2024-04-22 EEVEE/Viewport Module Meeting

Practical Info

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: April 29, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2024-04-29T09:30:00Z2024-04-29T10:00:00Z)

Attendees:

  • Clement
  • Jeroen
  • Miguel
  • Michael
  • Thomas

EEVEE

  • The buttons in the UI have been updated. They are now more in line with Cycles and would be easier to navigate.
  • Added a clamping method for direct lighting
  • Code cleaning of the ray tracing pipeline
  • Shadow jittering patch is still in review. It is more complicated then expected
  • Landed patch for flickering shadows. Was related to calculated bounds from the draw manager.
  • Fixing high priority issues.

During the meeting we discussed the next steps for shader compilation performance. We want to make the GPU backend more in control of the compilation threads. Metal can request the OS about the number of async compilation thread that the system has. And OpenGL can use a queue, schedule compilation from the main thread, and post-pone requesting linking state/results when we actually are binding the shader.

Vulkan

  • [blender/blender#120427]: The core of the render graph landed in main. The render graph is used to track resource usages and can generate needed pipeline barriers. The render graph isn’t connected to anything yet. First the vulkan backend needs to be ported before we will be able to use the system. Image and buffer resources have been ported and compute shaders are the next target.

Metal

  • Build bot issue is still in research. Several fixes were done, but none fixed the buildbot issue. We think it has to do with incomplete bindings.
  • Sometimes rendering in background mode results in a fully transparent render. This is being researched.
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