They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).
So I think it is safe to do and improves convergence of codestyles.
Pull Request: https://projects.blender.org/blender/blender/pulls/137352
A couple of memory leak fixes for the vulkan backend.
We increment the submission_id on render_graphs upon reset. This
triggers cleanup of anything tracked as a VKResourceTracker. Notably
uniform buffers created for push constant fallbacks. This fixes a memory
leak that was accumulating VKUniformBuffers every frame without cleaning
them up.
Reset resource pools when a swapchain image is presented. This ends up
calling vkResetDescriptorPool, freeing up descriptor set resources. This
fixes a memory leak that was accumulate descriptor sets and pools over
time without freeing them.
Pull Request: https://projects.blender.org/blender/blender/pulls/137305
Incorrect data format was selected when using CPU data transfers in
OpenXR. It always used `GPU_DATA_HALF_FLOAT`, also when the swapchains
where `GPU_RGBA8`. This resulted in black screens in release mode, and
asserts in debud mode.
Fixed by selecting the correct data transfer data type based on the
swapchain format.
Co-authored-by: jeroen@blender.org <Jeroen Bakker>
Pull Request: https://projects.blender.org/blender/blender/pulls/137269
- Make the module global and allow usage from anywhere.
- Remove the matrix API for thread safety reason
- Add lifetime management
- Make display linked to the overlays for easy toggling
## Notes
- Lifetime is in redraw. If there is 4 viewport redrawing, the lifetime decrement by 4 for each window redraw. This allows one viewport to be producer and another one being the consumer.
- Display happens at the start of overlays. Any added visuals inside of the overlays drawing functions will be displayed the next redraw.
- Redraw is not given to happen. It is only given if there is some scene / render update which tags the viewport to redraw.
- Persistent lines are not reset on file load.
Rel #137006
Pull Request: https://projects.blender.org/blender/blender/pulls/137106
This PR add support to use a win32 handle to perform share render
result with the OpenXR vulkan instance. This is only possible when
the GPU matches. Otherwise a CPU roundtrip will be performed.
Pull Request: https://projects.blender.org/blender/blender/pulls/137093
Includes win32 specific extensions definitions when including
`vk_common.hh`. Inside `gpu_context.cc` vulkan needs to be
included before opengl, otherwise windows 10 builders will
report a warning.
```
[6421/7520] Building CXX object source\blender\gpu\CMakeFiles\bf_gpu.dir\intern\gpu_context.cc.obj
C:\Program Files (x86)\Windows Kits\10\include\10.0.19041.0\shared\minwindef.h(130): warning C4005: 'APIENTRY': macro redefinition
C:\Users\blender\git\blender-vexp\blender.git\lib\windows_x64\epoxy\include\epoxy/gl.h(59): note: see previous definition of 'APIENTRY'
```
Pull Request: https://projects.blender.org/blender/blender/pulls/137134
This PR implements dynamic viewport state for the Vulkan gpu backend.
By doing so, it fixes#130914.
The following high-level changes were made:
1. The pipeline pool no longer uses the viewport and scissor
states to identify graphics pipelines, only the number of viewports
and the number of scissors. Graphics pipelines are configured with
dynamic viewport and scissor states upon construction.
2. The desired viewport and scissor configurations for drawing are set
in the data of the draw nodes in the render graph.
3. The draw nodes use these viewport and scissors settings in
`build_commands`. If the viewport and scissor settings have changed
between nodes, then vkCmdSetViewport and vkCmdSetScissor commands
are sent to the command buffer.
4. Tests are updated to verify that set_viewport and set_scissor commands
are executed the correct number of times. (Also note that I needed to
#136987 in order to avoid skipping some Vulkan tests).
See the attached screencast for verification. The number of graphics pipelines
no longer grow when resizing the viewport.
Pull Request: https://projects.blender.org/blender/blender/pulls/137002
Update the `ShaderCompilerGeneric` to support deferred compilation
using the batch compilation API, so we can get rid of
`drw_manager_shader`.
This approach also allows supporting non-blocking compilation
for static shaders.
This shouldn't cause any behavior changes at the moment, since batch
compilation is not yet used when parallel compilation is disabled.
This adds a `GPUWorker` and a `GPUSecondaryContext` as an easy to use
wrapper for managing secondary GPU contexts.
(Part of #133674)
Pull Request: https://projects.blender.org/blender/blender/pulls/136518
My version "4.6.14760 Core Profile Context 21.2.3 27.20.14535.3005"
was not caught by the spot-check. This change replaces the check with
a parser and range check.
