Commit Graph

9660 Commits

Author SHA1 Message Date
Hans Goudey
ebe7259c65 Fix #136670: Missing update after UV editor selection
Typo in 9b70851d91.
2025-03-28 16:01:21 -04:00
Hans Goudey
ec2cdce657 Fix #136625: Crash switching to Texture Paint workspace
Simple mistake in 9b70851d91.
The batch creation info wasn't moved to the vector, so nothing happened;
it was never created.
2025-03-28 14:47:44 -04:00
Hans Goudey
ffef093c25 Cleanup: Draw: Remove unused mesh buffer list defines 2025-03-28 14:47:44 -04:00
Hans Goudey
091df9ebcc Cleanup: Use unique_ptr for sculpt drawing buffers 2025-03-27 12:44:16 -04:00
Hans Goudey
9f0847018c Cleanup: Use simpler index buffer creation functions 2025-03-27 12:44:16 -04:00
Hans Goudey
9b1a5a1c43 Refactor: Draw: Further changes to mesh buffer extraction
Followup to 9b70851d91.

Return buffers by value rather than creating an empty/uninitialized
buffer first, then initializing it in an extraction function. This generally
makes the code easier to follow. And avoiding these half-created buffers
is an essential step to adding some sort of more global cache.

Pull Request: https://projects.blender.org/blender/blender/pulls/136570
2025-03-27 16:52:55 +01:00
Campbell Barton
42ad772a1f Cleanup: spelling & repeated terms (make check_spelling_*)
Also use comment blocks for English text.
2025-03-27 01:13:34 +00:00
Hans Goudey
3bca04b172 Cleanup: Remove matrix copy from MeshRenderData 2025-03-26 09:49:54 -04:00
Hans Goudey
9b70851d91 Draw: Refactor mesh extraction to avoid creating uninitialized buffers
The initial goal of this PR is to avoid creating vertex and index
buffers as part of the "request" phase of the drawing loop. Conflating
requesting and creating index buffers might not sound so bad, but it
ends up significantly complicating the whole process. It is also
incompatible with a future buffer cache that would allow avoiding
re-uploading mesh buffers.

Specifically, this means removing the use of `DRW_vbo_request` and
`DRW_ibo_request` from the mesh batch extraction process. Instead, a
list of buffer types is gathered based on the requested batches. Then
that list is filtered to find the batches that haven't been requested
yet. Overall I find the new process much easier to understand.

A few examples of simplifications this allows are avoiding allocating
`MeshRenderData` on the heap, and the removal of its `use_final_mesh`
member. That's just replaced by passing the necessary information
through the call stack.

Another notable difference is that for meshes, EEVEE's velocity module
now requests a batch that contains the buffer rather than just requesting
the buffer itself. This is just simpler to get working since it doesn't require
a separate code path.

The task graph argument for extraction is unused after this change. It wasn't
used effectively anyway; a simpler method of multithreading extractions is
used in this PR. I didn't remove it completely because it will probably be
repurposed in the next step of this project.

The next step in this project is to replace `MeshBufferList` with a
global cache that's keyed based on the mesh data that compromises each
batch, when possible (i.e. for non edit-mode meshes). This changes above
should be applied to other object types too.

Pull Request: https://projects.blender.org/blender/blender/pulls/135699
2025-03-25 18:09:38 +01:00
Miguel Pozo
8b831be87f Fix #136422: Workbench: Missing shadows for backface culled non-manifold meshes
Regression caused by 20d09435ab.
Ensure compute_visibility runs again after updating the mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/136507
2025-03-25 17:51:07 +01:00
Brecht Van Lommel
f987ef7b6e Shaders: Add Filter Width input to Bump node
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.

For bump from the displacement socket, filter width remains fixed at 0.1.

Ref #133991, #135841

Pull Request: https://projects.blender.org/blender/blender/pulls/136465
2025-03-25 16:29:13 +01:00
Clément Foucault
eaea129e90 Fix #136273: Selection: Missing support for alt+B clipping
This was just left as TODO.
Passing the clipping state avoids `select_bind`
removing it.

Pull Request: https://projects.blender.org/blender/blender/pulls/136311
2025-03-24 16:53:43 +01:00
Clément Foucault
4fb3edd488 Fix #136335: Overlay: Always respect backface culling mode in selection
This reintroduce the same behavior as 4.3 with regard to
selection and depth drawing.

