Merge remote-tracking branch 'origin/blender-v3.2-release'

This commit is contained in:
Kévin Dietrich
2022-05-03 22:59:31 +02:00
20 changed files with 59 additions and 126 deletions

View File

@@ -220,7 +220,7 @@ void Object::tag_update(Scene *scene)
}
if (geometry) {
if (tfm_is_modified()) {
if (tfm_is_modified() || motion_is_modified()) {
flag |= ObjectManager::TRANSFORM_MODIFIED;
}
@@ -480,7 +480,7 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
kobject.motion_offset = state->motion_offset[ob->index];
/* Decompose transforms for interpolation. */
if (ob->tfm_is_modified() || update_all) {
if (ob->tfm_is_modified() || ob->motion_is_modified() || update_all) {
DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
}

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@@ -71,16 +71,6 @@ vec4 attr_load_tangent(samplerBuffer cd_buf)
return vec4(0.0, 0.0, 0.0, 1.0);
}
vec3 attr_load_uv(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgb;
}
vec4 attr_load_color(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgba;
}
vec4 attr_load_vec4(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgba;
@@ -135,14 +125,6 @@ vec2 attr_load_float(vec2 attr)
{
return attr;
}
vec4 attr_load_color(vec4 attr)
{
return attr;
}
vec3 attr_load_uv(vec3 attr)
{
return attr;
}
#endif
/* Passthrough. */

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@@ -171,14 +171,6 @@ vec2 attr_load_vec2(vec2 attr)
{
return vec2(0);
}
vec4 attr_load_color(vec4 attr)
{
return vec4(0);
}
vec3 attr_load_uv(vec3 attr)
{
return vec3(0);
}
/* Passthrough. */
float attr_load_temperature_post(float attr)

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@@ -77,16 +77,6 @@ vec4 attr_load_tangent(samplerBuffer cd_buf)
return vec4(hairTangent, 1.0);
}
vec3 attr_load_uv(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgb;
}
vec4 attr_load_color(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgba;
}
vec4 attr_load_vec4(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, hairStrandID).rgba;
@@ -148,14 +138,6 @@ float attr_load_float(float attr)
{
return attr;
}
vec4 attr_load_color(vec4 attr)
{
return attr;
}
vec3 attr_load_uv(vec3 attr)
{
return attr;
}
#endif
/* Passthrough. */

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@@ -155,15 +155,6 @@ float attr_load_float(sampler3D tex)
{
return texture(tex, grid_coordinates()).r;
}
vec4 attr_load_color(sampler3D tex)
{
return texture(tex, grid_coordinates());
}
vec3 attr_load_uv(sampler3D attr)
{
attr_id += 1;
return vec3(0);
}
/* TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on
* the engine side. But as of now, the engines are reponsible for loading the attributes. */

