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
This adds a vulkan backend to GHOST. The code was extracted from the
tmp-vulkan branch. The main difference with the original code is that
GHOST isn't responsible for fallback. For Metal backend there is already
an idea that the GPU module is responsible for the fallback, not the system.
For Blender we target Vulkan 1.2 at the time of this patch.
MoltenVK (needed to convert Vulkan calls to Metal) has been added as
a separate package.
This patch isn't useful for end-users, currently when starting blender with
`--gpu-backend vulkan` it would crash as the `VBBackend` doesn't initialize
the expected global structs in the GPU module.
Validated to be working on Windows and Apple. Linux still needs to be tested.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13155
Add a method to access the custom cursor from GHOST which is used
for drawing a software cursor. This means the knife tools cursor now
work as expected.
Although non-custom cursors are still not supported.
The current gnome-shell (v42.2) has a bug where grabbing the cursor
doesn't scale the region when confining it to the window.
For Hi-DPI displays this means the cursor may be confined to a quarter
of the window, making grab unusable.
Even though this has been fixed up-stream the issue remains in the
latest release - so workaround the problem by implementing window
confined grab using a software cursor.
This is only used gnome-shell for displays that use Hi-DPI scaling.
The software cursor was being enabled with absolute events,
causing a problem with absolute tablet events.
This caused both cursors to be visible at once when using a tablet
(with D15152 applied).
As Wayland doesn't support moving the cursor, draw a cross-hair cursor
at the location used by Blender.
Without this, the cursor was locked at the location where grab started,
making some actions unusable since the cursor location was invisible.
Resolves T77311.
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
Also replace integer with bool in Ghost API when only used as boolean,
and uint8* with char* in Ghost API when variable is a string.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11617
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
Previously the window manager would receive the GHOST event and then query the
latest tablet data from the window to go along with it. If multiple events were
queued, it would then use too new tablet data for handling older events.
Fixes T62565: tablet pressure not working on macOS with some devices
For many users, this will make the File Browser window behave more like
what they would expect. It addresses the issue of the File Browser
becoming hidden behind the main window by clicking anywhere in the
latter. It communicates the interruptive, but temporary nature of the
operation a bit better.
Further, on tiling window managers the File Browser now opens as
floating by default, like in other applications.
Note that this also makes sure the File Browser is always opened as
separate window, so it doesn't re-use the Preferences, or any other
temporary window anymore. This seems to have been a common annoyance.
More concretely, this makes the File Browser window behave as follows:
* Stays on top of its parent Blender window, but not on top of
non-Blender windows.
* Minimizes with its parent window
* Can be moved independently
* Doesn't add an own item in task bars
* Doesn't block other Blender windows (we may want to have this though)
* Opens as floating window for tiling window managers (e.g. i3wm/Sway)
Further notes:
* When opening a file browser from the Preference window (or any
temporary window), the main window, as the file browsers parent is
moved on top of the Preferences, which makes it seem like the
Preferences were closed. This is the general issue of bad secondary
window handling as window activation changes. I made it so that the
window is moved back once the file browser is closed.
This behavior is confusing and would be nice to avoid. It's a separate
issue though.
* On most window managers on Linux the temporary window can not be
minimized and maximized, they disable that for dialog windows.
* On Windows and macOS, only minimizing is disabled, as there is no
decent way yet to restore a window if it's not shown in the taskbar.
Reviewed By: Brecht van Lommel, Campbell Barton, William Reynish
Edits and macOS implementation by Brecht.
Differential Revision: https://developer.blender.org/D5810
Part of T69652.
Viewport drawing has moved to offscreen buffers, and we no longer need to have
depth, stencil, aa samples, sRGB buffers as part of the window. So all that
code is removed now. The depth buffer was the only one still being allocated,
its removal save a bit of memory.
Code by Germano and Brecht.
Differential Revision: https://developer.blender.org/D4708
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
For Windows 8.1 and X11 (Linux, BSD) now use the DPI specified by the operating
system, which previously only worked on macOS. For Windows this is handled per
monitor, for X11 this is based on Xft.dpi or xrandr --dpi. This should result
in appropriate font and button sizes by default in most cases.
The UI has been simplified to a single UI Scale factor relative to the automatic
DPI, instead of two DPI and Virtual Pixel Size settings. There is forward and
backwards compatibility for existing user preferences.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D2539
Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
OK - so you have this nice crisp screen, and still you want to add extra
monitors to the laptop! That means Blender should switch back and forth to HiDPI
modes, when you move a window to another monitor.
This code makes the pixelsize scale factor a window property, and handles
an event when a window moves to another monitor. It then changes the
native pixelsize nicely and refreshes entire UI.
You can also have one Blender window on high, and other on low resolution.
Stretching a Blender window from 1 monitor to the other works too, but that
is Apple magic handling it.
Add an optional ghost argument to set the new mouse location when un-grabbing. - without this the mouse would flicker at the old location before moving to the new location - when using the color picker for eg.