This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: blender/blender#105642
The Image node in the realtime compositor will output wrong passes if multiple passes are used at the same time. This is because images can only store a single layer, pass, and view at a time. Furthermore, they rely on operators and RNA callbacks to invalidate the cache when a different layer, pass, or view is requested. In effect, when the image node requests multiple passes at the same time without any kind of cache invalidation, wrong passes are output.
While a proper fix is to allow caching of multiple layers, passes, and views at the same time. This patch implements a temporary workaround by explicitly ensuring an up-to-date cache through a call to BKE_image_ensure_gpu_texture() when before requesting a GPU texture.
Pull Request: blender/blender#105547
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
This is done by checking the number of bitplanes from the image buffer.
We assume that for float buffer to use the same bitplanes as it was a
byte buffer.
Then, the data of the image buffer is packed at the start of the `rect` or
`float_rect` before upload.
**Statistics - einar.v004.blend **
Note that not all grayscale textures have been stored as BW images so the
amount of memory that can be reduced would be more.
Without patch
```
104 Textures - 3294.99 MB (3294.47 MB over 32x32), 37 RTs - 192.52 MB.
Avg. tex dimension: 2201.88x1253.51 (2283.53x2202.13 over 32x32)
464 Buffers - 25.01 MB total 1.24 MB IBs 23.50 MB VBs.
3512.52 MB - Grand total GPU buffer + texture load
```
Patch applied
```
104 Textures - 2917.66 MB (2917.14 MB over 32x32), 39 RTs - 215.45 MB.
Avg. tex dimension: 2221.38x1252.75 (2323.28x2253.47 over 32x32)
467 Buffers - 25.01 MB total 1.24 MB IBs 23.51 MB VBs.
3158.13 MB - Grand total GPU buffer + texture load.
```
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15484
full scaled image isn't used anymore. It was added to use a different scale when
displaying an image in the image editor. This was replaced by the image engine
redesign.
This change will reduce complexity of {T98375}.
When dimension of images aren't a multifold of 256 parts of the gpu
textures are not updated. This patch will calculate the correct part of
the image that needs to be reuploaded.
Due to recent changes there have been reports of incorrect loading of
GPU textures. This fix reverts a part of {D13238} that might be the
source of the issue.
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
Adding better support for drawing huge images in the image/uv editor. Also solved tearing artifacts.
The approach is that for each image/uv editor a screen space gpu texture is created that only contains
the visible pixels. When zooming or panning the gpu texture is rebuild.
Although the solution isn't memory intensive other parts of blender memory usage scales together with
the image size.
* Due to complexity we didn't implement partial updates when drawing images tiled (wrap repeat).
This could be added, but is complicated as a change in the source could mean many different
changes on the GPU texture. The work around for now is to tag all gpu textures to be dirty when
changes are detected.
Original plan was to have 4 screen space images to support panning without gpu texture creation.
For now we don't see the need to implement it as the solution is already fast. Especially when
GPU memory is shared with CPU ram.
Reviewed By: fclem
Maniphest Tasks: T92525, T92903
Differential Revision: https://developer.blender.org/D13424
This patch reimplements the image partial updates. Biggest design motivation for the redesign
is that currently GPUTextures must be owned by the image. This reduces flexibility and adds
complexity to a single component especially when we want to have different structures.
The new design is not limited to GPUTextures and can also be used by reducing overhead in image
operations like scaling. Or partial image updating in Cycles.
The usecase in hand is that we want to support virtual images in the image editor so we can
work with images that don't fit in a single GPUTexture.
Using `BKE_image_partial_update_mark_region` or `BKE_image_partial_update_mark_full_update`
a part of an image can be marked as dirty. These regions are stored per ImageTile (UDIM).
When a part of the code wants to receive partial changes it needs to construct a `PartialUpdateUser`
by calling `BKE_image_partial_update_create`. As long as this instance is kept alive the changes can
be received.
When a user wants to update its own data it will call `BKE_image_partial_update_collect_changes`
This will collect the changes since the last time the user called this function. When the partial changes
are available the partial change can be read by calling `BKE_image_partial_update_get_next_change`
It can happen that the introduced mechanism doesn't have the data anymore to construct the
changes since the last time a PartialUpdateUser requested it. In this case it will get a request
to perform a full update.
Maniphest Tasks: T92613
Differential Revision: https://developer.blender.org/D13238
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709