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@@ -875,14 +875,13 @@ static void particle_batch_cache_ensure_procedural_strand_data(PTCacheEdit *edit
GPU_vertformat_safe_attr_name(name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
int n = 0;
BLI_snprintf(cache->uv_layer_names[i][n++], MAX_LAYER_NAME_LEN, "u%s", attr_safe_name);
BLI_snprintf(cache->uv_layer_names[i][n++], MAX_LAYER_NAME_LEN, "a%s", attr_safe_name);
if (i == active_uv) {
BLI_strncpy(cache->uv_layer_names[i][n++], "au", MAX_LAYER_NAME_LEN);
}
if (i == render_uv) {
BLI_strncpy(cache->uv_layer_names[i][n++], "u", MAX_LAYER_NAME_LEN);
BLI_strncpy(cache->uv_layer_names[i][n++], "a", MAX_LAYER_NAME_LEN);
}
}
/* Vertex colors */
@@ -896,12 +895,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(PTCacheEdit *edit
GPU_vertformat_safe_attr_name(name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
int n = 0;
BLI_snprintf(cache->col_layer_names[i][n++], MAX_LAYER_NAME_LEN, "c%s", attr_safe_name);
/* We only do vcols auto name that are not overridden by uvs */
if (CustomData_get_named_layer_index(&psmd->mesh_final->ldata, CD_MLOOPUV, name) == -1) {
BLI_snprintf(cache->col_layer_names[i][n++], MAX_LAYER_NAME_LEN, "a%s", attr_safe_name);
}
BLI_snprintf(cache->col_layer_names[i][n++], MAX_LAYER_NAME_LEN, "a%s", attr_safe_name);
if (i == active_col) {
BLI_strncpy(cache->col_layer_names[i][n++], "ac", MAX_LAYER_NAME_LEN);
@@ -1186,11 +1180,11 @@ static void particle_batch_cache_ensure_pos_and_seg(PTCacheEdit *edit,
const char *name = CustomData_get_layer_name(&psmd->mesh_final->ldata, CD_MLOOPUV, i);
GPU_vertformat_safe_attr_name(name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
BLI_snprintf(uuid, sizeof(uuid), "u%s", attr_safe_name);
BLI_snprintf(uuid, sizeof(uuid), "a%s", attr_safe_name);
uv_id[i] = GPU_vertformat_attr_add(&format, uuid, GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (i == active_uv) {
GPU_vertformat_alias_add(&format, "u");
GPU_vertformat_alias_add(&format, "a");
}
}
@@ -1200,7 +1194,7 @@ static void particle_batch_cache_ensure_pos_and_seg(PTCacheEdit *edit,
&psmd->mesh_final->ldata, CD_PROP_BYTE_COLOR, i);
GPU_vertformat_safe_attr_name(name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
BLI_snprintf(uuid, sizeof(uuid), "c%s", attr_safe_name);
BLI_snprintf(uuid, sizeof(uuid), "a%s", attr_safe_name);
col_id[i] = GPU_vertformat_attr_add(&format, uuid, GPU_COMP_U16, 4, GPU_FETCH_FLOAT);
if (i == active_col) {

View File

@@ -366,6 +366,17 @@ static GPUVertFormat *get_origindex_format()
return &format;
}
GPUVertFormat *draw_subdiv_get_pos_nor_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "vnor");
}
return &format;
}
/** \} */
/* -------------------------------------------------------------------- */

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@@ -13,6 +13,7 @@ struct BMesh;
struct GPUIndexBuf;
struct GPUUniformBuf;
struct GPUVertBuf;
struct GPUVertFormat;
struct Mesh;
struct MeshBatchCache;
struct MeshBufferCache;
@@ -284,6 +285,10 @@ void draw_subdiv_build_edituv_stretch_angle_buffer(const DRWSubdivCache *cache,
int uvs_offset,
struct GPUVertBuf *stretch_angles);
/** Return the format used for the positions and normals VBO.
*/
struct GPUVertFormat *draw_subdiv_get_pos_nor_format();
#ifdef __cplusplus
}
#endif

View File

@@ -224,6 +224,21 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
GPUVertBuf *pos_nor = cache->final.buff.vbo.pos_nor;
GPUVertBuf *uvs = cache->final.buff.vbo.uv;
/* It may happen that the data for the UV editor is requested before (as a separate draw update)
* the data for the mesh when switching to the `UV Editing` workspace, and therefore the position
* buffer might not be created yet. In this case, create a buffer it locally, the subdivision
* data should already be evaluated if we are here. This can happen if the subsurf modifier is
* only enabled in edit-mode. See T96338. */
if (!pos_nor) {
const DRWSubdivLooseGeom &loose_geom = subdiv_cache->loose_geom;
pos_nor = GPU_vertbuf_calloc();
GPU_vertbuf_init_build_on_device(pos_nor,
draw_subdiv_get_pos_nor_format(),
subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
draw_subdiv_extract_pos_nor(subdiv_cache, pos_nor);
}
/* UVs are stored contiguously so we need to compute the offset in the UVs buffer for the active
* UV layer. */
CustomData *cd_ldata = (mr->extract_type == MR_EXTRACT_MESH) ? &mr->me->ldata : &mr->bm->ldata;
@@ -253,6 +268,10 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
draw_subdiv_build_edituv_stretch_angle_buffer(
subdiv_cache, pos_nor, uvs, uvs_offset, refined_vbo);
if (!cache->final.buff.vbo.pos_nor) {
GPU_vertbuf_discard(pos_nor);
}
}
constexpr MeshExtract create_extractor_edituv_edituv_stretch_angle()

