Commit Graph

4249 Commits

Author SHA1 Message Date
cf2c9fe186 Vulkan: Add initial VkPixelBuffer.
VKPixelBuffer is used by external render engines to allocate buffers
using the same GPU backend that Blender runs in.

In a later stage we should test what exact binding flags are needed. I
expect that it should be able to use as a transfer buffer to copy the
pixels over to a texture using transfer commands.

Pull Request: blender/blender#105741
2023-03-13 19:25:18 +01:00
4238080568 Cleanup: Remove gpu prefix in gpu test cases.
The _gpu_ prefix is redundant as they are inside a namespace
and run as part of a test suite that already contain the name
gpu. (GPUOpenGLTest)

This patch also moved the texture test cases to its own
compile module.
2023-03-13 11:14:17 +01:00
6567ff558c Fix: Failing test case due to resource lifetime.
When a shader is bound it should outlife the pipeline. In one
test case where only the shader data was accessed it also bound
the shader. This isn't needed as the shader data should be
retrieved without binding the shader.

This change fixes the issue by not binding the GPU shader.
2023-03-13 09:54:57 +01:00
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: blender/blender#105416
2023-03-12 22:29:15 +01:00
ecc3e8c751 Cleanup: format, sort CMake file lists 2023-03-10 12:50:17 +11:00
af5a115f65 GPU: Refactor API for Clearing Storage Buffers
The previous API for clearing storage buffers was following the OpenGL
api. OpenGL has many options to support for data conversions, striding
and sizzling. Metal and Vulkan don't have these features and we have to
deal it ourselves.

Blender internally only uses a tiny subset for what is possible in
OpenGL. Making the current API to difficult to implement on our future
platforms as we had to implement all cases, most even not used at all.

By changing the API we make future development easier as we only need
to implement what we are actually using.

**New API**

`GPU_storagebuf_clear(GPUStorageBuf* ssbo, uint32_t clear_value)`

Related issue: #105492

Pull Request: blender/blender#105521
2023-03-09 18:46:28 +01:00
c20bf8d61e GPU: Replace old shader tests with shader builder.
Both the shader_builder and existing shader tests eventually
tested the same aspects. shader_builder is more modern and
handles more cases.

The old shader test requires a full backend in order to run
This commit replaces the old tests to just use the
shader builder for validation.

Shader builder can still be run at compile time, this is
just a convenience to have as a test case as well for CI/CD.

Ref: #105482
2023-03-09 10:40:57 +01:00
0ad06cd39d Vulkan: Automap Buffers.
It is recommended to map buffers once and not each time the
mapped memory is needed. This patch will map the buffer when
created and unmap the buffer when the buffer is freed.

This patch will reduce the overhead where the Vulkan driver or
the virtual memory manager needs to be accessed.

Pull Request: blender/blender#105588
2023-03-09 09:27:42 +01:00
b3625e6bfd Cleanup: comment blocks 2023-03-09 10:39:49 +11:00
b9649c2e72 Eevee: fall back to Diffuse BSDF before proper implementation of Hair BSDFs
Co-authored by @fclem
2023-03-08 15:05:58 +01:00
63a05f1e18 Vulkan: Fix Shader Compilation Issues.
Fixes recent introduced shader compilation issues.
- `sampler` is a reserved keyword in Vulkan GLSL.
2023-03-08 11:10:05 +01:00
cbf569523c Realtime Compositor: Implement bicubic interpolation
This patch implements the bicubic interpolation option in the transform
nodes. The path merely reuse the code in the shader image texture and
adds bicubic variants to the domain realization shader.

Pull Request: blender/blender#105533
2023-03-07 18:02:20 +01:00
023524765a Merge branch 'blender-v3.5-release' 2023-03-07 17:35:05 +01:00
d31083583c Fix 105449: Resolve selection in Metal backend
MTLFramebuffer's viewport was not correctly updated when
updating attachments. Behaviour modified to be consistent
with OpenGL.

