Commit Graph

705 Commits

Author SHA1 Message Date
Campbell Barton
d9293ca478 Fix missing include, unused argument warning 2023-05-11 17:46:23 +10:00
Omar Emara
6698e8f4a0 Realtime Compositor: Implemenet Plane Track Deform node
This patch implements the Plane Track Deform node for the realtime
compositor. The implementation is mostly similar to the Corner Pin node,
but it is generalized to multiple homography matrices to take motion
blur into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/107811
2023-05-11 07:16:24 +02:00
Omar Emara
fc7b5f993b Cleanup: Follow naming conventions for Plane Track node 2023-05-10 09:51:47 +03:00
Omar Emara
e8c660b855 Realtime Compositor: Implement Denoise node
This patch implements the Denoise node for the realtime compositor. The
denoiser executes on the CPU and we pay for the CPU<->GPU round trip to
memory, so this is not realtime, as one might expected. And is just a
temporary implementation until OIDN supports GPU execution.

This is different from the CPU implementation in that it doesn't use the
auxiliary passes if they were not provided, because using an inflated
buffer of an undefined value doesn't make much sense.

Pull Request: https://projects.blender.org/blender/blender/pulls/107375
2023-05-09 11:09:06 +02:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Campbell Barton
df54b627b3 Cleanup: use of the term 'len' & 'maxlen'
Only use the term len & maxlen when they represent the length & maximum
length of a string. Instead of the available bytes to use.

Also include the data they're referencing as a suffix, otherwise it's
not always clear what the length is in reference to.
2023-05-07 16:46:37 +10:00
Hong Shin
642e18e889 Cleanup: Move node_util.h to C++
Ref: #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107569
2023-05-03 14:21:14 +02:00
Omar Emara
88d03d15c1 Realtime Compositor: Implement Stabilize 2D node
This patch implements the Stabilize 2D node for the realtime compositor.

Pull Request: https://projects.blender.org/blender/blender/pulls/107401
2023-05-02 17:11:59 +02:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Omar Emara
3f6912ece2 Realtime Compositor: Implement Mask node
This patch implements the Mask node for the realtime compositor. The
evaluation of the mask is not GPU accelerated, but is cached as a form
of temporary implementation until we implement a GPU evaluator for
masks.

One limitation currently is that we do not redraw the viewport while the
mask is getting edited by the user, because always doing that will be
redundant in most situations, and conditioning the redraw requires a lot
of work that should be handled outside of this patch.

This is similar to the Texture node implementation in 151a53110c.

Pull Request: https://projects.blender.org/blender/blender/pulls/107464
2023-05-01 11:29:06 +02:00
Omar Emara
92983967cb Cleanup: Improve readability of Mask node flags
This patch improves the readability of the Mask node flags by using the
same naming conventions as other node flags.
2023-05-01 12:07:57 +03:00
Omar Emara
fa2dbceadd Realtime Compositor: Implement Corner Pin node
This patch implements the Corner Pin node for the realtime compositor.
This is different from the existing compositor in that single value
inputs produce single value outputs, instead of assuming the size of the
render.

Pull Request: https://projects.blender.org/blender/blender/pulls/107363
2023-04-27 07:18:19 +02:00
Omar Emara
1c3d67d4cc Realtime Compositor: Split cache into containers
This patch refactors the static cache manager to be split into multiple
smaller Cached Resources Containers. This is a non factional change, and
was done to simplify future implementations of cached resources as they
become more elaborate.
2023-04-25 13:20:00 +02:00
Omar Emara
151a53110c Realtime Compositor: Implement Texture node
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.

This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.

An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/107291
2023-04-25 09:04:35 +02:00
Omar Emara
b68b3e7b8f Cleanup: Add missing domain priority for mask nodes
This patch adds missing domain priority specifications for the Box and
Ellipse mask. This is a non-functional change because the inputs
happened to be properly ordered anyways.
2023-04-24 14:05:50 +02:00
Campbell Barton
6d35e1c238 Fix missing include causing build error & invalid NULL check 2023-04-20 18:28:50 +10:00
Omar Emara
3d6117994c Realtime Compositor: Implement ID Mask node
This patch implements the ID Mask node for the realtime compositor.

