Commit Graph

3828 Commits

Author SHA1 Message Date
f08ea76db5 GPU: Fix failing compute tests.
Tests created GPUTextures with incorrect mipmaps.
2022-08-01 15:23:53 +02:00
e9586b14b7 Eevee: Add support of rendering curves with cryptomatte.
There were 2 errors.
1. hair code was used to draw curves
2. vertex shader wasn't aware of curves and failed to compile.
2022-08-01 15:00:47 +02:00
1998269b10 Refactor: Extract color attributes as generic attributes
Previously there was a special extraction process for "vertex colors"
that copied the color data to the GPU with a special format. Instead,
this patch replaces this with use of the generic attribute extraction.
This reduces the number of code paths, allowing easier optimization
in the future.

To make it possible to use the generic extraction system for attributes
but also assign aliases for use by shaders, some changes are necessary.
First, the GPU material attribute can now store whether it actually refers
to the default color attribute, rather than a specific name. This replaces
the hack to use `CD_MCOL` in the color attribute shader node. Second,
the extraction code checks the names against the default and active
names and assigns aliases if the request corresponds to a special active
attribute. Finally, support for byte color attributes was added to the
generic attribute extraction.

Differential Revision: https://developer.blender.org/D15205
2022-07-26 08:37:38 -05:00
412d93c298 GPU: Fix compilation with WITH_GPU_BUILDTIME_SHADER_BUILDER option 2022-07-21 15:50:35 +02:00
d6faee2824 Cleanup: format 2022-07-21 17:45:36 +10:00
46a2592eef Cleanup: spelling in comments, typos in tool-tips 2022-07-21 13:21:53 +10:00
9246ff373a Metal: Add license header to new files 2022-07-19 17:14:39 +02:00
Jason Fielder
9835d5e58b Metal: MTLUniformBuffer module implementation
Initial implementation.

Authored by Apple: Michael Parkin-White
Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15357
2022-07-19 17:12:39 +02:00
Jason Fielder
6bba4d864e Metal: MTLQueryPool implementation adding support for occlusion queries.
When a query begins, the current visibility result buffer needs to be
associated with the currently active Render Pass. The MTLContext and
MTLCommandBuffer are responsible for ensuring new render pass objects are
created if the visibility state changes.

Authored by Apple: Michael Parkin-White
Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15356
2022-07-19 17:02:15 +02:00
Ethan-Hall
44f1495b57 EEVEE: use mipmaps of compressed textures (DDS)
Currently Blender generates mipmaps that override the existing ones.
This patch disables generating new mipmaps for compressed textures.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14459
2022-07-19 15:20:53 +02:00
bf49e6040c Fix error in assertion after 92a99c1496 2022-07-16 16:12:48 +10:00
92a99c1496 Fix Eevee backround render crash after recent changes from D15463
Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.

Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.

Ref D15463, D15465
2022-07-15 19:11:07 +02:00
c505f19efe Fix compiler error in debug builds after 1cf465bbc3 2022-07-15 16:52:01 +02:00
1cf465bbc3 Fix GPU backend deleting resources without an active context
This causes an assert with libepoxy, but was wrong already regardless.

Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context

Ref D15291

Differential Revision: https://developer.blender.org/D15465
2022-07-15 16:31:28 +02:00
00dc747702 Fix T99706: Crash rendering with headless builds
When rendering with headless builds, show an error instead of crashing.

Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.

This also disables the `bgl` Python module when building WITH_HEADLESS.

Reviewed By: fclem

Ref D15463
2022-07-15 22:16:44 +10:00
98f688ac42 GPU: Fix shader builder on hardware that does not have all features 2022-07-15 11:16:14 +02:00
862170c0b1 Cleanup: GPU: Replace NULL by nullptr from C++ files 2022-07-15 11:16:14 +02:00
c2715dc416 GPU: Remove USD dependency from shader_builder.
Dependency was added as shader builder depended to blenkernel as an
umbrella, in stead of adding the actual dependencies it required.
2022-07-15 10:54:10 +02:00
2d04012e57 Cleanup: spelling in comments
Also remove duplicate comments in bmesh_log.h, caused by automated
comment relocation in [0].