View File

@@ -179,17 +179,6 @@ static void extract_pos_nor_finish(const MeshRenderData *UNUSED(mr),
MEM_freeN(data->normals);
}
static GPUVertFormat *get_pos_nor_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "vnor");
}
return &format;
}
static GPUVertFormat *get_normals_format()
{
static GPUVertFormat format = {0};
@@ -221,7 +210,7 @@ static void extract_pos_nor_init_subdiv(const DRWSubdivCache *subdiv_cache,
/* Initialize the vertex buffer, it was already allocated. */
GPU_vertbuf_init_build_on_device(
vbo, get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
vbo, draw_subdiv_get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
if (subdiv_cache->num_subdiv_loops == 0) {
return;

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@@ -44,14 +44,11 @@ static bool mesh_extract_uv_format_init(GPUVertFormat *format,
GPU_vertformat_safe_attr_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
/* UV layer name. */
BLI_snprintf(attr_name, sizeof(attr_name), "u%s", attr_safe_name);
GPU_vertformat_attr_add(format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Auto layer name. */
BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPU_vertformat_alias_add(format, attr_name);
GPU_vertformat_attr_add(format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Active render layer name. */
if (i == CustomData_get_render_layer(cd_ldata, CD_MLOOPUV)) {
GPU_vertformat_alias_add(format, "u");
GPU_vertformat_alias_add(format, "a");
}
/* Active display layer name. */
if (i == CustomData_get_active_layer(cd_ldata, CD_MLOOPUV)) {

View File

@@ -90,7 +90,7 @@ static void init_vcol_format(GPUVertFormat *format,
GPU_vertformat_safe_attr_name(ref.layer->name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
/* VCol layer name. */
BLI_snprintf(attr_name, sizeof(attr_name), "c%s", attr_safe_name);
BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPU_vertformat_attr_add(format, attr_name, GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
/* Active layer name. */
@@ -102,16 +102,6 @@ static void init_vcol_format(GPUVertFormat *format,
if (ref.layer == render) {
GPU_vertformat_alias_add(format, "c");
}
/* Gather number of auto layers. */
/* We only do `vcols` that are not overridden by `uvs`. */
bool bad = ref.domain == ATTR_DOMAIN_CORNER;
bad = bad && CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, ref.layer->name) != -1;
if (!bad) {
BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
GPU_vertformat_alias_add(format, attr_name);
}
}
}

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@@ -4,8 +4,6 @@
vec3 attr_load_orco(vec4 orco);
vec4 attr_load_tangent(vec4 tangent);
vec3 attr_load_uv(vec3 uv);
vec4 attr_load_color(vec4 color);
vec4 attr_load_vec4(vec4 attr);
vec3 attr_load_vec3(vec3 attr);
vec2 attr_load_vec2(vec2 attr);
@@ -13,8 +11,6 @@ float attr_load_float(float attr);
vec3 attr_load_orco(samplerBuffer orco);
vec4 attr_load_tangent(samplerBuffer tangent);
vec3 attr_load_uv(samplerBuffer uv);
vec4 attr_load_color(samplerBuffer color);
vec4 attr_load_vec4(samplerBuffer attr);
vec3 attr_load_vec3(samplerBuffer attr);
vec2 attr_load_vec2(samplerBuffer attr);
@@ -22,8 +18,6 @@ float attr_load_float(samplerBuffer attr);
vec3 attr_load_orco(sampler3D orco);
vec4 attr_load_tangent(sampler3D tangent);
vec3 attr_load_uv(sampler3D attr);
vec4 attr_load_color(sampler3D tex);
vec4 attr_load_vec4(sampler3D tex);
vec3 attr_load_vec3(sampler3D tex);
vec2 attr_load_vec2(sampler3D tex);

