Commit Graph

5941 Commits

Author SHA1 Message Date
Clément Foucault
9990273d04 GPU: Change Type enum to use lower case values
This is to help for future resource declaration
using macros.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137367
2025-04-11 22:39:01 +02:00
Clément Foucault
bb52754652 GPU: Use f suffix for float literals
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
2025-04-11 18:28:45 +02:00
Josh Belanich
3c70758f00 Fix #137081: Vulkan: Crash during animation playback
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
2025-04-11 14:46:35 +02:00
Jeroen Bakker
b65b6febb9 Fix: Vulkan/OpenXR: Use correct data format for CPU transfers
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
2025-04-10 14:22:55 +02:00
Clément Foucault
890e00cecb DRW: DebugDraw: Revamp the module and make it global
- 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
2025-04-09 21:37:23 +02:00
Miguel Pozo
712e35a627 Cleanup: Don't use atomic aliases 2025-04-09 20:05:29 +02:00
Jeroen Bakker
7ecacbc3e6 Vulkan/OpenXR: Support VK_KHR_external_memory_win32
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
2025-04-08 15:21:55 +02:00
Jeroen Bakker
22ae59d28d Vulkan: Include Win32 extensions definitions
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
2025-04-08 14:10:01 +02:00
Jeroen Bakker
6785c5e3b9 Cleanup: Vulkan: incorrect include statement
vk_samplers.hh included itself
2025-04-08 09:35:41 +02:00
Campbell Barton
d19362df66 Cleanup: quiet unused variable warning 2025-04-08 15:18:53 +10:00
Campbell Barton
a3bd06b4c8 Cleanup: sort cmake file lists 2025-04-08 14:09:15 +10:00
Josh Belanich
5cb2b04c5c Fix #130914: Vulkan memory leak while resizing view-port
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
2025-04-07 17:26:13 +02:00
Miguel Pozo
a5ed5dc4bf GPU: Support deferred compilation in ShaderCompilerGeneric
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
2025-04-07 15:26:25 +02:00
Clément Foucault
9d06508837 Fix #137052: GPU: Crash on startup caused by legacy pyGPU API
The removed legacy API was still in used by the pyGPU API.
Add a deprecation warning instead.

This partially reverts commit 3179cb0069.
2025-04-07 12:27:48 +02:00
Campbell Barton
a6da9e3ae7 Cleanup: quiet unused variable warning 2025-04-05 08:37:07 +00:00
Harley Acheson
68198e09f2 UI: Use Icon for Panel Header Grip
On panel headers, use SVG Icon for the drag gripper.