The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.

Pull Request: https://projects.blender.org/blender/blender/pulls/106593
2023-04-20 07:20:58 +02:00
zanqdo
9344deed89 UI: Change the name of Invert nodes to Invert Color
The nodes for inverting a color are named simply Invert, which begs the question: invert what?

This patch changes the naming for the node in Shading, Texture and Compositing nodes to *Invert Color*

This matches the naming of other color dedicated nodes like Separate Color or Combine Color

Pull Request: https://projects.blender.org/blender/blender/pulls/106750
2023-04-19 21:52:20 +02:00
Damien Picard
5cf365554b I18n: disambiguate a few messages
- "Lens" can be a transparent object used in cameras, or specifically
  its property of focal length
- "Empty" can be an adjective meaning void, or an object type. The
  latter is already disambiguated using `ID_ID`
- "New" and "Old" are adjectives that can have agreements in some
  languages
- "Modified" is an adjective that can have agreement in some languages
- "Clipping" can be a property of a camera, or a behavior of the
  mirror modifier
- "Value" in HSV nodes, see #105113
- "Area" in the Face Area geometry node, can mean a measurement or a
  window type
- "New" is an adjective that can have agreement
- "Tab" can be a UI element or a whitespace character
- "Volume" can mean a measurement or an object type. The latter is
  already disambiguated using `ID_ID`

These changes introduce the new `BLT_I18NCONTEXT_TIME` translation
context.

They also remove `BLT_I18NCONTEXT_VIRTUAL_REALITY`, which I added at
one point but then couldn't find which messages I wanted to fix with
it.

Ref #43295

Pull Request: #106718
2023-04-12 15:09:17 +02:00
Campbell Barton
ccea39b538 Cleanup: spelling in comments 2023-04-12 11:24:10 +10:00
zanqdo
5df8e35da7 UI: Add slash separators to Hue/Saturation/Value
It was that names of related "combo" operations
like Hue/Saturation/Value, *Dilate/Erode*
and Brightness/Contrast should be separated
by slashes in their names.

This patch changes this for the multiple nodes
and operators concerning Hue/Saturation/Value
across Blender.

Note1: This patch should only touch UI names
which do not need versioning and should not
break scripts.

Note2: This breaks first letter fuzzy search
for "hsv". It was noted by @HooglyBoogly that
the "/" character needs to be added to the
fuzzy search split list. Note however that such
search is already broken in Main for nodes like
Brightness/Contrast and Dilate/Erode which
already use slash separators

Pull Request: https://projects.blender.org/blender/blender/pulls/106721
2023-04-11 23:48:05 +02:00
zanqdo
f8108d6dfd UI: Rename Bright/Contrast to Brightness/Contrast
Rename *Bright/Contrast* to *Brightness/Contrast* in order to avoid the use of shortened names and improve consistency within Blender and with industry conventions.

Reasoning:

The modified color characteristic is called *brightness*, not *bright*. You don't modify the *bright* of an image.

This also interferes with search in case someone searches for brightness, producing no results.

*Note: This patch should only touch UI names which do not need versioning. It leaves the actual property name in nodes for a future breaking release.*

Pull Request: https://projects.blender.org/blender/blender/pulls/104998
2023-04-11 21:32:29 +02:00
Omar Emara
0c01e0f489 Realtime Compositor: Implement Map UV node
This patch implements the Map UV node for the realtime compositor. This
is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.

