Commit Graph

4320 Commits

Author SHA1 Message Date
Sergey Sharybin
fd10ecaeaf Fix bitwise logical operation in Metal backend
Pull Request: https://projects.blender.org/blender/blender/pulls/107084
2023-04-19 10:02:12 +02:00
Sergey Sharybin
187998970a Fix unused variable in release build in Metal backend 2023-04-19 10:02:09 +02:00
Campbell Barton
b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Campbell Barton
88f5dd3c72 Cleanup: format 2023-04-19 08:02:42 +10:00
Jason Fielder
4d75f10a8a EEVEE: Optimise texture usage flags
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107037
2023-04-18 08:11:46 +02:00
Clément Foucault
e45746591b Metal: Add new files for Storage Buffers support 2023-04-17 14:12:32 +02:00
Campbell Barton
5f40118899 Cleanup: rename GPU_offscreen_read_{pixels=>color} noted as a TODO 2023-04-16 20:38:19 +10:00
Campbell Barton
6cc2c16d06 Fix #106264: Color picker broken with Wayland & AMD GPU
- Use off-screen drawing when reading from the front-buffer isn't
  supported.

- Add a capabilities flag for reading the front-buffer which is always
  disabled on WAYLAND.

- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
  an off-screen buffer - use for color-picking a single pixel.
2023-04-16 20:16:54 +10:00
Jeroen Bakker
db47f82626 GPU: Add Texture Usage Parameter to GPUOffscreen.
Currently the Textures used for offscreen rendering don't have
the `GPU_TEXTURE_USAGE_HOST_READ` flag. But some cases it is
needed. This PR adds a parameter when creating an offscreen
buffer.

Other solution could be to add this flag to all textures, but
we chose not to do this as that reduces the amount of fine-tuning
options for Metal/Vulkan backends. GPU can store textures
differently based on its actual usage.

This option isn't available in the python API as we don't expect
add-on developers to fine-tune texture usages to this extent.

For convenience `GPU_TEXTURE_USAGE_ATTACHMENT` is by default
always added.

Pull Request: https://projects.blender.org/blender/blender/pulls/106899
2023-04-14 22:02:51 +02:00
Jeroen Bakker
86b39e0aac Vulkan: Fix Compilation Issue on Windows.
Vulkan uses IMath. IMath on windows requires an option to indicate
it is used as dll file. This option wasn't set for the GPU module.

Thanks to Kazashi Yoshioka for mentioning this.

Pull Request: https://projects.blender.org/blender/blender/pulls/106932
2023-04-14 10:17:35 +02:00
Jason Fielder
26dc9f90d2 Fix: Metal null buffer initialization
Buffer wasn't actually initialized and read out of bounds.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106807
2023-04-14 07:59:45 +02:00
Jason Fielder
2745cacd95 Fix #106704: Resolve flashing Metal viewport
Previous fix to resolve GPU hang which could occur in the
Metal backend caused additional flickering to occur as
as side effect, due to removal of required execution
dependencies in certain places.

This patch resolves both problems by only removing the
GPU hang dependency stall when additional synchronization
primitives are used along-side the global sync primitive.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106914
2023-04-14 07:54:08 +02:00
Campbell Barton
37b7702d74 Cleanup: comment blocks, #if 0 commented code 2023-04-14 13:51:38 +10:00
Clément Foucault
7e764ec692 GPU: Texture: Expose depth dimension extent
This function was not exposed outside of internal GPU module.

Renaming `draw::Texture::depth()` to `is_depth` for consistency
and removing the ambiguity.
2023-04-13 14:06:53 +02:00
Jeroen Bakker
34739f6a6d Fix #106672: MacOS/OpenGL doesn't draw anything Eevee related.
This PR reverts the breaking part of the #106535. This part doesn't seem
to be required to fix the HD4400-HD5500 issue.

Might also fix #106844.

