Commit Graph

35 Commits

Author SHA1 Message Date
Jeroen Bakker
159e798cdb Vulkan: Add Viewport Array/Layer Workarounds
This PR adds workarounds for platforms that don't support `shaderOutputLayer`
or `shaderOutputViewportIndex`. Some NVIDIA laptop GPUs and ARM GPUs don't
have those device features.

The workaround uses the same approach as OpenGL. A geometry shader is injected
to emulate the feature.

For testing the workarounds they have also been connected to the
`--debug-gpu-force-workarounds` command line argument.

Fixes #113475 by implementing #113529

Pull Request: https://projects.blender.org/blender/blender/pulls/113605
2023-10-13 10:40:11 +02:00
Miguel Pozo
3f72c62be6 GPU: Add GPU_max_storage_buffer_size
Needed for #113509.

Using a `size_t` since some GPUs should support >4GB buffers,
but Vulkan exposes the value as a `uint` and Metal as an `int`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113516
2023-10-11 19:26:40 +02:00
Jason Fielder
e64db67fa5 GPU: Add platform parameter for GPU architecture
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112566
2023-09-28 12:49:55 +02:00
Jeroen Bakker
dd3e23e812 Vulkan: Show Missing Implementations
This PR will print a message when a vulkan method isn't implemented.
So we can keep track of what still needs to be implemented.

Pull Request: https://projects.blender.org/blender/blender/pulls/112671
2023-09-21 15:21:32 +02:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Jeroen Bakker
80dda1168f Vulkan: Submit after Compute Dispatch
This PR adds command submission after performing any compute dispatch.
This is a work around as the vulkan backend doesn't support memory
barriers yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/112505
2023-09-18 13:41:19 +02:00
Jeroen Bakker
81c6eb9c7f Vulkan: Enable Shader Draw Parameters Support
Shader draw parameter support is needed for Workbench-next. (Almost) All
devices that we support also supports shader draw parameters. This PR
doesn't include a workaround for devices that don't have support.

For end-users this PR will allow workbench-next to render the object on
the correct location. Before this patch they were always drawn on the origin.

The catch is that OpenGL uses gl_InstanceID which always starts counting at 0.
Vulkan has gl_InstanceIndex which holds the correct instance number. By
subtracting the gl_InstanceIndex from gl_BaseInstance will get the correct
gl_InstanceID.

This patch also activates some device extensions to perform in shader printf
statements inside a shader. Documentation for this will be added to the dev
docs how to use them.

Pull Request: https://projects.blender.org/blender/blender/pulls/111461
2023-09-11 15:04:54 +02:00
Jeroen Bakker
bee3f645d8 Vulkan: Rewrite GHOST_ContextVK
This is a rewrite of GHOST_ContextVK to align with Metal backend as described
in #111389 - solution 3 with the adaptation that GHOST is still responsible
for presenting the swap chain image and a post callback is still needed in
case the swapchain is recreated.

This PR also includes some smaller improvements in stability.

Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/

* Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK
* VKFramebuffer doesn't contain a swap chain image.
* Swapchain images can only be used as a blit destination or present source.
  Not as an attachment.
* GHOST_ContextVK::swapBuffers would call a callback with the image the
  GPU module needs to blit the results to.
* Clearing of depth/stencil attachments when no depth write state is set.
* Enable VK_KHR_maintenance4 to relax the stage interface mapping.
* Removes most vulkan validation warnings/errors.
* Detection of frame buffer changes that needs to be applied before
  performing a command requiring render pass (draw/clear attachment)

**Benefits**

* Late retrieval of a swap chain image results in better overall performance as
  Blender doesn't need to wait until the image is presented on the screen.
* Easier API and clearer state (transitions)
* More control over Image layouts and command buffer states. (Better alignment with
  Vulkan API)

Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
Jeroen Bakker
bce23aa0f5 Fix: Crash On Exit When Using Vulkan
Vulkan device was deallocated, but when destroying the GHOST context
the GPU context is reactivated and want to allocate buffers lazilly.