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@@ -326,14 +326,6 @@ void GPUCodegen::generate_attribs()
iface_type = input_type = GPU_VEC4;
load_ss << " = attr_load_tangent(" << attr_name << ");\n";
break;
case CD_MTFACE:
iface_type = input_type = GPU_VEC3;
load_ss << " = attr_load_uv(" << attr_name << ");\n";
break;
case CD_MCOL:
iface_type = input_type = GPU_VEC4;
load_ss << " = attr_load_color(" << attr_name << ");\n";
break;
default:
iface_type = input_type = GPU_VEC4;
load_ss << " = attr_load_" << input_type << "(" << attr_name << ");\n";

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@@ -331,15 +331,8 @@ void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph)
static char attr_prefix_get(CustomDataType type)
{
switch (type) {
case CD_MTFACE:
return 'u';
case CD_TANGENT:
return 't';
case CD_MCOL:
case CD_PROP_BYTE_COLOR:
return 'c';
case CD_PROP_COLOR:
return 'c';
case CD_AUTO_FROM_NAME:
return 'a';
case CD_HAIRLENGTH:
@@ -372,11 +365,6 @@ static GPUMaterialAttribute *gpu_node_graph_add_attribute(GPUNodeGraph *graph,
CustomDataType type,
const char *name)
{
/* Fall back to the UV layer, which matches old behavior. */
if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
type = CD_MTFACE;
}
/* Find existing attribute. */
int num_attributes = 0;
GPUMaterialAttribute *attr = graph->attributes.first;

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@@ -1,4 +1,4 @@
void node_uvmap(vec3 attr_uv, out vec3 outvec)
void node_uvmap(vec4 attr_uv, out vec3 outvec)
{
outvec = attr_uv;
outvec = attr_uv.xyz;
}

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@@ -44,7 +44,7 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
/* Opti: don't request orco if not needed. */
float4 zero(0.0f);
GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant(zero) : GPU_attribute(mat, CD_ORCO, "");
GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, "");
GPUNodeLink *mtface = GPU_attribute(mat, CD_AUTO_FROM_NAME, "");
GPU_stack_link(mat, node, "node_tex_coord", in, out, inv_obmat, orco, mtface);

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@@ -44,7 +44,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPUNodeLink **texco = &in[0].link;
if (!*texco) {
*texco = GPU_attribute(mat, CD_MTFACE, "");
*texco = GPU_attribute(mat, CD_AUTO_FROM_NAME, "");
node_shader_gpu_bump_tex_coord(mat, node, texco);
}

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@@ -44,7 +44,11 @@ static int node_shader_gpu_uvmap(GPUMaterial *mat,
GPUNodeStack *out)
{
NodeShaderUVMap *attr = static_cast<NodeShaderUVMap *>(node->storage);
GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, attr->uv_map);
/* NOTE: using CD_AUTO_FROM_NAME instead of CD_MTFACE as geometry nodes may overwrite data which
* will also change the CustomDataType. This will also make EEVEE and Cycles consistent. See
* T93179. */
GPUNodeLink *mtface = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->uv_map);
GPU_stack_link(mat, node, "node_uvmap", in, out, mtface);

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@@ -42,7 +42,10 @@ static int node_shader_gpu_vertex_color(GPUMaterial *mat,
GPUNodeStack *out)
{
NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage;
GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_PROP_COLOR, vertexColor->layer_name);
/* NOTE: using CD_AUTO_FROM_NAME instead of CD_MCOL or CD_PROP_COLOR as geometry nodes may
* overwrite data which will also change the CustomDataType. This will also make EEVEE and Cycles
* consistent. See T93179. */
GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_AUTO_FROM_NAME, vertexColor->layer_name);
return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink);
}