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: 3 February 2025, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2025-02-03T10:30:00Z → 2025-02-03T11:00:00Z)
Attendees
- Clement
- Jeroen
- Miguel
Module year planning
Designs have been written for upcoming module projects. They will be discussed among the module members next week. Actual designs will be published afterwards.
GPU module
[#133557 - WIP: GPU: Add --profile-gpu - blender - Blender Projects] is in review. This PR allows exporting profile data in an standard trace event file format so it can be loaded in profile tools.
Vulkan
- [#132681 - Vulkan: Device command builder - blender - Blender Projects] New threading model has landed. Command buffer building are now done on a single thread to free up the application thread for other work. Design can be found at [Render graph - Blender Developer Documentation]. This also replaced the swapchain based resource management with a timeline based resource management.
Smaller fixes
- [#133535 - Fix: Vulkan: Thread safe cache folder - blender - Blender Projects] The threaded shader compiler use a BKE/GHOST function that was not thread safe, leading to reading and writing spirv files in different places. This has been solved by reading the cache folder when Blender starts and use this folder when accessing spirv files.
- [#133485 - Fix #130106: Vulkan: Pixelbuffer performance - blender - Blender Projects] Using Cycles had a big performance regression. The reason was that Cycles uploaded the result to the GPU, but the Vulkan backend used a CPU roundtrip when updating the viewport. Resulting in a huge performance degradation.
- [#133528 - Fix: Vulkan: Memory allocation on no-rebar capable platforms - blender - Blender Projects] Using scenes on non-rebar capable systems could lead to crashes as device only buffers where allocated with mapping capability. This combination is very limited on those systems and would crash when this memory area didn’t had any space left for allocation.