This is solved by de-initializing the device on platform exit, resetting
buffer pointers so double free can be detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/111462
2023-08-24 10:23:21 +02:00
Jeroen Bakker
d9ae608c87 Fix: Crash when using Vulkan backend.
Command buffer was not availble at the time dummy buffers are
initialized. Resulting in undefined behavior.
2023-08-22 13:46:48 +02:00
Jeroen Bakker
4ebd7d84d1 Vulkan: Bind Dummy Vertex Attributes
Batches don't always provide all required resources for a shader.
This can happen when the resource is defined in the shader, but
not used in a specific variant. The definition is still there and
needs to be filled.

This PR adds a dummy buffer to fill the missing attributes.
It also fixes an issue when using vertex attributes that
uses multiple binding locations (mat4).

Pull Request: https://projects.blender.org/blender/blender/pulls/111350
2023-08-22 13:35:01 +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
Jeroen Bakker
616e0c8c1d Vulkan: Set Geometry Shader Capability
Vulkan already used geometry stages, but it wasn't set as backend
capability. This resulted that the shader builder didn't validate
shaders that uses geometry stages.

Pull Request: https://projects.blender.org/blender/blender/pulls/111139
2023-08-15 15:53:56 +02:00
Jeroen Bakker
d84a64900f Vulkan: Device Context Resource Management
The current Vulkan resource management has some issues as context that
are not active can still use resources that are freed via another
context.

When this happens incorrect data can be read on the GPU and even crash
Blender. When trying to bind something that now contains other memory
pointers.

This change introduces that contexts are tracked via the device.
Context will be registered/unregistered with the device instance.
Unbinding of resources must pass the device and the device will check
all registered contexts. Binding of resources will happen via the active
context only.

On user perspective this now allowes:
- Opening/switching files
- Switching workspaces
- Switching render engines

Pull Request: https://projects.blender.org/blender/blender/pulls/108968
2023-06-15 08:14:37 +02:00
Jeroen Bakker
ccbab842b7 Vulkan: Indirect Compute
This PR adds support for indirect compute.
Indirect compute is almost the same as regular compute. The
only difference is that the parameters for the compute dispatch
isn't passed as a parameter, but that these parameters are part
of a buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/108879
2023-06-12 14:56:38 +02:00
Jeroen Bakker
2ee2ae93fb Vulkan: Initial Cube(Array) Support
This PR adds initial cube (array) support. Depending on how the texture
is used a different image view is created. When used as a framebuffer
attachment only a single side of the cubemap is attached. The image
view is attached as a 2d texture array. When used as a shader resource
the image view is a cubemap.

Also adds test cases to test both scenarios.

Pull Request: https://projects.blender.org/blender/blender/pulls/108794
2023-06-09 16:09:54 +02:00
Jeroen Bakker
2231b819a5 Vulkan: Workaround for 24bit depth component
Some vulkan platforms don't support 24bit depth components. In this
case we will allocate float depth component. During readback the data
should be converted back to what is expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/108698
2023-06-08 08:53:12 +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
Jeroen Bakker
004ce8fc4e Vulkan: Add Support For Texture Buffers
Texture buffers are vbos that can be sampled as textures inside shaders.
This adds support for them to the Vulkan Backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/108193
2023-05-30 13:54:51 +02:00
Jeroen Bakker
f5d159b2a4 Vulkan: Extract Vendor/Driver/Device Information
Extract vendor, driver and device information from the physical device
properties.

Note that driver version is implementation dependent and might fail as
it is unclear which driver is being used. An open source driver could
store the driver version in a different way than a closed source driver.
But as it is not clear which driver version is being used it might
extract the incorrect version.

To solve this issue we check if the extracted version makes sense
depending on the version schema of the driver and if they don't match we
use another approach.

