Commit Graph

2700 Commits

Author SHA1 Message Date
3d132ead50 Cleanup: spelling, trailing space for comment-blocks 2022-03-31 13:01:41 +11:00
Jason Fielder
922d53a791 Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal backend.
- Metal uniform array compatibility in DRW module.
- Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop.

Authored by Apple: Michael Parkin-White

Ref: T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14438
2022-03-30 20:31:12 +02:00
fb524d1675 GPUShaderCreateInfo: Add DepthWrite option
This option lets specify explicitely how the fragment shader will change
the fragment's depth.
2022-03-30 15:13:25 +02:00
5aa81594e6 GPU: ShaderBuilder: Remove do_static_compilation_ inheritance
This is because the inheritance is not done before checking if the shader
should be statically compiled. Also some inheritance scheme
might have intermediate permutation that are not compilable.
2022-03-30 15:13:25 +02:00
6073b6b874 GPU: ShaderBuilder: Skip shader compilation for unsupported shaders. 2022-03-26 13:16:01 +01:00
2d3a62fe16 Fix invalid NULL check in GPU_viewport_unbind_from_offscreen
Mistake from 1d49293b80.
2022-03-23 21:52:01 +11:00
2ebcb7fab3 Cleanup: make format and fix warning 2022-03-22 13:44:15 +01:00
Jason Fielder
19c793af35 Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:

- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14378
2022-03-22 12:54:44 +01:00
Jason Fielder
309ea31485 Metal: Initial Implementation of Metal Backend for GPU Module.
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.

Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.

Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14293
2022-03-22 12:54:34 +01:00
976c91cd77 Cleanup: Clang tidy 2022-03-21 17:12:22 -05:00
36b02c3815 GPUSource: Fix failure case in the enum preprocessor
Some C headers might define the typedefs of the enum themselves.
Even if they are guarded by preprocessor `#if`, our enum preprocessor
has no idea of the validity of the statement. So we just bypass
if there is a typedef just before any `enum` keywords.

Note that the typedef matching is quite fragile.
2022-03-19 22:05:34 +01:00
16dd382f06 GPUTexture: Add Cube view as 2D array
This is useful to read/write to the textures directly using compute
shaders and imageLoad/Store.
2022-03-18 20:59:44 +01:00
d7df0dcccb GPU: Add indirect dispatch support.
This uses a StorageBuf as the source of indirect dispatch argument.
The user needs to make sure the parameters are in the right order.

There is no support for argument offset for the moment as there is no
need for it. But this might be added in the future.

Note that the indirect buffer is synchronized at the backend level. This is
done for practical reasons and because this feature is almost always used
for GPU driven pipeline.
2022-03-18 20:59:27 +01:00
7ee816e32f GPU: StorageBuf: Add method to clear the buffer in place.
This is a faster way to clear a buffer instead of reuploading new data.
It is equivalent to `memset` and runs directly on the GPU.

This is better to clear huge buffers and to avoid the sync cost of data upload.
2022-03-18 20:59:20 +01:00
5bd38f3be8 Cleanup: GPUStorageBuf: Fix header license 2022-03-18 20:57:15 +01:00
33b4e21820 Cleanup: SSBO: Rename ubo to ssbo in arguments. 2022-03-18 20:54:58 +01:00
93bf17d952 GPU: Add support for stencil buffer texturing mode.
This adds the possibility to read the stencil buffer inside shaders.
This is only available on GL 4.3 so use it accordingly.
2022-03-18 20:54:42 +01:00
935136f844 GPUTexture: Fix bug in texture view creation
The switch case was based on an uninitialized value.
2022-03-18 20:54:18 +01:00
3f484c502f GPUShaderCreateInfo: Add explicit early_fragment_test 2022-03-18 20:53:52 +01:00
3b75ca2f60 GPUTexture: Expose layer & mip count 2022-03-18 20:53:17 +01:00
8c93f8c6cc DRW: Add support for GPUStorageBuf 2022-03-18 20:49:45 +01:00
bacfd55a0e GPU/GL: Add StorageBuf implementation
Almost 1:1 identical to UniformBuf implementation.
2022-03-18 20:49:41 +01:00
4544761a2d GPUShader: Fix crash when compilation error is a linking error 2022-03-18 20:49:22 +01:00
c3ecfdf40b Cleanup: Compilation warnings
Mainly -Wset-but-unused-variable.
Makes default compilation on macOS way less noisy.

Differential Revision: https://developer.blender.org/D14357
2022-03-18 12:07:08 +01:00
45b637e1e7 GPU capabilities: detect max SSBO bindings
This adds detection of the maximum number of shader storage buffer
bindings that is supported on the current platform. This can be
useful to turn off features that require compute shaders but use
more buffer bindings than available.

Differential Revision: https://developer.blender.org/D14337
2022-03-15 16:04:41 +01:00
Hallam Roberts
3da84d8b08 Cleanup: use M_PI_2 and M_PI_4 where possible
The constant M_PI_4 is added to GLSL to ensure it works there too.