Pull Request: https://projects.blender.org/blender/blender/pulls/106887
2023-04-13 10:18:44 +02:00
Jason Fielder
0e5c941049 Fix #106773: resolve Metal grease pencil fill
Changes to viewport state to resolve texture paint color
selection introduced a side effect wherein the correct
attachment size of a framebuffer was reset. This size is
needed when scissor regions are disabled to return the
state to its correct default. When this default was wrong,
certain operators would have incorrect offsets.

To maintain consistency with the OpenGL backend, the
Metal backend independently tracks the raw attachment
size using default_width/height. This will also reset to zero
when attachments are all removed, unlike other state which
may be retained.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106857
2023-04-13 08:23:34 +02:00
Campbell Barton
61cb302dd5 Cleanup: sort cmake file lists 2023-04-13 13:14:11 +10:00
Jesse Yurkovich
aa3bdfd76a Image: Use OpenImageIO for loading and saving a variety of image formats
This checkin will use OIIO to replace the image save/load code for BMP,
DDS, DPX, HDR, PNG, TGA, and TIFF.

This simplifies our build environment, reduces binary duplication,
removes large amounts of hard to maintain code, and fixes some bugs
along the way.

It should also help reduce rare differences between Blender and Cycles
which already uses OIIO for most situations. Or potentially makes them
easier to solve once discovered.

This is a continuation of the work for #101413

Pull Request: https://projects.blender.org/blender/blender/pulls/105785
2023-04-12 05:22:26 +02:00
Miguel Pozo
f8c964de87 GPU: Improve the shader cache GC behavior
Improves the shader cache GC behavior, so the passes are only
deleted after being orphaned for over 1 minute.

Pull Request: https://projects.blender.org/blender/blender/pulls/106386
2023-04-10 11:39:00 +02:00
Jason Fielder
75c0e808b8 Fix #106103: Resolve texture paint selection in Metal
Issue caused by inconsistency in GPUFramebuffer viewport state
between Metal and OpenGL. The MTLFramebuffer code has been
modified such that framebuffer viewport/scissor state is retained
and only updated if attachments are modified during bind.

This is consistent with OpenGL. Previously, other updates to the
framebuffer in Metal would reset the viewport region, especially
if attachments were temporarily removed. This caused the color
picker selection to be misaligned.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106619
2023-04-07 13:05:51 +02:00
Jeroen Bakker
ce9be92adf Fix 106278: Intel iGPU Crashes When Switching to Eevee
After investigating the crash logs it looked like the macro
unrolling wasn't working on Windows systems with these GPUs.

Macro unrolling was changed in order to cross compile to Metal and
in the future to Vulkan. The macro unrolling in OpenGL can be removed
by using a different naming scema.

This PR removes the macro unrolling by changing the generated GLSL
code:

**Before**
```
layout(std140) uniform _probe_block
{
  ProbeBlock probe_block;
};
```

**After**
```
layout(std140) uniform probe_block
{
  ProbeBlock _probe_block;
};
```

Some tweaks had to be done to the Eevee-shaders to make sure that
the macro unrolling is done correctly and could be compiled using
legacy opengl drivers.

Fix: #106278
Fix: #106555
(and others)

Pull Request: https://projects.blender.org/blender/blender/pulls/106535
2023-04-06 08:03:25 +02:00
Campbell Barton
b626f1fd18 Cleanup: use ".cc" & ".hh" extensions for intern/ghost 2023-04-06 08:29:57 +10:00
Campbell Barton
440cccecdc Cleanup: spelling in comments 2023-04-05 14:39:51 +10:00
Campbell Barton
d683665095 Cleanup: compiler warnings 2023-04-05 14:23:54 +10:00
Jeroen Bakker
6f60b09f51 Vulkan: Enable Step-by-Step Debugging in Renderdoc.
This PR adds debug information inside the spir-v assembly to enable
step-by-step debugging of Shaders using renderdoc. The debugging
information can be fairly large so are only generated when used
with the `--debug-gpu-renderdoc` feature.

During debugging shader optimizations are turned off.

