Commit Graph

68 Commits

Author SHA1 Message Date
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
77749eff87 DRW: Manager: Add possibility to record a framebuffer change inside a pass
This is a convenience when one needs to often change the current framebuffer
and avoid the overhead of creating many Main/Simple passes.
2022-10-30 15:00:28 +01:00
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
1810b1e4c8 GL: Framebuffer: Add support for empty framebuffer (no attachments)
This allows to reduce the memory footprint of very large framebuffers if
there is no need for any attachment.
2022-09-17 10:17:47 +02:00
95964444c6 Cleanup: Clang tidy, unused variable warning 2022-06-29 10:57:28 -05:00
45645936e9 Cleanup: spelling in comments 2022-06-29 09:40:16 +10:00
Jason Fielder
9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.

Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.

Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15027
2022-06-27 11:45:49 +02:00
75f0aaab3d Cleanup: remove redundant GPU headers 2022-06-22 14:59:42 +10:00
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
012e41fc8b Cleanup: use our own conventions for tags in comments 2022-01-31 10:49:59 +11:00
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
7c76bdca1b Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
2021-12-09 20:01:47 +11:00
c1279768a7 Cleanup: Clang-Tidy modernize-redundant-void-arg 2021-12-08 00:31:20 -05:00
eb278f5e12 XR: Color Depth Adjustments
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.

By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.

However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.

Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.

Reviewed By: Julian Eisel, Clément Foucault

Differential Revision: http://developer.blender.org/D9842
2021-08-16 11:46:09 +09:00
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
15cfb375a3 Fix T89782: Segfault populating popup menu with dimensions above the opengl limit
The crash happens because `GPU_offscreen_create` is called with `err_out` `NULL`.

This patch proposes a solution within the `GPU_offscreen_create` itself
and raises an error report in the interface if a menu is called with
dimensions beyond what is supported.

Ref T89782

Maniphest Tasks: T89782

Differential Revision: https://developer.blender.org/D11927
2021-07-16 09:53:00 -03:00
2bd9a28ff8 Cleanup: Rename #if GPU_USE_PY_REFERENCES to #ifndef GPU_NO_USE_PY_REFERENCES
This is safer for incremental build.

And there was already a macro `GPU_USE_PY_REFERENCES` used elsewhere.
2021-04-30 11:20:39 -03:00
2510bd3a5f Python GPU: Add new methods to port the code templates in the manual
This commit adds a new API tha allow to replace the bgl API in the exemples on:
https://docs.blender.org/api/current/gpu.html

**Overview (New API):**
```
gpu.state:      active_framebuffer_get
GPUFramebuffer: read_color
GPUOffscreen:   texture_color
```

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11031
2021-04-30 10:49:54 -03:00
Germano Cavalcante
04b6296e81 Python GPU: Add reference of PyObject GPU object to the GPU object itself
Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.

This also allows for more secure access to existing GPU objects.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11044
2021-04-30 10:42:13 -03:00
10a54bbd06 Cleanup: spelling, correct doc-string arguments 2021-02-19 02:19:53 +11:00
89c79c3ed8 Cleanup: Abbreviate enums with 'UNSIGNED_' in the name 2021-02-17 12:38:21 -03:00
4430e8a008 Python: gpu module: add new submodules and types
This commit extends the gpu python API with:
```
gpu.types.Buffer         #"__init__", "to_list"
gpu.types.GPUTexture     #"__init__", "clear", "read", "format"
gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__",  "__exit__" with "GPUFrameBufferStackContext")
gpu.types.GPUUniformBuf  #"__init__", "update"
gpu.state                #"blend_set",  "blend_get",  "depth_test_set",  "depth_test_get",  "depth_mask_set",  "depth_mask_get",  "viewport_set",  "viewport_get",  "line_width_set",  "line_width_get",  "point_size_set",  "color_mask_set",  "face_culling_set", "front_facing_set",  "program_point_size_set"
```

Add these methods to existing objects:
```
gpu.types.GPUShader  #"uniform_sample", "uniform_buffer"
```

Maniphest Tasks: T80481

Differential Revision: https://developer.blender.org/D8826
2021-02-17 12:27:19 -03:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
af88d23ffa Revert "Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask"
This reverts commit 9db3d1951d.

This was an accidental commit of the patch D8826
2021-01-10 21:07:04 -03:00
9db3d1951d Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask 2021-01-10 19:01:53 -03:00
11c4066159 Cleanup: partial Clang-Tidy modernize-loop-convert
Modernize loops by using the `for(type variable : container)` syntax.

Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.

Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.

No functional changes.
2020-12-07 12:41:17 +01:00
8c846cccd6 Cleanup: clang-format 2020-11-09 15:47:08 +11:00
16732def37 Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code.

No functional changes.
2020-11-06 18:08:25 +01:00
a331d5c992 Cleanup: Clang-Tidy, modernize-redundant-void-arg 2020-11-06 13:40:46 +01:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00
d2e9de93b8 GPU: Cleanup implementation casts
- Use the syntactic wrap/unwrap method to make code more readable.
- Update comment about hidden struct behind opaque types.
- Cleanup GPUDrawList type.
2020-09-08 04:15:50 +02:00
33b25b6a9e GPUTexture: Remove unused functions and avoid GPU_texture_opengl_bindcode
This is a cleanup.
2020-09-08 04:15:50 +02:00
b7a28b315a GPUFramebuffer: Make GPU_framebuffer_read_depth more flexible
This is to make use of it in selection code.
2020-09-08 00:02:04 +02:00
6b436b80a4 GPU: Rename gpu_extensions to gpu_capabilities
This makes more sense as this module has more to it than just
GL extensions.
2020-09-07 19:37:05 +02:00
14926a81b6 Cleanup: GPUFramebuffer: Remove unused variable 2020-09-05 17:49:14 +02:00
ab95cdaba9 GPUTexture: Change texture creation API
This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.

This is a cleanup commit, there is no functional change.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
895ec05212 Cleanup: GPUTexture: Clean framebuffer attachment 2020-09-05 17:49:14 +02:00
13305fb513 Cleanup: GPUFrameBuffer: Use Texture class instead of gl calls 2020-09-05 17:49:14 +02:00
db21c12abe GPUFramebuffer: Encapsulate single attachement clear
This is in preparation of using it to clear single texture.

Also includes minor cleanups about not using tex target in
assert and adding enum operators.
2020-09-05 17:49:14 +02:00
a92d77acf7 GPUTexture: Add skeleton of the new GLTexture class 2020-09-05 17:49:14 +02:00
957346694d Cleanup: spelling, rename attachement -> attachment 2020-09-02 10:04:50 +10:00
71aa3c864d Cleanup: spelling 2020-09-02 09:58:26 +10:00
f1b10477c2 GPUOffscreen: Remove scissor and viewport state tracking
This was a workaround that is not needed anymore.

Fix FT80321 Cropped output with Viewport Render Animation
2020-09-01 17:22:57 +02:00
ade8d84fe3 GPUFrameBuffer: Fix build error on MSVC
This also gets rid of the macro.
2020-08-30 19:07:49 +02:00
d98c722a5a GPUFramebuffer: Tag dirty after recursing downsample
Also do not bind automatically. This is fine since the framebuffer will
update next time it's bound.
2020-08-30 13:11:03 +02:00
8527d84d35 GPUState: Move Scissor and Viewport state to framebuffer
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.

The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
2020-08-30 13:11:03 +02:00
807817c0c4 GPUFrameBuffer: Use debug name support
This is to make it easier to navigate captures in renderdoc.
2020-08-30 13:11:02 +02:00