Kazashi Yoshioka vnapdv
  • Shibuya,Japan
  • Joined on 2022-10-17
Kazashi Yoshioka commented on pull request blender/blender#114463 2024-02-11 13:51:11 +01:00
WIP: CleanUp: Vulkan: Render-pass System

Just a little proof of why you need to streamline your render passes.

Description of the file "Cashless Pipeline".

This is not caching the pipeline at all. If you run it for 5…

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-29 13:06:03 +01:00
Vulkan: Add: Specialization constants

So far, there seems to be no problem.

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-22 11:51:21 +01:00
Vulkan: Add: Specialization constants

In this case, there are many cases where the flags are not conveyed properly. I will investigate.

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-19 15:51:15 +01:00
Vulkan: Add: Specialization constants

that's right

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-19 15:36:18 +01:00
Vulkan: Add: Specialization constants

The factory pattern is better, but I have one question. Once the specialization constants are successfully cached, a decision is made within the create_compute_pipeline function whether to…

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-19 15:06:44 +01:00
Vulkan: Add: Specialization constants

Specialization constants are often used in drawing Eevee-next. Since there are multiple threads running there, its creation and termination must be unique.

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-19 14:50:38 +01:00
Vulkan: Add: Specialization constants

To avoid any misunderstanding, I would like to explain the difference between OpenGL and Vulkan. OpenGL's ShaderBind generates a program that reflects specialization constants. On the other hand,…

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-19 14:37:17 +01:00
Vulkan: Add: Specialization constants

I see. This seems to lead to trying to cache the pipeline using specialization constants. First of all, this change doesn't prevent it. And you said that OpenGL would break, but the logic behind…

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-18 23:44:14 +01:00
Vulkan: Add: Specialization constants

There have been a few changes. Please review again.

Kazashi Yoshioka commented on pull request blender/blender#116952 2024-01-15 14:49:05 +01:00
Vulkan: Add: Specialization constants

Added support for changes to OpenGL. Thank you for your review.

Kazashi Yoshioka commented on pull request blender/blender#114463 2024-01-15 10:54:22 +01:00
WIP: CleanUp: Vulkan: Render-pass System

Eevee-Next drawing still in progress

Kazashi Yoshioka commented on pull request blender/blender#114463 2024-01-12 21:57:18 +01:00
WIP: CleanUp: Vulkan: Render-pass System

Eevee-Next drawing still in progress

Kazashi Yoshioka created pull request blender/blender#116952 2024-01-09 17:46:46 +01:00
Vulkan: Add: Specialization constants
Kazashi Yoshioka commented on pull request blender/blender#116530 2023-12-25 12:10:24 +01:00
Vulkan: Add shaderClipDistance feature

I also did this PR, but since it is not separated, I think it is good to do PR separately. b324909112/intern/g

Kazashi Yoshioka commented on pull request blender/blender#115797 2023-12-21 21:52:43 +01:00
GPU: Refactor: Framebuffer config

I tried adding a clear path to gbuffer to the extent necessary for my branch. Due to synchronization issues, a slightly more detailed dependency definition was required. [subpass](https://projec

Kazashi Yoshioka commented on pull request blender/blender#115908 2023-12-17 20:55:53 +01:00
Vulkan: Fix: Vertex input dummy-format

This involves out-of-bounds memory accesses. The policy for dummy_buffer should be consistent elsewhere. As for mat3, I think you can delete it since it is not used. Additionally, test_vertex_bu…

Kazashi Yoshioka commented on pull request blender/blender#115850 2023-12-17 19:52:10 +01:00
Vulkan: Add: VKImageviews

I also checked with fclem, but multiple layers do not have layer_offset unless they are Texture_view. When generating a multi-layered view, Blender currently has an implicit assumption that all…

Kazashi Yoshioka commented on pull request blender/blender#115850 2023-12-17 19:51:46 +01:00
Vulkan: Add: VKImageviews

I'm limiting myself to sRGB because the format is specified when using VkImage (as opposed to VkImageView). (The format of the View is specified logically) However, implementing sRGB

Kazashi Yoshioka commented on pull request blender/blender#115797 2023-12-17 18:07:18 +01:00
GPU: Refactor: Framebuffer config

Naturally, this change is to streamline the render pass. Being able to generate render passes using config_array is also useful administratively. This means that generating vulkan render passes…

Kazashi Yoshioka commented on pull request blender/blender#114463 2023-12-11 18:15:22 +01:00
WIP: CleanUp: Vulkan: Render-pass System

Retrieval of the timeline semaphore's value must be blocked.