Authored by Apple: Michael Parkin-White

Ref #96261

Pull Request: blender/blender#105529
2023-03-07 16:00:23 +01:00
5a004ccc6a Cleanup: use function style casts, nullptr 2023-03-07 15:59:14 +11:00
90dc655951 Cleanup: spelling in comments 2023-03-07 15:00:05 +11:00
b309feb71c Cleanup: format 2023-03-07 10:24:05 +13:00
61b457d390 Vulkan: Push constants
**What are push constants?**

Push constants is a way to quickly provide a small amount of uniform data to shaders.
It should be much quicker than UBOs but a huge limitation is the size of data - spec
requires 128 bytes to be available for a push constant range.

**What are the challenges with push constants?**

The challenge with push constants is that the limited available size. According to
the Vulkan spec each platform should at least have 128 bytes reserved for push
constants. Current Mesa/AMD drivers supports 256 bytes, but Mesa/Intel is only 128
bytes.

**What is our solution?**

Some shaders of Blender uses more than these boundaries. When more data is needed
push constants will not be used, but the shader will be patched to use an uniform
buffer instead. This mechanism will be part of the Vulkan backend and shader
developers should not see any difference on API level.

**Known limitations**

Current state of the vulkan backend does not track resources that are in the
command queue. This patch includes some test cases that identified this issue as
well. See #104771.

Pull Request #104880
2023-03-06 12:28:55 +01:00
4e32864786 Cleanup: Remove compilation warning.
In MTLTexture it was checked that this was valid. What in that
case should always be true.
2023-03-06 08:40:30 +01:00
b4d36b3efe GPU: Compute: Document and cleanup header
No fonctional changes.
2023-03-05 18:14:17 +01:00
4862d56a0e GPUFrameBuffer: Document and cleanup header
No fonctional changes.
2023-03-05 17:57:51 +01:00
d782569682 Cleanup: GPU: Improve eGPUBarrier documentation 2023-03-05 17:57:51 +01:00
0a10571501 GPU: Replace GPU_finish by correct memory barrier 2023-03-05 17:57:51 +01:00
f5e9a78216 GPU: Fix wrong barrier in tests
Texture and buffer reads were using the incorrect barrier.
2023-03-04 07:44:34 +01:00
fcedc97d11 GPU: Add GPU_BARRIER_BUFFER_UPDATE barrier type
This barrier types is needed for correct readback of buffers GPU memory
to CPU memory.
2023-03-04 07:44:34 +01:00
e22eb23bc2 Cleanup: match header/source arguments & quiet cppheck warnings 2023-03-04 15:19:00 +11:00
5bb3dc84c1 Merge branch 'blender-v3.5-release' 2023-03-03 12:31:25 +01:00
d3cbfc96e0 Metal: Ensure explicit UBO bind indices
Previously, UBO bind locations were linearly incremented and
relied on  the correct uniform location being queried. This fix
is a future requirement for EEVEE next, however, pulling forward
due to Issue #105280 highlighting a possible flaw with expected
uniform locations.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105311
2023-03-03 12:03:43 +01:00
7e5cb36e0c Metal: Fix erroneous outvar replacements.
Resolves issue with node_holdout perfomring an outvar
replacement on a function, causing shader compilation
failure.

Ref #96261
Pull Request #105396
2023-03-03 11:01:36 +01:00
05324e2e3c Cleanup: spelling in comments 2023-03-03 10:09:20 +11:00
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
59b9bb0849 Draw: Custom IDs
This pull request adds a new tipe of resource handles (thin handles).
These are intended for cases where a resource buffer with more than one
entry for each object is needed (for example, one entry per material
slot).
While it's already possible to have multiple regular handles for the
same object, they have a non-trivial overhead in terms of uploaded
data (matrix, bounds, object info) and computation (visibility
culling).
Thin handles store an indirection buffer pointing to their "parent"
regular handle, therefore multiple thin handles can share the same
per-object data and visibility culling computation.

Thin handles can only be used in their own Pass type (PassMainThin),
so passes that don't need them don't have to pay the overhead.

This pull request also includes the update of the Workbench Next
pre-pass to use PassMainThin, which is the main reason for the
implementation of this feature.

The main change from the previous PR is that the thin handles are now
stored directly in the main resource_id_buf, to avoid wasting an extra
 bind slot.

