Practical Info
This is a weekly video chat meeting for planning and discussion of Blender Viewport & EEVEE module development. Any contributor (developer, UI/UX designer, writer, …) working on Viewport & EEVEE 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: 2 December 2024, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2024-12-02T10:30:00Z → 2024-12-02T11:00:00Z)
Attendees
- Clement
- James
- Jeroen
- Miguel
Overlay
Overlay-next is now default. Overlay (Legacy) can be enabled via experimental options for the time being. It is expected to be removed within a few weeks. Issues, missing bits and pieces are now being handled.
C++ API
[#130805 - GPU: C++ API design - blender - Blender Projects] We discussed texture usage flags for an proposal. It is currently undecided if it is better to have a high level usage flags, or low level. Modern GPUs don’t care that much of texture usage, but older hardware might still rely on it.
We should add a note that we want eventually use texture usage flags to also determine the best place to allocate the buffers. (Rebar vs GPU vs CPU allocation)
Vulkan
[#129062 - Vulkan: Add support for legacy platforms - blender - Blender Projects] For 4.4 a workaround for devices that don’t support dynamic rendering was added. This would allow us to support more devices (mostly AMD/Intel legacy platforms). However we still having issues with legacy Intel Windows drivers. Workbench is working, but the driver isn’t able to handle the complexity of some EEVEE shaders. When that happens vkCreateGraphicsPipelines
command return VK_SUCCESS
, but with a VK_NULL_HANDLE
. This isn’t expected and not something we can easily work around.
[#127768 - Vulkan: Pick selection include objects around the cursor (Windows/AMD official driver) - blender - Blender Projects] One reason why the Vulkan backend was hidden behind developers extra option was that selection was not reliable on NVIDIA/AMD official drivers. Blender 4.3 was released and some reports where coming in for other related selection issues. The root cause of these issues was found. The cause was that reading back the depth from a depth stencil buffer was not implemented. Adding support for these data types and small code cleanups also fixed the original selection bug.