Pull Request: https://projects.blender.org/blender/blender/pulls/107872
2023-05-25 11:55:47 +02:00
Jeroen Bakker
809a5aa418 Vulkan: Initial Graphics Pipeline
Initial graphic pipeline targeting. The goal of this PR is to have an initial
graphics pipeline with missing features. It should help identifying
areas that requires engineering.

Current state is that developers of the GPU module can help with the many
smaller pieces that needs to be engineered in order to get it working. It is not
intended for users or developers from other modules, but your welcome to learn
and give feedback on the code and engineering part.

We do expect that large parts of the code still needs to be re-engineered into
a more future-proof implementation.

**Some highlights**:
- In Vulkan the state is kept in the pipeline. Therefore the state is tracked
  per pipeline. In the near future this could be used as a cache. More research
  is needed against the default pipeline cache that vulkan already provides.
- This PR is based on the work that Kazashi Yoshioka already did. And include
  work from him in the next areas
  - Vertex attributes
  - Vertex data conversions
  - Pipeline state
- Immediate support working.
- This PR modifies the VKCommandBuffer to keep track of the framebuffer and its
  binding state(render pass). Some Vulkan commands require no render pass to be
  active, other require a render pass. As the order of our commands on API level
  can not be separated this PR introduces a state engine to keep track of the
  current state and desired state. This is a temporary solution, the final
  solution will be proposed when we have a pixel on the screen. At that time
  I expect that we can design a command encoder that supports all the cases
  we need.

**Notices**:
- This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD
  is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work
  but hasn't been validated yet.
- The graphics pipeline is implemented with pixels in mind, not with performance. Currently
  when a draw call is scheduled it is flushed and waited until it is finished drawing, before
  other draw calls can be scheduled. We expected the performance to be worse that it actually
  is, but we expect huge performance gains in the future.
- Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't
  implemented and might crash when used.
- Using multiple windows or resizing of window isn't supported and will stall the system.

Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
Jeroen Bakker
f428fd8229 Vulkan: Share Device Between Contexts
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.

This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.

Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.

This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/107606
2023-05-04 10:06:48 +02:00
Jeroen Bakker
d9621add55 Vulkan: Initialize Device Capabilities.
Load the device capabilities into the context. This makes sure
that GPU framework already takes care of the capabilities.

Pull Request: https://projects.blender.org/blender/blender/pulls/107302
2023-04-24 15:35:27 +02:00
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
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Jeroen Bakker
d5df77199b Vulkan: Resource Submission Tracking
In Vulkan multiple commands can be in flight simultaneously.

These commands can share resources like descriptor sets or push
constants. When between commands these resources are updated
a new version of the resources should be created.

When a resource is updated it should check the submission id of the
command buffer. If this is different than last known by the resources,
the previous resources should be freed.
If the submission id is the same than previously it has to create a
new version of the resource to not intervene with other commands that
uses the resource before the update.
When the resource wasn't updated between multiple usages in the same
submission id it could reuse the previous resource.

This PR introduces a `ResourceTracker` and a `SubmissionTracker`.
A submission tracker can check if the command buffer is submitted.
In this case all resources of the resource tracker should be freed.
Unmodified resources in the same submission can be shared.

A resource tracker will keep track of all resources that are in
flight. After the resources are used (submission + execution) have
finished the resources can be cleared.

Pull Request: https://projects.blender.org/blender/blender/pulls/105183
2023-03-24 07:47:50 +01:00
Jeroen Bakker
61b457d390 Vulkan: Push constants
**What are push constants?**

Push constants is a way to quickly provide a small amount of uniform data to shaders.
It should be much quicker than UBOs but a huge limitation is the size of data - spec
requires 128 bytes to be available for a push constant range.

**What are the challenges with push constants?**

The challenge with push constants is that the limited available size. According to
the Vulkan spec each platform should at least have 128 bytes reserved for push
constants. Current Mesa/AMD drivers supports 256 bytes, but Mesa/Intel is only 128
bytes.