[0]: c4e041da23
2022-07-14 22:02:52 +10:00
8ca09e6c5e GPU: add BUIDTIME to WITH_GPU_SHADER_BUILDER
Adds a better name that describes when it is used.
The GPU_SHADER_BUILDER is a buildtime tool for developers
to pre-validate GLSL (and in the overseen future pre-compile to
SpirV). We don't see that this needs to become a required
step in the future so WITH_GPU_BUILDTIME_SHADER_BUILDER
is more descriptive name.
2022-07-11 16:45:07 +02:00
6ca5ac2084 GPU: Update shader builder stubs.
Fixes workflow when using WITH_GPU_SHADER_BUILDER=On.
2022-07-11 13:36:29 +02:00
e3ef56ef91 Curves: Add sculpt selection overlay
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.

In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.

To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.

Differential Revision: https://developer.blender.org/D15219
2022-07-07 08:06:30 -05:00
9145a4d08f GPU: add missing license header 2022-07-05 13:58:52 +10:00
242bfd28ce METAL: Add license header to new files 2022-07-04 20:11:06 +02:00
148dcb3954 Cleanup: spelling in comments 2022-07-04 15:26:57 +10:00
Jason Fielder
4527dd1ce4 Metal: MTLMemoryManager implementation includes functions which manage allocation of MTLBuffer resources.
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.

These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.

Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15277
2022-07-01 10:31:57 +02:00
5b7e7d67a5 Cleanup: GPUCodegen: Remove unused variables 2022-07-01 10:10:58 +02:00
4cba209edd GPUMaterial: Remove the max attribute check
This is needed to make the GPU_attribute used as generic input mechanism.
2022-07-01 10:10:58 +02:00
f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00
8bf9d482da Cleanup: colon after params, move text into public doc-strings, spelling 2022-06-30 23:48:22 +10:00
3cefa13770 Fix T98886: PBVH_GRIDS ignores face smooth flag on first gpu build 2022-06-29 21:05:21 -07:00
b6c28002ac Cleanup: spelling in comments 2022-06-30 12:14:22 +10:00
95964444c6 Cleanup: Clang tidy, unused variable warning 2022-06-29 10:57:28 -05:00
45fb7a1db5 Fix T98825: EEVEE: Regression: Buffer overflow in sample name buffer
This happened because of the false assumption that `std::array<char, 32>`
would be treated as a container and not relocate their content if the
`Vector` would grow. Replacing with actual object allocation fixes the
issue.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00
45645936e9 Cleanup: spelling in comments 2022-06-29 09:40:16 +10:00
75ad435ceb Cleanup: GPUShader: Fix missing space in debug message 2022-06-28 18:48:38 +02:00
luzpaz
4d982cbb5d Cleanup: fix various typos
Differential Revision: https://developer.blender.org/D15304
2022-06-28 15:56:16 +02:00
65f4f50640 Cleanup: compiler warnings, remove unused functions 2022-06-28 10:13:24 +10:00
3cf6516e7b Cleanup: format 2022-06-27 20:27:34 +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
d2f47017b9 Fix crash editing anisotropic filter preference from background mode 2022-06-21 16:00:56 +02:00
9f8cc1bc34 Cleanup: Grammar: a vs an 2022-06-20 10:14:17 -05:00
6a1cc0d855 Fix T99019 EEVEE: Regression: Specular BSDF does not apply occlusion
Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.

The final result matches 3.1 release
2022-06-20 16:33:04 +02:00
3bb8b64c47 Fix T99018: EEVEE: Regression: Specular BSDF apply specular color input twice
This was an oversight. I checked that no other node had the same regression.
2022-06-20 16:33:04 +02:00
c756d08b4a Cleanup: remove redundant string formatting 2022-06-17 17:14:00 +10:00
f7bfbc357c Fix T98708: Crash on startup - OpenGL4.2 without conservative depth.
Intel iGPU (HD4000) supports OpenGL 4.4 but doesn't support conservative
depth. (GL_ARB_conservative_depth). This change will only check for the
availability of the extension.
2022-06-15 09:12:22 +02:00
4c7b0804f8 Cleanup (GPU): Improve efficiency of circle drawing. 2022-06-12 17:49:25 +12:00
6a11cd036c Cleanup: Clang tidy 2022-06-10 10:29:35 +02:00
41c7c744eb Cleanup: use C-style comments, add missing doxy section 2022-06-09 21:31:08 +10:00