Pull Request: https://projects.blender.org/blender/blender/pulls/106546
2023-04-04 15:58:41 +02:00
Omar Emara
ff3b2226fb GPU: Refactor texture samplers
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.

The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.

The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.

This patch is loosely based on an older patch D14366 by Ethan Hall.

Pull Request: https://projects.blender.org/blender/blender/pulls/105642
2023-04-04 15:16:07 +02:00
Jeroen Bakker
96c8fcde0f Vulkan: Reduce Macro Unrolling In GLSL.
Related to #106535 where a similar fix was done for OpenGL. A small
cleanup that might reduce the complexity during GLSL shader compilation.

Pull Request: https://projects.blender.org/blender/blender/pulls/106538
2023-04-04 14:04:09 +02:00
Jeroen Bakker
09effd579b Renderdoc: Use Main Context Workaround.
Renderdoc requires all calls/updates to originate from the same
context. It also doesn't support multithreading. For now we
enable main context workaround.
2023-04-04 13:27:41 +02:00
Jeroen Bakker
fc46d6408f GPU: Use --debug-gpu-renderdoc For Renderdoc Integration.
The renderdoc integration used to be behind the `--debug-gpu`
command line option. When using `--debug-gpu` outside renderdoc
error messages where displayed that aren't relevant.

This PR adds a specific command line option for the renderdoc
integration. This option will also enable `--debug-gpu`.

Pull Request: https://projects.blender.org/blender/blender/pulls/106541
2023-04-04 12:46:47 +02:00
Jeroen Bakker
d030d12d7b Vulkan: Fix Compilation Error on Windows Platforms.
Automatically conversion not working. Replacing `begin` with
`data` would solve this issue.

Pull Request: https://projects.blender.org/blender/blender/pulls/106539
2023-04-04 12:13:01 +02:00
Jeroen Bakker
4aed240b02 CMake: Disable Options Depending on OpenEXR Dependecies
OpenEXR has some dependecies that other other modules in Blender
requires. When disabling OpenEXR these dependecies could not match
and building blender would fail.

This PR disables the next options when `WITH_IMAGE_OPENEXR=Off`

- `WITH_OPENVDB`
- `WITH_ALEMBIC`
- `WITH_VULKAN_BACKEND`
- `WITH_CYCLES_OSL`

Additionally windows stores the IMath libraries in `IMATH_LIBRARIES`
Linux and Mac stored the IMath libraries in `IMATH_LIBRARY`. This
change will also adds `IMATH_LIBRARIES` variable to all platforms.

Pull Request: https://projects.blender.org/blender/blender/pulls/106209
2023-04-03 09:50:50 +02:00
Jason Fielder
8954df63ef Fix #106431: Resolve Metal workload dependency
Splitting workload dependency chains such that they
only exist within the context of a single frame.
Dependencies are required to ensure sequential
command buffer submissions execute in order,
but the additional dependencies between frames
could incur GPU timeouts, if a signal was delayed.

This could be triggered by both CPU/GPU cycles
texture updates and Viewport Compositor operations.

Should also resolve #106401

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106443
2023-04-03 08:53:42 +02:00
Clément Foucault
7592ec35d3 GPU: Fix compilation with option WITH_GPU_BUILDTIME_SHADER_BUILDER
Breakage caused by 84c93f3a06
2023-04-01 17:16:54 +02:00
Clément Foucault
e652d0002b GPU: FrameBuffer: Fix empty framebuffer update
The framebuffer default size was only set during the first bind. This
is because the `dirty_attachments_ tag` wasn't set and thus the
framebuffer size was never passed down to the GL.

