This is a weekly video chat meeting for planning and discussion of Blender Eevee/viewport module development. Any contributor (developer, UI/UX designer, writer, …) working on Eevee/viewport in Blender is welcome to join.
For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.
- Google Meet
- Next Meeting: August 29, 2022, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2022-08-29T09:30:00Z → 2022-08-29T10:00:00Z)
- Omar Emara
- Clément Foucault
- Michael Parkin-White
- Jeroen Bakker
- Started with the new shadow, found a bad performance hit when porting over from the eevee-next branch. Previous implementation required to much data sync between ram and vram.
- To solve this the draw manager has to be refactored. Currently in the progress. Hope to have something working at the end of this week.
- This refactor will also use a CPP API. The implementation is done beside the old draw manager, that is still being used by the other draw engines. A future project needs to be done to migrate the draw engines to the new API.
- The new draw manager is instance based, what means that a draw manager per view is created. This might solve some long standing issues where rendering locks updating a 3d viewport/image editor.
- Last week preparations were done to add cryptomatte to EEVEE-Next. This week the work will continue.
- Continue implementing nodes from the distortion and filter category.
- Fixed some bugs.
- Metal shader progresses (currently in review). There is a good feedback loop between the questions and answers.
- On Apple silicon complex shader graphs are noticable slow. By changing the uniform attachments with const attachments the performance can be 2-3 faster. Question if we would support an optimized and an interactive workflow for the shaders:
- Before Eevee everything was const-based, but this didn’t work for interactivity.
- There are ideas to have a more optimized workflow for shaders, but it isn’t clear how this would look like or work.
- Michael proposes a priority type of approach where uniform are first compiled, when finished shaders can be compiled with const. He will start a prototype to see how this will work so a good design can be crafted.