Pull Request: https://projects.blender.org/blender/blender/pulls/106765
2023-04-10 17:29:39 +02:00
Campbell Barton
4bbbad49c8 Fix missing includes 2023-04-10 15:10:04 +10:00
Omar Emara
cc5128f6ca Realtime Compositor: Implement Fog Glow Glare node
This patch implements the Fog Glow option in the Glare node. The
implementation does not match the existing implementation in the CPU
compositor, because it is computationally infeasible for the realtime
compositor. Instead, this implementation is similar to how Bloom is
implemented in EEVEE, based on the talk:

"Next Generation Post Processing in Call of Duty: Advanced Warfare".

This is just a temporary solution as requested by users until we either
implement an accurate implementation using FFT, provide a separate
option for EEVEE bloom, or roll out a different solution altogether.

Pull Request: https://projects.blender.org/blender/blender/pulls/106042
2023-04-09 15:42:20 +02:00
Omar Emara
625ba3cb5d Realtime Compositor: Implement Displace node
This patch implements the Displace node for the realtime compositor.
This is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.

Pull Request: https://projects.blender.org/blender/blender/pulls/106681
2023-04-09 09:15:28 +02:00
Omar Emara
b939b60c3f Realtime Compositor: Implement Z Combine node
This patch implements the Z Combine node for the realtime compositor.
The patch also extends the SMAA implementation to work with float
textures as a prerequisite to the Z Combine implementation. Moreover, a
mechanism for computing multi-output operations was implemented, in
which unneeded outputs will allocate a dummy 1x1 texture for a correct
shader invocation, then those dummy textures will be cleaned up by
calling a routine right after evaluation.

This is different from the CPU implementation in that the while combine
mask is anti-aliased, including the alpha mask, which is not considered
in the CPU case.

The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.

Pull Request: https://projects.blender.org/blender/blender/pulls/106637
2023-04-09 09:06:41 +02:00
Omar Emara
ff3b2226fb GPU: Refactor texture samplers
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.

The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.

The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.

This patch is loosely based on an older patch D14366 by Ethan Hall.

Pull Request: https://projects.blender.org/blender/blender/pulls/105642
2023-04-04 15:16:07 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Campbell Barton
1ddbe7cadd Cleanup: move doc-strings into headers, remove duplicates
In some cases move implementation details into the function body.
2023-03-29 14:37:34 +11:00
Omar Emara
2f4a7d67b7 Realtime Compositor: Implement Anti-Aliasing node
This patch implements the Anti-Aliasing node by porting SMAA from
Workbench into a generic library that can be used by the realtime
compositor and potentially other users. SMAA was encapsulated in an
algorithm to prepare it for use by other nodes that require SMAA
support.

Pull Request: https://projects.blender.org/blender/blender/pulls/106114
2023-03-26 16:59:13 +02:00
Omar Emara
9678e6e7e5 Fix: Variable size blur implicitly works with Fast Gaussian
If the variable size option of the Blur node was previously set to true
and the type of blur was later set to Fast Gaussian, variable size blur
will take effect, even though the option is not visible to the user.

This patch fixes the issue by disabling variable size blur when the blur
type is set to Fast Gaussian.
2023-03-25 11:41:22 +02:00
Daniel Salazar
c971adfeef Separate ColorRamp node name into Color Ramp
Node names should be properly separated for easy searching and reading
and for consistency with other (color) nodes.

This commit should only touch UI names which do not need versioning and does not break node setups or py scripts.
2023-03-24 05:00:02 +01:00
Omar Emara
04d128f545 Fix: Realtime compositor outputs wrong EXR passes
The Image node in the realtime compositor will output wrong passes if multiple passes are used at the same time. This is because images can only store a single layer, pass, and view at a time. Furthermore, they rely on operators and RNA callbacks to invalidate the cache when a different layer, pass, or view is requested. In effect, when the image node requests multiple passes at the same time without any kind of cache invalidation, wrong passes are output.

While a proper fix is to allow caching of multiple layers, passes, and views at the same time. This patch implements a temporary workaround by explicitly ensuring an up-to-date cache through a call to BKE_image_ensure_gpu_texture() when before requesting a GPU texture.