This patch also disables facing overlay during depth
drawing to avoid it conflicting with tge auto-depth
feature.

Also fix #136418

Pull Request: https://projects.blender.org/blender/blender/pulls/136427
2025-03-24 16:38:09 +01:00
Clément Foucault
2f3785cf33 Cleanup: Grease Pencil: Remove warning in Instance declaration 2025-03-24 11:59:08 +01:00
Clément Foucault
a5a61659a3 Cleanup: Grease Pencil: Remove redundant namespace prefixes
Pull Request: https://projects.blender.org/blender/blender/pulls/136426
2025-03-24 11:19:57 +01:00
Clément Foucault
a41aa0cb62 Cleanup: Grease Pencil: Move antialiasing into Instance methods 2025-03-24 11:19:55 +01:00
Clément Foucault
08c1437d6d Cleanup: Grease Pencil: Merge ViewLayerData into Instance
The former as no semantic meaning nowadays. Removes bloat.
2025-03-24 11:19:55 +01:00
Clément Foucault
76f6379e9c Cleanup: Grease Pencil: Remove GPENCIL prefix for engine types
These types are under the `draw::gpencil` namespace already
2025-03-24 11:19:55 +01:00
Clément Foucault
98e13aa1f1 Cleanup: Grease Pencil: Move engine static functions to Instance methods 2025-03-24 11:19:55 +01:00
Campbell Barton
f76d3c8eb6 Cleanup: past const arguments to UV selection testing functions 2025-03-23 05:35:17 +00:00
Hans Goudey
321dbb0115 Cleanup: Use spans for mesh tangent calculation arguments 2025-03-21 15:27:24 -04:00
Hans Goudey
4e1e47f840 Fix: Assert in draw mesh tangents extraction
Avoid requesting mesh data when the mesh is an edit mesh wrapper. That
triggered asserts that hid the real issue in #136235.
2025-03-21 15:00:04 -04:00
Clément Foucault
410282e156 EEVEE: Add quantized geometric normal for shadow bias
This improves the situations where the shading normal is far from the
best shadow bias direction. This is particularly noticeable on low poly
meshes with smooth normals.

This patch fixes the issue by storing a quantized version of the
geometric normal in the Gbuffer.
Only 6 bits are used (each axis uses 2 bits). This is stored inside the
gbuffer header since it is always available and has some spare bits to
store this data.

This quantization is only done if the error introduced by using the
shading normal is higher than using the quantized normal. This means
that flat shaded surfaces will not have any quantization artifact.
For smooth shaded surfaces, the quantization is only effective if the
shading normal is quite different (greater than ~20° difference)
than the geometric normal.

The attached blendfile contains an example Material that shows
how the quantization is done. This was used to find the threshold
value with the least amount of error.

To compensate the quantization error,  we increase the normal bias by
~20% which is subpixel if the shadow texel density is high enough.

This also changes the forward shading pipeline to use the geometric
normal for bias.

The first Light closure normal is now used for the attenuation function
since this is the most representative of the final shading. This normal
being inverted for transmission closures, we have to negate the normal
in the attenuation computation.

Pull Request: https://projects.blender.org/blender/blender/pulls/136136
2025-03-21 19:07:46 +01:00
Clément Foucault
32fe65dc9b Fix #136098: Impossible to select of pose bones when in Weight Paint mode
This was caused by the select_id not being flushed to
the armature object.

This is because the selection code uses `FOREACH_OBJECT_IN_MODE_BEGIN`
to iterate over the objects. This doesn't call the depsgraph
which would, in normal circumstances, flush the select_id value
to the evaluated object.

Also fix #136141

Pull Request: https://projects.blender.org/blender/blender/pulls/136320
2025-03-21 18:15:23 +01:00
Clément Foucault
463ea020e4 Fix #136185: Overlay: Reference images in front of meshes in render mode
This was caused by the reference images being drawn before
the prepass.

Moving after the prepass fixes the issue.

Pull Request: https://projects.blender.org/blender/blender/pulls/136324
2025-03-21 18:15:14 +01:00
Miguel Pozo
a27b2c5f49 Fix #135552, #135783: DRW: Crash when creating DRW context in background mode
Regression from 583e2b7240

`DRW_shader_init()` calls `GPU_context_create` before having a valid
GHOST context active (`WM_system_gpu_context_activate(system_gpu_context)`).
Swap the calling order to fix the issue.