**What is our solution?**

Some shaders of Blender uses more than these boundaries. When more data is needed
push constants will not be used, but the shader will be patched to use an uniform
buffer instead. This mechanism will be part of the Vulkan backend and shader
developers should not see any difference on API level.

**Known limitations**

Current state of the vulkan backend does not track resources that are in the
command queue. This patch includes some test cases that identified this issue as
well. See #104771.

Pull Request #104880
2023-03-06 12:28:55 +01:00
Jeroen Bakker
7fb1f060ff Vulkan: Initial Compute Shaders support
This patch adds initial support for compute shaders to
the vulkan backend. As the development is oriented to the test-
cases we have the implementation is limited to what is used there.

It has been validated that with this patch that the following test
cases are running as expected
- `GPUVulkanTest.gpu_shader_compute_vbo`
- `GPUVulkanTest.gpu_shader_compute_ibo`
- `GPUVulkanTest.gpu_shader_compute_ssbo`
- `GPUVulkanTest.gpu_storage_buffer_create_update_read`
- `GPUVulkanTest.gpu_shader_compute_2d`

This patch includes:
- Allocating VkBuffer on device.
- Uploading data from CPU to VkBuffer.
- Binding VkBuffer as SSBO to a compute shader.
- Execute compute shader and altering VkBuffer.
- Download the VkBuffer to CPU ram.
- Validate that it worked.
- Use device only vertex buffer as SSBO
- Use device only index buffer as SSBO
- Use device only image buffers

GHOST API has been changed as the original design was created before
we even had support for compute shaders in blender. The function
`GHOST_getVulkanBackbuffer` has been separated to retrieve the command
buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order
to do correct command buffer processing we needed access to the queue
owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles`
function.

Open topics (not considered part of this patch)
- Memory barriers & command buffer encoding
- Indirect compute dispatching
- Rest of the test cases
- Data conversions when requested data format is different than on device.
- GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices.
  NVIDIA doesn't seem to support 1d textures.

Pull-request: #104518
2023-02-21 15:04:52 +01:00
Jeroen Bakker
d8cd8a0852 Cleanup: remove compilation warning
Unused parameter in vk_backend.
2023-01-31 09:10:18 +01:00
Campbell Barton
79c82fc1c5 Cleanup: trailing space 2023-01-31 15:49:04 +11:00
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
Jeroen Bakker
09ee781a67 GPU: Add placeholders for PixelBuffer to vulkan backend.
PixelBuffer was recently introduced. This change adds empty placeholders to the
vulkan backend and other related API tweaks.
2022-12-02 08:35:17 +01:00
Jeroen Bakker
a819523dff Vulkan: Add VK memory allocator 3.0.1 to extern.
Vulkan doesn't have a memory allocator builtin. The application should
provide the memory allocator at runtime. Vulkan Memory Allocator is a
widely used implementation.

Vulkan Memory Allocator is a header only implementation, but the using
application should compile a part in a CPP compile unit. The file
`vk_mem_alloc_impl.cc` and `extern_vulkan_memory_allocator` library
is therefore introduced.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16572
2022-11-23 14:42:27 +01:00
Jeroen Bakker
6dac345a64 GHOST: Vulkan Backend.
This adds a vulkan backend to GHOST. The code was extracted from the
tmp-vulkan branch. The main difference with the original code is that
GHOST isn't responsible for fallback. For Metal backend there is already
an idea that the GPU module is responsible for the fallback, not the system.

For Blender we target Vulkan 1.2 at the time of this patch.
MoltenVK (needed to convert Vulkan calls to Metal) has been added as
a separate package.

This patch isn't useful for end-users, currently when starting blender with
`--gpu-backend vulkan` it would crash as the `VBBackend` doesn't initialize
the expected global structs in the GPU module.

Validated to be working on Windows and Apple. Linux still needs to be tested.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13155
2022-11-22 11:29:09 +01:00
Jeroen Bakker
0e6f2d9fe0 GPU: Add placeholder for Vulkan backend.
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.

This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16338
2022-10-31 16:01:15 +01:00