Pull Request: https://projects.blender.org/blender/blender/pulls/136803
Current implementation uses a CPU roundtrip to transfer render result
to the Xr Swapchain. This PR adds support for sharing the render result
on Linux systems by using file descriptors.
To extend this solution to win32 or dx handles can be done by extending
the data transfer modes, register the correct extensions. When not
using the same GPU between Blender and OpenXR the CPU roundtrip
will still be used.
Solution has been validated with monado simulator and seems to be as
fast as OpenGL.
Performance can be improved by using GPU based synchronization.
Current API is limited as we cannot chain the different renders and
swapchains.
Pull Request: https://projects.blender.org/blender/blender/pulls/136933
This is getting in the way of making the
GPUShader API more threadsafe.
This getter already doesn't work for vulkan
and Metal, and has very limited usage.
Keeping the python function to avoid errors
and display a deprecation warning.
Pull Request: https://projects.blender.org/blender/blender/pulls/136983
This patch supports GPU OIDN denoising in the compositor. A new
compositor performance option was added to allow choosing between CPU,
GPU, and Auto device selection. Auto will use whatever the compositor is
using for execution.
The code is two folds, first, denoising code was adapted to use buffers
as opposed to passing in pointers to filters directly, this is needed to
support GPU devices. Second, device creation is now a bit more involved,
it tries to choose the device is being used by the compositor for
execution.
Matching GPU devices is done by choosing the OIDN device that matches
the UUID or LUID of the active GPU platform. We need both UUID and LUID
because not all platforms support both. UUID is supported on all
platforms except MacOS Metal, while LUID is only supported on Window and
MacOS metal.
If there is no active GPU device or matching is unsuccessful, we let
OIDN choose the best device, which is typically the fastest.
To support this case, UUID and LUID identifiers were added to the
GPUPlatformGlobal and are initialized by the GPU backend if supported.
OpenGL now requires GL_EXT_memory_object and GL_EXT_memory_object_win32
to support this use case, but it should function without it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136660
This allow to store the full object ID inside a `uint32`
buffer. This allows to get the per object data in deferred
passes and avoid to store object data inside the Gbuffer.
This data is only written if needed.
This had to modify the implementation of subpass input
for all backend to be able to bind layered texture.
This currently work because only the layer 0 is bound to the
framebuffer. This is fragile but I don't see a good builtin way
to fix it.
Rel #135935
#### Tasks
- [x] Replace light linking bits in Gbuffer
- [x] Replace Object ID in GBuffer for SSS
- [x] Conditional storage
- [x] Dummy storage if not needed
Pull Request: https://projects.blender.org/blender/blender/pulls/136428
Cause by trying to deference a null batch.
In normal case, these calls never create a command
and are discarded early. 4.4 introduced the
polyline_draw_workaround to remove the use of geometry
shaders. These were not guarded against zero vertices
calls.
Adding an early out clause fixes the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136840
This was caused by the deinterleaved format being
incorrectly decoded by the `bind_attribute_as_ssbo`
function.
Accumulating the offset should be done for all attributes
and not only the one being used. Furthermore, this needs
to happen only once per attribute and not once per name.
Moving the offset computation out of the name loop
fixes the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136821
This PR refactors the way how swapchains are used.
Allow scaling of the swapchain content to the actual resolution of the swapchain.
can reduce artefacts when resizing windows when supported.
When frame rate is to fast the previous implementation could use a semaphore
that were still in use, leading to unwanted stuttering on certain platforms. Waiting
when the rendering has finished (GHOST_Frame.submission_fence), before the
next image is acquired from the swap chain.
Mailbox has been disabled as it can calculate more frames then actually been
presented, leading to a lag and increased power usage on others.
Pull Request: https://projects.blender.org/blender/blender/pulls/136603
When making a minimized window larger Blender can have negative regions.
This leads to out of bound writes when blitting to the framebuffer.
Easy reproducable on NVIDIA/Windows.
Pull Request: https://projects.blender.org/blender/blender/pulls/136832
After reviewing the locations where `GPU_flush()` are used it doesn't seem
to be harmfull to include these for the Vulkan backend as well. Hopefully
will save some lag that can happen when submitting one huge render graph.
Improved playback of rain_restaurant.blend where frames could be dropped
resulting into UI lag.
Pull Request: https://projects.blender.org/blender/blender/pulls/136654
The Blender's VkInstance cannot be shared with OpenXR VkInstance. The
reason is a chicken and egg problem where OpenXR needs to be started
before Vulkan. OpenXR can add special vulkan specific requirements
(instance&device) that are only available when the user starts an OpenXR
session.