Split to `default_size_set()` to not affect other code paths that use
`size_set()`.
2023-04-01 13:24:48 +02:00
Jason Fielder
ec94b1da58 Metal: Optimize texture usage in glutil
Ensure compression is enabled by using shader_read
flag only. Also ensure that MTLTexture contents
remain in optimal layout for reading after any
data modifications.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106234
2023-03-30 21:45:45 +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
Campbell Barton
1ddbe7cadd Cleanup: move doc-strings into headers, remove duplicates
In some cases move implementation details into the function body.
2023-03-29 14:37:34 +11:00
Campbell Barton
35f770a689 Cleanup: duplicate words in comments 2023-03-29 14:17:32 +11:00
Jeroen Bakker
aa69ec7f80 Vulkan: Clearing Framebuffer + Scissors
This PR adds support for clearing framebuffers and scissor testing.
Tweaks had to be made to VKTexture to keep track of its layout
on the device. Based on the actual call the layout can switch
to a more optimum layout.

For example during upload of a texture the texture will be converted
to a transfer destination optimized layout. When reading from the
texture it will be converted to a transfer source optimized layout.

The order of the attachments in the framebuffer follows the next rules

- When only color attachments are there the color attachments will
  be placed in the slot they are defined. This way it will match
  the ShaderCreateInfo binding location.
- When a stencil/depth attachment is added it will be placed
  right after the color attachments. When there isn't a color
  attachment it will be the first attachment.

Pull Request: https://projects.blender.org/blender/blender/pulls/106044
2023-03-28 11:51:32 +02:00
Jeroen Bakker
f8e190aac5 Cleanup: Silence Compilation Warnings
In recent Vulkan changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/106204
2023-03-28 08:53:56 +02:00
Campbell Barton
1b0816929f Cleanup: quiet unreachable-code-generic-assoc warnings with CLANG
Duplicate types in type checking macros caused many warnings.
2023-03-28 15:57:48 +11:00
Jeroen Bakker
0a4b5eb73e Fix: Compiling Shader Builder.
IMath is required for building with vulkan. This patch adds
dependencies to shader_builder for now.

Currently there is a difference between windows and other OS's in
which variable the library is stored. Might be because imath isn't
a direct dependecy. As this is a compilation error I did the quickest
solution and check with platform module what would be the best solution.

Pull Request: https://projects.blender.org/blender/blender/pulls/106180
2023-03-27 15:53:20 +02:00
Campbell Barton
bb2dc141f2 Cleanup: spelling in comments 2023-03-27 12:08:14 +11:00
Omar Emara
2f4a7d67b7 Realtime Compositor: Implement Anti-Aliasing node
This patch implements the Anti-Aliasing node by porting SMAA from
Workbench into a generic library that can be used by the realtime
compositor and potentially other users. SMAA was encapsulated in an
algorithm to prepare it for use by other nodes that require SMAA
support.

Pull Request: https://projects.blender.org/blender/blender/pulls/106114
2023-03-26 16:59:13 +02:00
Chris Blackbourn
51bc44420b Cleanup: format 2023-03-25 11:22:36 +13:00
Jeroen Bakker
08a6361b3f Vulkan: Texture Data Conversions
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
2023-03-24 08:09:19 +01:00
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
fda65ad5ca GPU: Renderdoc Frame Capturing
This PR uses renderdoc for frame capturing when enabled.
It enabled an easier workflow for frame capturing.

- Capture GPU API calls from test cases
- Capture GPU API calls from background threads
- Capture GPU API calls from background rendering.

Renderdoc is an important GPU debugger used by the Eevee/
Viewport module. Previously we needed to change code in
order to record background rendering, that could on its own
lead to other side-effects.

The integration with renderdoc can be enabled using
`WITH_RENDERDOC=On` compiler option. `GPU_debug_capture_begin`
and `GPU_debug_capture_end` can be added to the section
of the code you want to debug. When running Blender inside
renderdoc this part will automatically be captured.

All GPU test cases are now guarded by these calls. In order
to capture the test cases you need to start the test cases
from renderdoc and the captured GPU API calls will appear
where each capture is a single test case.

Pull Request: https://projects.blender.org/blender/blender/pulls/105921
2023-03-23 16:37:52 +01:00
Campbell Barton
80dfb885d7 License headers: add missing license identifiers 2023-03-23 15:12:09 +11:00