Differential Revision: https://developer.blender.org/D14288
2022-03-11 18:27:58 +01:00
e1a1dc868b Cleanup: fix source comment typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D14307
2022-03-11 18:27:58 +01:00
2146256563 Cleanup: use ELEM macro 2022-03-09 10:13:43 +11:00
aa500c4fca Cleanup: use back-slash for doxygen commands, color after parameters 2022-03-02 12:11:08 +11:00
d6b3723b08 Cleanup: typos in comments. 2022-02-26 02:15:22 +01:00
7d7dd66ba7 GPUTexture: Add support for texture view
This is an OpenGL 4.3 feature that enables creating a texture using a range
of the same data as another texture.
2022-02-24 22:51:19 +01:00
e59f754c16 GPUTexture: Use immutable storage
This means textures need to have the number of mipmap levels specified
upfront. It does not mean the data is immutable.

There is fallback code for OpenGL < 4.2.

Immutable storage will enables texture views in the future.
2022-02-24 22:51:19 +01:00
8d83fc552a GPU: Fix compilation in debug mode
Fixes issue introduced in rB1685b1dba44e02ce1faace4a5de6d6cd0d98ef90
2022-02-24 15:55:22 +01:00
1685b1dba4 OCIO: Fix mip length in texture creation
Also add an assert to avoid reproducing the error in the future.
2022-02-24 15:48:54 +01:00
7393cc1db7 Cleanup: Remove repeated word in comments 2022-02-23 18:24:37 +11:00
64293a277f Merge branch 'blender-v3.1-release' 2022-02-22 13:57:05 +01:00
4e78a7360e Fix T93784: text and curve objects have no motion blur
Previously, objects and geometries were mapped between frames
using different hash tables in a way that is incompatible with
geometry instances. That is because the geometry mapping happened
without looking at the `persistent_id` of instances, which is not possible
anymore. Now, there is just one mapping that identifies the same
object at multiple points in time.

There are also two new caches for duplicated vbos and textures used for
motion blur. This data has to be duplicated, otherwise it would be freed
when another time step is evaluated. This caching existed before, but is
now a bit more explicit and works for geometry instances as well.

Differential Revision: https://developer.blender.org/D13497
2022-02-22 13:52:15 +01:00
16d5658365 OCIO: Port shader creation logic to use GPUShaderCreateInfo
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).

This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.

This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.

Reviewed by: brecht, jbakker

Differential Revision: https://developer.blender.org/D14123
2022-02-18 22:30:45 +01:00
e81dda4f38 Merge branch 'blender-v3.1-release'
# Conflicts:
#	intern/opencolorio/ocio_shader_shared.hh
2022-02-18 22:29:31 +01:00
93cc892470 Revert "OCIO: Port shader creation logic to use GPUShaderCreateInfo"
This reverts commit 7f7c614ecd.
2022-02-18 22:28:05 +01:00
7f7c614ecd OCIO: Port shader creation logic to use GPUShaderCreateInfo
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).

This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.

This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.

Reviewed by: brecht, jbakker

Differential Revision: https://developer.blender.org/D14123
2022-02-18 21:33:47 +01:00
8355ac97b4 GPU: Remove runtime sampler texture slot assignment
This avoid potential shader recompilation and is more in line
with vulkan design.
2022-02-17 18:15:31 +01:00
37fa1bc254 OCIO: Port shader creation logic to use GPUShaderCreateInfo
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).

This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.

This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.

Reviewed by: brecht, jbakker

Differential Revision: https://developer.blender.org/D14123
2022-02-17 18:15:31 +01:00
d3b1cce400 GPUTexture: Add dimensions getter
Pretty straight forward. Returns the texture dimensions count. This is
different from the size.
2022-02-15 22:20:49 +01:00
89b47c1214 Merge branch 'blender-v3.1-release' 2022-02-15 00:11:23 +01:00
19b21563d6 GPUTexture: Fix missing enum cases in to_component_len()
This might have caused undersized buffer if using the wrong formats with
`GPU_texture_read()`.
2022-02-15 00:01:04 +01:00
7413c2feed Cleanup: Optimize gl query code path
Currently whenever gl queries are performed for the viewport, a large
1024 byte array is allocated to store the query results (256 of them).

Unfortunately, if any gizmo using a `draw_select` callback is active
(e.g. the transform gizmos), these queries (and allocations) will occur
during every mouse move event.

Change the vector to allow for up to 16 query results before making an
allocation. This provides enough space for every built-in gizmo except
Scale Cage (which needs 27 queries). It also removes unnecessary
allocations from two other related vectors used during query processing.

Differential Revision: https://developer.blender.org/D13784
2022-02-12 21:52:24 -08:00
2d231f837a Merge branch 'blender-v3.1-release' 2022-02-11 20:51:27 +09:00
675f38aca7 Fix excessive re-creation of VR viewport textures
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.

This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.

Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).

Reviewed By: jbakker, fclem

Differential Revision: https://developer.blender.org/D14059
2022-02-11 20:46:55 +09:00
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