The goal implementation is to share memory between both instances using
[VK_KHR_external_memory](https://registry.khronos.org/vulkan/specs/latest/man/html/VK_KHR_external_memory.html) and related extensions. However this seems
to be a bridge to far as a initial step. Reason: There are not that many
samples/ guides and documentation to be found to handle the workflow that
we require. We want to do a smaller step by step approach to gain the needed
knowledge.
For that reason this PR does the most stupidest thing that can be done to
share memory between instances. Download the render result to CPU RAM share
the host pointer with the OpenXR instance which copies it to the swap chain.
Also the synchronization is done using wait idle commands.
<video src="attachments/32a0d69b-c3fa-4272-aea0-d207609afaaf" title="Screencast From 2025-03-18 11-16-17.webm" controls></video>
**Gaining knowledge**
- Experiment with `VK_KHR_external_memory_host` extension for uploading vertex buffers (not related to OpenXR).
- Import host pointer with `VK_KHR_external_memory_host`. This reduces the additional
memcpy on OpenXR side.
- Export host pointer from Blender side from a mappable buffer.
- Replace host pointers with fd/dmabuf/winhandle
- Remove mappable buffer.
Ref #133718
Pull Request: https://projects.blender.org/blender/blender/pulls/133824
Followup to 9b70851d91.
Return buffers by value rather than creating an empty/uninitialized
buffer first, then initializing it in an extraction function. This generally
makes the code easier to follow. And avoiding these half-created buffers
is an essential step to adding some sort of more global cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/136570
The initial goal of this PR is to avoid creating vertex and index
buffers as part of the "request" phase of the drawing loop. Conflating
requesting and creating index buffers might not sound so bad, but it
ends up significantly complicating the whole process. It is also
incompatible with a future buffer cache that would allow avoiding
re-uploading mesh buffers.
Specifically, this means removing the use of `DRW_vbo_request` and
`DRW_ibo_request` from the mesh batch extraction process. Instead, a
list of buffer types is gathered based on the requested batches. Then
that list is filtered to find the batches that haven't been requested
yet. Overall I find the new process much easier to understand.
A few examples of simplifications this allows are avoiding allocating
`MeshRenderData` on the heap, and the removal of its `use_final_mesh`
member. That's just replaced by passing the necessary information
through the call stack.
Another notable difference is that for meshes, EEVEE's velocity module
now requests a batch that contains the buffer rather than just requesting
the buffer itself. This is just simpler to get working since it doesn't require
a separate code path.
The task graph argument for extraction is unused after this change. It wasn't
used effectively anyway; a simpler method of multithreading extractions is
used in this PR. I didn't remove it completely because it will probably be
repurposed in the next step of this project.
The next step in this project is to replace `MeshBufferList` with a
global cache that's keyed based on the mesh data that compromises each
batch, when possible (i.e. for non edit-mode meshes). This changes above
should be applied to other object types too.
Pull Request: https://projects.blender.org/blender/blender/pulls/135699
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.
For bump from the displacement socket, filter width remains fixed at 0.1.
Ref #133991, #135841
Pull Request: https://projects.blender.org/blender/blender/pulls/136465
The crash regression comes from 583e2b7240.
Pass the s_sharedHGLRC directly to wglCreateContextAttribsARB instead
of using wglShareLists.
Context: https://github.com/baldurk/renderdoc/issues/1224
This doesn't only fix the recent regression, but solves all the long
standing issues with Renderdoc on Windows (F12 rendering support,
multiple windows, deferred compilation...).
(Fix suggested by @LazyDodo)
Pull Request: https://projects.blender.org/blender/blender/pulls/136140
This PR adds swapchain synchronization. When the swapchain swaps the
buffers it can add a wait semaphore/signal semaphore to support GPU
based synchronization
10 times playback of `rain_restaurant.blend` on AMD RX 7700
Before: 10 × Animation playback: 72347.5540 ms, average: 7234.75539684 ms
After: 10 × Animation playback: 41523.2441 ms, average: 4152.32441425 ms
Getting around the OpenGL performance target.
Pull Request: https://projects.blender.org/blender/blender/pulls/136259
Potential fix for legacy AMD driver issue.
- Updating drivers using a clean install has proven to fix the issue as well.
As driver can leave parts of an older driver active what it actually the cau
- Solution comments out the `#line` by replacing the first two characters.
Pull Request: https://projects.blender.org/blender/blender/pulls/136231