- Fix image.format conversion to string
- Fix warnings about ARB_conservative_depth not found even if GL > 4.2
- Add `array(type)` define for portable array definition
Thanks to the new `ShaderCreateInfo` we now include source files without
any modification. This let us query which are the source files passed to the
`print_log` function. The log will now include a file with row and column
number which is interpreted as a link in most IDE.
DEBUG_CONTEXT_LINES will add more lines around the error lines for more
context. This is also useful if the error line is imprecise (because of
driver bugs) and the reported line is not sufficient to know the location
of the error.
The DEBUG_DEPENDENCIES option will display the list of included files in
the shader sources. Note that it will not print generated source.
This commit also fixes some issues with unhelpful logs, bogus row & column
numbers, other error format, and bug if row was 0.
Detected on `amdgpu-pro` libGL implementation. The workaround is to not
use explicit location for vertex attributes. This is not a real problem
as we don't rely on them for now.
Using opt-in instead of opt-out to make code easier to read.
Add combined flag enum.
Making restrict an inverse flag option because it is so rare to
use it.
This adds the possibility to use the `gpu_BaryCoord[NoPersp]`
builtin to support barycentric coordinates without geometry shader.
The `BuiltinBits::LAYER` builtin needs to be manually added
to the `GPUShaderCreateInfo` in order to use this feature.
Note: This is only available for shaders using `GPUShaderCreateInfo`.
A geometry shader fallback is generated if the extension
`AMD_shader_explicit_vertex_parameter` is not available.
`NV_fragment_shader_barycentric` was not considered because it is not
present inside the `glew.h` with use and seems to only be available
with vulkan.
This adds the possibility to use the `gpu_Layer` builtin to
support layered rendering without geometry shader.
The `BuiltinBits::LAYER` builtin needs to be manually added
to the `GPUShaderCreateInfo` in order to use this feature.
Note: This is only available for shaders using `GPUShaderCreateInfo`.
A geometry shader fallback is generated if the extension
`AMD_shader_explicit_vertex_parameter` is not available.
The GLSL defines used to make the uniform names unusable for local variable
is being interpreted as recursive on some implementation.
This avoids it by create a second macro avoiding the recursion.
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
In order to use a workaround builtin uniform, we need to count it
just like other uniforms and give it some space in the name buffer.
This also fixes extensions being added after the uniform declaration.
All `#extension` directives are now part of the gl backend.
This makes optionnal the use of a different interface for the geometry
shader stage output. When the vertex and geometry interface instance name
matches, a `_in` and `_out` suffix is added to the end of the instance name.
This makes it easier to have optional geometry shader stages.
# Conflicts:
# source/blender/gpu/intern/gpu_shader_create_info.hh
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13915
Fixes T93680
For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier).
Reviewed By: fclem, jbakker
Maniphest Tasks: T93680
Differential Revision: https://developer.blender.org/D13806
This merge the description into one struct only that can be more easily
copied during `finalize()`.
The in and out layout parameters are better named and extended with the
invocation count (with fallback support)
Cause was incorrect logic when generating the resource layout. It the
explicit_location_support setting was ignored and the binding were
generated for image, uniform buffers and storage buffers.
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
This adds memory barriers to use with `GPU_memory_barrier` to ensure that
writes to a vertex or index buffer issued before the barrier are
completed after it, so they can be safely read later by another shader.
`GPU_BARRIER_VERTEX_ATTRIB_ARRAY` should be used for vertex buffers (`GPUVertBuf`),
and `GPU_BARRIER_ELEMENT_ARRAY` should be used for index buffers (`GPUIndexBuf`).
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13595
A recent security update to macOS 10.15.7 causes crashes when using Eevee and
various other 3D viewport features. It appears that glGenerateMipmap is
broken, causing a crash whenever its commands are flushed/submitted to the GPU.
Ideally this would be fixed in a driver update, however it's unlikely this will
happen. Earlier macOS versions have been receiving security updates for 2 years,
and that window has just passed for 10.15. Further, computers with these GPUs
can't upgrade to a newer macOS version.
As a workaround, disable mipmaps on these GPUs, by setting the mipmap max level
to 0 and not calling glGenerateMipmaps. Effects like depth of field also use
mipmaps, but fill in the mip levels by other means. In those cases we keep the
mipmap level.
Differential Revision: https://developer.blender.org/D13295
This fixes T91828.
The current value of `GL_PACK_ALIGNMENT` may result in crash in the `gpu` module if the buffer is not aligned.
Differential Revision: https://developer.blender.org/D12720
Some GPU's have support for compute shaders, but don't support
GLSL 4.3. This resulted in compiler errors and crashes.
This issue could have been solved by supporting older GLSL languages but
that would have been a hassle to get it right. We already have a
fallback in place for GPU's that don't support compute shaders at all.
This patch fixes an issue with missing faces when assigning a material slot other than the first to faces on AMD TAHITI cards. Refer to T78390 and T74024 for a description of this issue.
This patch also incorporates fix from T78390 for KAVERI.
{F9029258}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9305