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
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
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
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
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
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.
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.
Resolving builtin uniforms and uniform blocks when creating
shader interface. This maps builtin uniforms to uniforms
defined by the shader. Works the same as the OpenGL
builtin uniforms.
Pull Request #105128
When using ShaderCreateInfo with builtin uniform(blocks) there are
cases where the current implementation could not find an existing
block. The reason is that it uses name matching and name matching
requires that the shader inputs are sorted based on the name hash.
This change fixes this by first for the sorting of the shader
inputs before resolving the builtins.
Pull Request #105127
Cycles fallback display shader previously did not use viewport.
This would crash or cause the display not to show when using
GPU backends other than OpenGL, if another display shader
was unavailable.
Now use ShaderCreateInfo for Cycles fallback display.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #104987
This patch will give access to the physical device limits
of the device associated with the context. In vulkan each
device has different limits and the application is
responsible to match these limits as the vulkan driver
just ignores calls that don't match these limits.
Those limits are GPUBackend specific and therefore are not
added to GPU_capabilities.
Pull Request #105125
The stoke shader of grease pencil uses a geometry shader stage. Apple
devices don't support shaders with geometry shader stage. In the
OpenGL driver there was a pass-through implemented so it didn't fail.
When using the metal backend this needs to be solved more explicitly.
This change patches the grease pencil shader to support both the
backends supporting a geometry stage and those without.
Fixes#105059
Pull Request #105116
Erroneous cache warming case where the generated material is
identical to default material and cached shader is re-used,
resulting in case where the parent shader is identical to the
source.
Authored by Apple: Michael Parkin-White
Ref #96261
Descriptor set locations are now determined in the
VKShaderInterface. Issues with the previous solution:
- Due to legacy code in GPU module the locations/bindings
must be the same. Using one for something else might
result in undesired lookups, incorrect resource
bindings.
- Images/Textures reuses the same namespace, that didn't
work as expected when looking up the resources via
its binding.
This refactoring is required for adding support for
push constants.
Pull Request #105073
This patch adds initial support for compute shaders to
the vulkan backend. As the development is oriented to the test-
cases we have the implementation is limited to what is used there.
It has been validated that with this patch that the following test
cases are running as expected
- `GPUVulkanTest.gpu_shader_compute_vbo`
- `GPUVulkanTest.gpu_shader_compute_ibo`
- `GPUVulkanTest.gpu_shader_compute_ssbo`
- `GPUVulkanTest.gpu_storage_buffer_create_update_read`
- `GPUVulkanTest.gpu_shader_compute_2d`
This patch includes:
- Allocating VkBuffer on device.
- Uploading data from CPU to VkBuffer.
- Binding VkBuffer as SSBO to a compute shader.
- Execute compute shader and altering VkBuffer.
- Download the VkBuffer to CPU ram.
- Validate that it worked.
- Use device only vertex buffer as SSBO
- Use device only index buffer as SSBO
- Use device only image buffers
GHOST API has been changed as the original design was created before
we even had support for compute shaders in blender. The function
`GHOST_getVulkanBackbuffer` has been separated to retrieve the command
buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order
to do correct command buffer processing we needed access to the queue
owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles`
function.
Open topics (not considered part of this patch)
- Memory barriers & command buffer encoding
- Indirect compute dispatching
- Rest of the test cases
- Data conversions when requested data format is different than on device.
- GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices.
NVIDIA doesn't seem to support 1d textures.
Pull-request: #104518
The check was triggering the 'this' pointer cannot be null in
well-defined C++ code
We do not check for this pointer in any other areas. If it is
needed due to possible opaque pointer cast to the check prior
to the cast.
Pull Request #104974
This reverts commit 19222627c6.
Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
This reverts commit 68181c2560.
I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
then changed it in the last minute to be against 3.5 via the
web-interface unaware that I shouldn't do it without updating the
patch.
Original Pull Request: #104889
Note that the node group has its sockets names
translated, while the built-in nodes don't.
So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.
Pull Request #104889
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.
This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.
The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.
Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront.
As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity.
Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering.
Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs.
Authored by Apple: Michael Parkin-White
Ref T96261
Pull Request #104536