EEVEE-Next: Metal + Intel iGPU support #122361

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opened 2024-05-28 11:54:13 +02:00 by Jeroen Bakker · 3 comments
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System Information
Operating system: macOS-14.5-x86_64-i386-64bit 64 Bits
Graphics card: Metal API Intel(R) UHD Graphics 630 1.2

Blender Version
Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-05-28 09:08, hash: 669b15a53dc6
Worked: (newest version of Blender that worked as expected)

Short description of error
Intel iGPU on metal + EEVEE-next is not working. There has been some investigations in the past what will be elaborated in this ticket.

Exact steps for others to reproduce the error

Intel iGPU + EEVEE-Next should be a supported option. But there are issues when it comes to Metal.
January 2024:

  • Mostly unusable due to issues when using atomics.

12 April 2024:

  • Currently Metal + Intel fails with the 'Film Accumulation Shader' There are 2 variants and it seems like the compute variant is working, but the graphics variant is failing due to unsupported texture format for atomics read/write. This has been discussed previously and it might point to the read-modify-write access pattern.
  • When used in the viewport the result flickers. When used in with final rendering it seems to be stable. (might be related with the film accumulation shader)
  • Raytrace pipeline renders artifacts. (red outlines)

Final image render of waspbot.blend (no raytracing)
image
Final image render of waspbot.blend (with raytracing)
image

My impression was that fixing the read-modify-write access pattern (perhaps with a workaround) would be the most pressing issue. The raytrace might be tweaks.

28 May 2024:

  • Situation got worse due to recent changes. Currently only emissive materials seems to be rendered. Might be related to changes in the lighting pipeline.

image

11 Jun 2024:
The black rendering has been fixed and we are now in the state of 12 April.

Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_color_img[0]) as read-write, but hardware does not support read-write texture of this pixel format.
Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_value_img[1]) as read-write, but hardware does not support read-write texture of this pixel format.
Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_cryptomatte_img[2]) as read-write, but hardware does not support read-write texture of this pixel format.

File is available at https://download.blender.org/demo/eevee/wasp_bot/wasp_bot.blend

**System Information** Operating system: macOS-14.5-x86_64-i386-64bit 64 Bits Graphics card: Metal API Intel(R) UHD Graphics 630 1.2 **Blender Version** Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-05-28 09:08, hash: `669b15a53dc6` Worked: (newest version of Blender that worked as expected) **Short description of error** Intel iGPU on metal + EEVEE-next is not working. There has been some investigations in the past what will be elaborated in this ticket. **Exact steps for others to reproduce the error** Intel iGPU + EEVEE-Next should be a supported option. But there are issues when it comes to Metal. **January 2024**: - [x] ~~Mostly unusable due to issues when using atomics.~~ **12 April 2024**: - [x] ~~Currently Metal + Intel fails with the 'Film Accumulation Shader' There are 2 variants and it seems like the compute variant is working, but the graphics variant is failing due to unsupported texture format for atomics read/write. This has been discussed previously and it might point to the read-modify-write access pattern.~~ - [x] ~~When used in the viewport the result flickers. When used in with final rendering it seems to be stable. (might be related with the film accumulation shader)~~ - [ ] Raytrace pipeline renders artifacts. (red outlines) *Final image render of waspbot.blend (no raytracing)* ![image](/attachments/b94f2d56-000f-4fb5-af58-dd328577ac8f) *Final image render of waspbot.blend (with raytracing)* ![image](/attachments/628fa36e-e5a0-4015-a7df-cbf954439356) My impression was that fixing the read-modify-write access pattern (perhaps with a workaround) would be the most pressing issue. The raytrace might be tweaks. **28 May 2024**: - [x] ~~Situation got worse due to recent changes. Currently only emissive materials seems to be rendered. Might be related to changes in the lighting pipeline.~~ ![image](/attachments/68ccb3c7-d0fa-47a8-b45d-f4623b9e8d8a) **11 Jun 2024**: The black rendering has been fixed and we are now in the state of 12 April. ``` Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_color_img[0]) as read-write, but hardware does not support read-write texture of this pixel format. Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_value_img[1]) as read-write, but hardware does not support read-write texture of this pixel format. Fragment Function(fragment_function_entry_WOWorld): Shader uses texture(rp_cryptomatte_img[2]) as read-write, but hardware does not support read-write texture of this pixel format. ``` File is available at https://download.blender.org/demo/eevee/wasp_bot/wasp_bot.blend
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Jeroen Bakker added this to the 4.2 LTS milestone 2024-05-28 11:54:13 +02:00
Jeroen Bakker added this to the Viewport & EEVEE project 2024-05-28 11:54:14 +02:00
Jeroen Bakker changed title from EEVEE-Next: Metal + Intel iGPU nor working to EEVEE-Next: Metal + Intel iGPU support 2024-05-28 11:54:33 +02:00
Clément Foucault added the
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label 2024-05-29 16:28:00 +02:00
Jeroen Bakker self-assigned this 2024-06-17 14:21:38 +02:00

Metal seems to have some issue, noticed it yesterday (RTX 3060). Cycles vs EEVEE.

Metal seems to have some issue, noticed it yesterday (RTX 3060). Cycles vs EEVEE.
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@genesis2303 Please report a bug. This issue is about the Apple Metal backend, not about Metal materials.
Yes I know confusing right :-)

@genesis2303 Please report a bug. This issue is about the Apple Metal backend, not about Metal materials. Yes I know confusing right :-)
Clément Foucault added
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and removed
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labels 2024-07-01 15:09:30 +02:00
Clément Foucault removed this from the 4.2 LTS milestone 2024-07-02 17:28:34 +02:00
Jeroen Bakker added this to the 4.3 milestone 2024-07-11 13:57:10 +02:00
Jeroen Bakker removed their assignment 2024-07-15 16:18:36 +02:00
Bart van der Braak added
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labels 2024-08-14 13:00:10 +02:00
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Was asked to give an update.

last week we detected that the feedback texture used in the screen raytrace shader uses an incorrect texture type (R11G10B11 in stead of RGBA16F) although it is not set by EEVEE. It is hard to disect why due to buggy debugging tools. Still in investigation.

Was asked to give an update. last week we detected that the feedback texture used in the screen raytrace shader uses an incorrect texture type (R11G10B11 in stead of RGBA16F) although it is not set by EEVEE. It is hard to disect why due to buggy debugging tools. Still in investigation.
Jeroen Bakker removed this from the 4.3 milestone 2024-11-04 10:48:07 +01:00
Jeroen Bakker added
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Reference: blender/blender#122361
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