Pull Request: https://projects.blender.org/blender/blender/pulls/134471
2025-04-04 22:34:42 +02:00
наб
6935ec2fa7 OpenGL: Some legacy AMD drivers not detected
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
2025-04-04 20:13:52 +02:00
Clément Foucault
3179cb0069 Cleanup: GPU: Remove unused legacy_resource_location 2025-04-04 18:21:52 +02:00
Jeroen Bakker
a46643af0f Vulkan/OpenXR: Add support for VK_KHR_external_memory_fd
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
2025-04-04 16:01:06 +02:00
Clément Foucault
3562433ae7 pyGPU: Deprecate Shader.program getter
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
2025-04-04 14:23:09 +02:00
Omar Emara
56b0b709ea Compositor: Support GPU OIDN denoising
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
2025-04-04 11:17:08 +02:00
Campbell Barton
74900afa56 Cleanup: quiet unused warnings 2025-04-04 10:33:33 +11:00
Omar Emara
0b67bbc16a Fix #136812: Glitches in White Noise node in compositor
The White Noise node in the compositor glitches. That's because the
alpha channel in GPU code is uninitialized. So we simply initialize it
to 1.
2025-04-03 19:09:58 +02:00
Clément Foucault
3064906eb7 Cleanup: GPU: Add ATTR_FALLTHROUGH for shader C++ compilation 2025-04-03 16:38:21 +02:00
Clément Foucault
d767317bd0 Cleanup: GPU: Remove unused geometry_source in create infos 2025-04-03 16:38:21 +02:00
Clément Foucault
f8de6c31bc EEVEE: Move Object ID storage to gbuffer header layer
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
2025-04-03 14:00:55 +02:00
Campbell Barton
90fd070c28 Cleanup: spelling in comments (make check_spelling_*) 2025-04-02 03:02:01 +00:00
Clément Foucault
b06223d865 Fix #136831: GPU: Crash on Mac trying to draw an empty batch for shader
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
2025-04-01 18:11:37 +02:00
Miguel Pozo
4499ae4505 GPU: Use guarded alloc for backends 2025-04-01 17:34:35 +02:00
Clément Foucault
4b2cbf5d6f Fix #136810: UV: Wrong UV channel used for displaying UV edges
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
2025-04-01 16:16:20 +02:00
Jeroen Bakker
aed9f22233 Refactor: Vulkan: swapchain
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
2025-04-01 16:01:22 +02:00
Jeroen Bakker
b3c4190cf7 Fix #134928: Vulkan: Out of bounds framebuffer region
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
2025-04-01 15:06:13 +02:00
Campbell Barton
fc8f6ee853 Cleanup: resolve ignored qualifier warning for CLANG 2025-04-01 01:01:38 +00:00
Jeroen Bakker
5e26f5cc2a Vulkan: Reduce lag on certain platforms.
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
2025-03-31 12:16:48 +02:00
Campbell Barton
12e3a046a5 Cleanup: remove unused defines 2025-03-29 11:49:08 +11:00
Jeroen Bakker
3885a37541 Vulkan: Initial OpenXR support
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
2025-03-27 16:57:51 +01:00
Hans Goudey
9b1a5a1c43 Refactor: Draw: Further changes to mesh buffer extraction
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
2025-03-27 16:52:55 +01:00
Jeroen Bakker
d5bef6cb01 Cleanup: Remove unused code 2025-03-27 14:09:15 +01:00
Alaska
2e829ca4cf Fix #136303: Normalize the normals on the Ambient Occlusion node
This commit simply normalizes the normals of the Ambient occlusion
node before computing the output to avoid odd behaviour with
unnormalized normals.

Pull Request: https://projects.blender.org/blender/blender/pulls/136315
2025-03-27 02:58:19 +01:00
Campbell Barton
42ad772a1f Cleanup: spelling & repeated terms (make check_spelling_*)
Also use comment blocks for English text.
2025-03-27 01:13:34 +00:00
Brecht Van Lommel
a7026e817c Fix: EEVEE bump node issue after filter width addition
Ref #136465

Pull Request: https://projects.blender.org/blender/blender/pulls/136519
2025-03-25 21:03:44 +01:00
Hans Goudey
9b70851d91 Draw: Refactor mesh extraction to avoid creating uninitialized buffers
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
2025-03-25 18:09:38 +01:00
Brecht Van Lommel
f987ef7b6e Shaders: Add Filter Width input to Bump node
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
2025-03-25 16:29:13 +01:00
Miguel Pozo
dcaa945293 Fix: Renderdoc sessions crash on startup (WGL)
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
2025-03-25 15:34:48 +01:00
Jeroen Bakker
3c13d14e83 Cleanup: Remove incorrect CPP attribute
Parameter was tagged to be deprecated, but in fact it is not.
2025-03-25 12:47:28 +01:00
Jeroen Bakker
409ce2b976 Vulkan: Swapchain synchronization
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
2025-03-24 10:28:52 +01:00
Jeroen Bakker
2f41aa6a52 Fix #132968: OpenGL: Strip line directives on legacy AMD
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
2025-03-24 07:31:29 +01:00
Campbell Barton
d616c87d03 Cleanup: spelling in comments (make check_spelling_*) 2025-03-21 11:51:50 +11:00
Campbell Barton
0f4056ab65 CMake: add missing headers, sort file lists 2025-03-21 00:19:55 +00:00
Jeroen Bakker
a92981e77b Refactor: Vulkan: Move render graph submission into device_submission.cc
Pull Request: https://projects.blender.org/blender/blender/pulls/136257
2025-03-20 15:55:30 +01:00