Commit Graph

13 Commits

Author SHA1 Message Date
335688dd42 EEVEE-Next: Deferred Pipeline
Implement GBuffer prepass and deferred lighting (lights only).

This decouple lighting from the material shaders making them lighter,
less expensive and faster to compile.

Trying to keep a nice data flow so we could potentially use the
subpass programable blending feature on tiled GPU arch.

Not everything is covered yet and #105880 is making the GBuffer layout
a bit awkward and not easily extendable.

Pull Request: blender/blender#105868
2023-03-18 20:54:20 +01:00
9fb1f32f06 Cleanup: GPUTexture: Remove _ex suffix from texture creation
It isn't relevant anymore now that usage flags are mandatory.

Pull Request #105197
2023-02-25 11:39:54 +01:00
73da5ee90d Cleanup: GPUTexture: Rename some functions with more descriptive names
List of renames:
GPU_texture_generate_mipmap > GPU_texture_update_mipmap_chain
GPU_texture_orig_width > GPU_texture_original_width
GPU_texture_orig_height > GPU_texture_original_height
GPU_texture_orig_size_set > GPU_texture_original_size_set
GPU_texture_format_description > GPU_texture_format_name
GPU_texture_array > GPU_texture_is_array
GPU_texture_cube > GPU_texture_is_cube
GPU_texture_depth > GPU_texture_has_depth_format
GPU_texture_stencil > GPU_texture_has_stencil_format
GPU_texture_integer > GPU_texture_has_integer_format
2023-02-25 11:39:53 +01:00
0cc573c8c4 Cleanup: white space around comment blocks 2022-12-17 15:58:30 +11:00
Jason Fielder
2e61c446ac GPU: Explicit Texture Usage Flags for enabling GPU Backend optimizations.
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.

GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
2022-12-08 23:31:05 +01:00
c5526dc6f4 DRW: GPU Wrapper: add possibility to swap Texture and TextureFromPool
Ownership is transfered from the pool to the `Texture` and vice versa.
This allows to have history buffers with only 1 persistent texture.
2022-08-05 14:45:09 +02:00
d7ecd4a0f3 DRW: Add new texture from pool acquire/release mechanism
This adds a simple and more manageable temp texture behavior.

The texture is garanteed to be available only between the acquire/release pair.
This makes the same engine able to reuse the textures and even overlap the acquire
& release calls.
2022-03-19 22:05:34 +01:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
e89d42ddff Cleanup: move public doc-strings into headers for 'draw'
Ref T92709
2021-12-08 20:30:05 +11:00
c1279768a7 Cleanup: Clang-Tidy modernize-redundant-void-arg 2021-12-08 00:31:20 -05:00
6d2b486e43 Cleanup: spelling in comments 2021-10-06 09:28:00 +11:00
16e7a7b5b1 Cleanup: Clang tidy 2021-10-05 13:15:31 -05:00
1d49293b80 DRW: Move buffer & temp textures & framebuffer management to DrawManager
This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.

This makes more sense and cleans-up what the GPUViewport holds

Also rewrites the Texture pool manager to be in C++.

This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.

There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.

Development: fclem, jbakker

Differential Revision: https://developer.blender.org/D11966
2021-10-05 09:39:54 +02:00