosen to match the naming
convention already in place and match
the other matrix construction functions.
In other places (ex: renderers), this same
function is commonly named `make_orthonormal`
or `make_basis`.
The function is not given to have a fixed
implementation and might change overtime.
That's why the test only covers the
assumptions and not the raw values.
The implementation is borrowed from
Cycles and adapted to our math API.
Pull Request: https://projects.blender.org/blender/blender/pulls/113218
We don't ship with OpenGL anymore on Mac platform.
The build option is not even available anymore.
This removes any reference to Apple or Mac in the
Opengl module.
Note that I left the depth_blitting_workaround
even if it originaly meant for Mac because it
might be still useful for other hardware.
Pull Request: https://projects.blender.org/blender/blender/pulls/113126
This just do a clear in place for the clear load op.
At least it allows for same result accross backend as
the other op types are only here for performance.
This adds basic emulation of the subpass input feature
of vulkan and to a lower extend Raster Order Group on Metal.
This help test paths that might use this feature in the future
(like shadow rendering) on all platform and or simplify higher
level code for supporting older hardware.
This add clear description to the load/store ops and to the
new `GPUAttachementState`.
The OpenGL backend will correctly mask un-writable
attachments and will bind as texture readable attachments.
Even if possible by the vulkan standard, the GPU API prohibit
the read and write to the same attachment inside the same
subpass.
In the GL backend, this is implemented using `glTextureBarrier`
and `texelFetch` as it is described in the ARB_texture_barrier
extension.
https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt
Pull Request: https://projects.blender.org/blender/blender/pulls/112051
During Blitting it is not allowed to read/write outside
the texture bounds. This patch ensures that the bounds
(called extents in Vulkan) are inside the expected range.
Pull Request: https://projects.blender.org/blender/blender/pulls/113050
Flickering caused by in-flight SSBO data
overwrites has been resolved by ensuring
data updates go into a new buffer while
existing data is in flight.
GPU_finish has also been removed from
SSBO read due to its frequent mid-frame use
limiting performance.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113019
Don't assume existence of GPU backend in (background) preview rendering.
Also add null pointer checks and rely on assert instead to detect
invalid usage of GPU_render_begin/end, so that potential future mistakes
don't cause crashes.
Pull Request: https://projects.blender.org/blender/blender/pulls/112971
This PR adds support for `GPU_framebuffer_blit` When used with `GPU_DEPTH_BIT`.
The challenge with is that not all GPUs support using a depth texture as a blit destination.
An AMD GPU doesn't support a depth buffer with stencil buffer as blit destination.

> NOTE: AMD GPUs don't support 24 bit unsigned normalized depth textures at all.
In all cases when we use depth blitting we are blitting the whole texture
and in stead we can use a texture copy.
A negative effect is that we need to unbind the framebuffer when copying
depth textures, but a positive effect is that we can use a data transfer function what should
theoretically be faster.
This should be revisited when we are investigating in areas to improve the
performance of the Vulkan backend.
Pull Request: https://projects.blender.org/blender/blender/pulls/112674
When initialy adding textures it wasn't possible to allocate during
initialization as its usage wasn't known. Bot Metal and Vulkan would do
a delayed allocation adding more checks when using textures.
Recently the behavior of setting texture usage was changed and now is
known when initializing textures. This PR makes advantage of this to
give correct feedback to the calling code if the texture can be created
and remove all the delayed allocating of textures.
Pull Request: https://projects.blender.org/blender/blender/pulls/112997
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.
Pull Request: https://projects.blender.org/blender/blender/pulls/111809
In Vulkan (and Metal) it is not possible to use a global as point
size. It needs to be set for each vertex when drawing points. Blender
has specialized shaders for that, but not all code respect those
shaders.
This PR will add an assert inside the vulkan backend when incorrect
usage of shaders are detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/112906
This avoid confusion outside of the shader node GLSL code.
The issue also is that Metal allow float to cast to bool
implicitly but this create a compilation error on
OpenGL.
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.
The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.
Results matches almost perfectly to the extent of the
split sum approximation.
Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/112881
Texture Atomics have been added in Metal 3.1
and enable the original implementations of
shadow update and irradiance cache baking.
However, a fallback solution will be
required for versions under macOS 14.0 utilising
buffer-backed textures instead.
This patch also includes a stub implementation if
building/running on older macOS versions which
provides locally-synchronized texture access in
place of atomics. This enables some effects to be
partially tested, and ensures non-guarded use
of imageAtomic functions does not result
in compilation failure.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/112866
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.
Ref #99447
Ref #112848
Pull Request: https://projects.blender.org/blender/blender/pulls/112552