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
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.
Adds support to create SRGBA8 textures using UBYTE as input data.
It is assumed that the UBYTE are already converted to SRGB and no
conversion actually needs to happen.
Pull Request: https://projects.blender.org/blender/blender/pulls/108741
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
This PR adds conversion template to convert between Low Precision float
formats. These include Binary32 floats and lower. It also adds support
to convert between unsigned and signed float formats and float formats
with different mantissa and exponents.
Additionally overflows (values that don't fit in the target float
format) will be clamped to the maximum value.
**Reasoning**:
Up to now the Vulkan backend only supported float and half float
formats, but to support workbench, 11 and 10 unsigned floats have to be
supported as well. The available libraries that support those float
formats targets scientific applications. Where the final code couldn't
be optimized that well by the compiler.
Data conversion for color pixels have different requirements about
clamping and sign, what could eliminate some clamping code in other
areas in Blender as well. Also could fix some undesired overflow when
using pixels with high intensity that didn't fit in the texture format
leading to known artifects in Eevee and slow-down in the image editor.
**Future**
In the future we might want to move this to the public part of the GPU
module so we can use this as well in other areas (Metal backend), Imbuf clamping
See 3c658d2c2e69e9cf97dfaa7a3c164262aefb9e76 for a commit that uses
this and improves image editor massively as it doesn't need to reiterate over
the image buffer to clamp the values into a known range.
Pull Request: https://projects.blender.org/blender/blender/pulls/108168
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/
Vulkan doesn't have a conversion from uint32_t/int32_t to float. It does
have conversions from 16/8 bits. Main reason is that Vulkan expects that
there is no benefit when converting 32 bits from one type to the other
and should be solved by passing the right data type.
In Blender however this isn't the case as there are benefits on other
GPU backends (OpenGL for example).
This PR adds helper function to check if conversion is needed and
perform any conversions in place. It also implements the function to
upload vertex buffers to the GPU.
NOTE: Test cases have been added to validate this, but they are not
able to run on the Vulkan backend just yet, because they require the
graphics pipeline to be available.
Pull Request: https://projects.blender.org/blender/blender/pulls/107733
This PR adds support for `GPU_unpack_row_length_set` to the vulkan
backend.
Texture unpacking is used when uploading a part of a texture from
host memory to device memory.
Pull Request: https://projects.blender.org/blender/blender/pulls/107360
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.
This PR adds basic support for texture update, read back and clearing
for Vulkan. In Vulkan we need to convert each data type ourselves as
vulkan buffers are untyped. Therefore this change mostly is about data
conversions.
Considerations:
- Use a compute shader to do the conversions:
- Leads to performance regression as compute pipeline can stall
graphics pipeline
- Lead to additional memory usage as two staging buffers are needed
one to hold the CPU data, and one to hold the converted data.
- Do inline conversion when sending the data to Vulkan using `eGPUDataFormat`
- Additional CPU cycles required and not easy to optimize as it the
implementation requires many branches.
- Do inline conversion when sending the data to Vulkan (optimized for CPU)
For this solution it was chosen to implement the 3rd option as it is fast
and doesn't require additional memory what the other options do.
**Use Imath/half.h**
This patch uses `Imath/half.h` (dependency of OpenEXR) similar to
alembic. But this makes vulkan dependent of the availability of
OpenEXR. For now this isn't checked, but when we are closer to
a working Vulkan backend we have to make a decision how to cope with
this dependency.
**Missing Features**
*Framebuffer textures*
This doesn't include all possible data transformations. Some of those
transformation can only be tested after the VKFramebuffer has been
implemented. Some texture types are only available when created for a
framebuffer. These include the depth and stencil variations.
*Component format*
Is more relevant when implementing VKVertexBuffer.
*SRGB textures*
SRGB encoded textures aren't natively supported on all platforms, in
all usages and might require workarounds. This should be done in a
separate PR in a later stage when we are required to use SRGB textures.
**Test cases**
The added test cases gives an overview of the missing bits and pieces of
the patch. When the implementation/direction is accepted more test cases
can be enabled/implemented.
Some of these test cases will skip depending on the actual support of
platform the tests are running on. For example OpenGL/NVidia will skip
the next test as it doesn't support the texture format on OpenGL, although
it does support it on Vulkan.
```
[ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
[ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI
```
Pull Request: https://projects.blender.org/blender/blender/pulls/105762