Pull Request: https://projects.blender.org/blender/blender/pulls/105547
2023-03-21 14:57:12 +01:00
Clément Foucault
f518591abc Merge branch 'blender-v3.5-release' 2023-03-15 17:42:00 +01:00
Clément Foucault
fee6238d33 Fix #105323: Compositor: Crash when using color-ramp with b-spline
... or carnidal interpolation with only 2 color stops.

This was triggering an incorrect path due to missing optimisation cases.
Just fall back to the unoptimized case fixes the assert.
2023-03-15 17:30:29 +01:00
Damien Picard
4dc59c7311 I18n: add per-socket translation contexts for nodes
In order to properly translate UI messages, they sometimes need to be
disambiguated using translation contexts. Until now, node sockets had
no way to specify contexts and collisions occurred.

This commit adds a way to declare contexts for each socket using:
`.translation_context()`

If no context is specified, the default null context is used.

Pull Request #105195
2023-03-06 14:24:36 +01:00
Hans Goudey
f911a9280b Merge branch 'blender-v3.5-release' 2023-02-28 14:03:22 -05:00
Hans Goudey
15f59470a3 Fix #105314: Custom node groups missing sockets
`ShaderNodeCustomGroup` and others lost their UI with
7026096099 without a dynamic declaration callback.
2023-02-28 13:59:28 -05:00
Hans Goudey
cc925b9282 Nodes: Allow adding multiple search items per type in add menu
Add a per node type callback for creating node add search operations,
similar to the way link drag search is implemented (11be151d58).

Currently the searchable strings have to be separate items in the list.
In a separate step, we can look into adding invisible searchable text
to search items if that's still necessary.

Resolves #102118

Pull Request #104794
2023-02-20 19:17:03 +01:00
Clément Foucault
164f591033 Cleanup: GPU: Rename some functions for consistency 2023-02-13 11:22:38 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Clément Foucault
b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-06 21:25:45 +01:00
Ray Molenkamp
b5e00a1482 Revert "BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh"
This reverts commit 52de84b0db.

had some build issues on windows i can't quickly resolve, revert for
now while we fix the problems
2023-02-02 11:46:23 -07:00
Clément Foucault
52de84b0db BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-02 18:11:35 +01:00
Jason Fielder
57552f52b2 Metal: Realtime compositor enablement with addition of GPU Compute.
This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.

GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.

Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T99210

Reviewed By: fclem

Maniphest Tasks: T99210, T96261

Differential Revision: https://developer.blender.org/D16990
2023-01-30 11:06:56 +01:00
Campbell Barton
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
Hans Goudey
7026096099 Nodes: Use dynamic declarations for group nodes
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.

All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.

Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.

The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
  different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
  for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
  sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
  (not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly

Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:25 -06:00
Clément Foucault
8f44c37f5c Cleanup: Rename BLI_math_vec_types* files to BLI_math_vector_types
This is for the sake of consistency and clarity.
2023-01-06 20:09:51 +01:00
Omar Emara
cc78fd4e93 Realtime Compositor: Allow limited compositing region
This patch allows the realtime compositor to be limited to a specific
compositing region that is a subset of the full render region. In the
context of the viewport compositor, when the viewport is in camera view
and has a completely opaque passepartout, the compositing region will be
limited to the visible camera region.

On the user-level, this gives the user the ability to make the result of
the compositor invariant of the aspect ratio, shift, and zoom of the
viewport, making the result in the viewport identical to the final
render compositor assuming size relative operations.

It should be noted that compositing region is the *visible* camera
region, that is, the result of the intersection of the camera region and
the render region. So the user should be careful not to shift or zoom
the view such that the camera border extends outside of the viewport to
have the aforementioned benefits. While we could implement logic to fill
the areas outside of the render region with zeros in some cases, there
are many other ambiguous cases where such a solution wouldn't work,
including the problematic case where the user zooms in very close,
making the camera region much bigger than that of the render region.

Differential Revision: https://developer.blender.org/D16899

Reviewed By: Clement Foucault
2023-01-06 14:43:37 +02:00