Pull Request #105261
2023-03-01 21:42:25 +01:00
66c9c19466 Cleanup: add missing CMake headers & sort file lists 2023-03-01 22:46:04 +11:00
3cba2911e0 Vulkan: Add Initial VKFrameBuffer.
This was backported from tmp-vulkan. When disabling the fence check
in ghost it is able to start blender. It will show a black screen
so not usable for users.
2023-02-28 06:20:12 +01:00
9cee0eb7fa Cleanup: format 2023-02-28 15:44:49 +11:00
c79c35b4d3 Merge branch 'blender-v3.5-release' 2023-02-27 14:02:56 +01:00
8aedc03aa2 Vulkan: Calculate Correct Host and Device Memory Size.
Due to an error in GPU module we fixed the memory size in the
Vulkan backend. Last week the error has been fixed in the GPU module
so we can remove the temp fixes in the Vulkan backend.

Pull Request #105244
2023-02-27 12:56:05 +01:00
f738843362 Metal: Fix possible uniform lookup issue.
Similar to recent issues with gl_shader_interface,
ShaderInput lists need to be sorted to ensure correct
and efficient uniform lookup by name.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105239
2023-02-27 12:33:28 +01:00
efb86b75ee Cleanup: comment block formatting 2023-02-27 21:51:57 +11:00
f240a16037 Cleanup: format 2023-02-27 21:34:53 +11:00
dc08ff3c2e Cleanup: spelling in comments 2023-02-27 21:00:30 +11:00
8b543bfa3a Merge branch 'blender-v3.5-release'
# Conflicts:
#	source/blender/gpu/metal/mtl_immediate.mm
2023-02-26 17:44:31 +01:00
a8cc5f6919 Fix #104906: GPU: Fix signed/unsigned mismatches in shader code
Fix error message "initializer of type int cannot be assigned to
variable of type uint" on Blender startup.

Pull Request #105153
2023-02-26 16:13:55 +01:00
2b7707b0d0 Fix #105059: Fix Grease pencil fill tool with Metal.
GPencil 3D stroke rendering uses a geometry shader.
This is unsupported by the Metal backend, so implement
fix for this failing compilation by shifting geometry shader
logic into the Vertex shader for Metal backend.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105143
2023-02-26 15:22:13 +01:00
9f42888552 Fix #104016: Resolve Metal LineLoop emulation.
Metal LineLoop emulation path does not correctly apply
when using SSBO vertex fetch mode alongside 3D line
rendering.

Patch moves line emulation above SSBO
vertex fetch setup to ensure the correct emulation
parameters are passed to the shader.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105142
2023-02-26 15:21:54 +01:00
fb63e484b9 Fix #103398: Fix Icon sampler initialization in Metal backend.
Resolves issue with nearest filtering on UI Icons. Note that as
Metal does not support LOD bias as a parameter on a sampler
object, the original code has been modified to perform LOD
biasing at the shader level.

As GPU_SAMPLER_ICON is not  widely used, it is more
efficient to apply directly to the  affected shaders, rather
than workaround passing in the sampler LOD bias as a
separate value e.g. uniform or push constant.

Original PR feedback addressed to also refactor ICON
shaders to use consistent style for single and multi
Icon rendering.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105145
2023-02-26 13:23:40 +01:00
52ded6ab56 GPUTexture: Make sure all available texture format are supported
This remove default casses from the `switch` statements to catch where
the missing cases are.

Uncomment unimplemented cases for the sake of completeness. Improving the
overall API.

This make the format conversion lists exhaustive and documented.

This replace `validate_data_format_mtl` by the common version as they
don't differ at all now.
2023-02-25 21:47:00 +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
3d6578b33e GPUTexture: Add texture usage flag to all texture creation
All usages are currently placeholder GPU_TEXTURE_USAGE_GENERAL.
2023-02-25 11:39:53 +01:00
e01b140fb2 GPUTexture: Remove data_format from 3D texture creation function
For every other texture types this is expected to be implicitly
`GPU_DATA_FLOAT`. There is only one case where this is not the case.

I believe this was previously needed because the data type was
conditionning the texture creation. This is not the case anymore.
2023-02-25 11:39:53 +01:00