Pull Request: https://projects.blender.org/blender/blender/pulls/136270
2025-03-21 16:03:06 +01:00
Campbell Barton
d616c87d03 Cleanup: spelling in comments (make check_spelling_*) 2025-03-21 11:51:50 +11:00
Campbell Barton
0f4056ab65 CMake: add missing headers, sort file lists 2025-03-21 00:19:55 +00:00
Jeroen Bakker
177bbf12df Fix #136239: SubDiv: Read out of bounds
GPU subdivision shaders can read out of bound when evaluating
the last face. This seems to be always been the case, but Metal + Vulkan
has validation to detect these mis-usages.

Binary search was initialized with out of bound values so the last
face could select out of bound index due to rounding.

Pull Request: https://projects.blender.org/blender/blender/pulls/136242
2025-03-20 12:17:58 +01:00
Campbell Barton
126cfbeb82 Refactor: rename bPoseChannel::size to scale
Match the name of the RNA as well as Object::scale, also rename
associated flags.

Ref !136151
2025-03-19 22:12:47 +00:00
Brecht Van Lommel
53b84851c5 Refactor: Always use subdivision mesh wrapper, even without GPU subdiv
This makes it possible for Cycles adaptive subdivision to always get the
base mesh, and will enable the same for other external renderers as well.

Metal and Vulkan now support GPU subdivision, so by default the wrapper
will be used most of the time. However this can be disabled in the
preferencesas well. For those cases, the subdiv wrapper is still created
but cached immediately as part of modifier evaluation. This way it can
take advantage of multithreaded depsgraph evaluation, which is not
guaranteed for other cases.

The draw code access the object data through a wrapper that will return
either the base mesh or subdivided mesh depending if GPU subdivision is
enabled or not. Previously Object.data would have the appropriate mesh
already, but now that Cycles may do adaptive subdivision while GPU
subdivision is disabled this is no longer possible.

Pull Request: https://projects.blender.org/blender/blender/pulls/135895
2025-03-19 14:08:37 +01:00
Brecht Van Lommel
7cc74e4078 Refactor: Access object data through accessor function in draw module
To prepare for customizing this for Meshes. Do it for everything so
copy-pasting code is more likely to do the right thing.

Pull Request: https://projects.blender.org/blender/blender/pulls/135895
2025-03-19 14:08:37 +01:00
Clément Foucault
17eadcabc8 Fix: EEVEE: Broken lightprobe baking with hair particle system
Would result in a crash after 2892b494bd
2025-03-18 19:27:54 +01:00
Clément Foucault
2892b494bd Cleanup: DRW: Remove some global access to DRWContext
Rel #136090
2025-03-18 17:48:54 +01:00
Clément Foucault
8c7cb9d3c7 Cleanup: DRW: Flatten global access to DRWContext
Rel #136090
2025-03-18 17:28:00 +01:00
Clément Foucault
0105b33a5f Refactor: DRW: Move some functions to DRWContext
This reduces the API and make it more clear where there
is the global access.

This also removes some of these global access by merging
the `DRW_context_get()` calls.
2025-03-17 17:19:13 +01:00
Clément Foucault
686c571c09 Cleanup: Overlay: Remove DRWContext C-API calls 2025-03-17 16:24:23 +01:00
Clément Foucault
8d8b20f31f Cleanup: EEVEE: Remove workaround for state functions
Now the states are set accordingly inside the init function.
2025-03-17 16:24:23 +01:00
Clément Foucault
894c7fa4e2 EEVEE: Remove EEVEE Next mention inside the code
This only changes file and function names.
The EEVEE identifier is still `BLENDER_EEVEE_NEXT`.

No functional changes.
2025-03-17 15:37:04 +01:00
Clément Foucault
e08c64d68e Cleanup: DRW: Remove DrawData
These have been replaced by better alternatives overtime.

Pull Request: https://projects.blender.org/blender/blender/pulls/136073
2025-03-17 15:16:07 +01:00
Clément Foucault
959d82f2ab Merge branch 'blender-v4.4-release' 2025-03-17 14:25:43 +01:00
Clément Foucault
e31bfce08a Fix: Overlay: Broken Shading on Armature envelope
There was a copy paste mistake in the create info refactor
patch commited in b295df7345.
2025-03-17 14:24:31 +01:00
Campbell Barton
5aec1308e6 Cleanup: quiet missing-declarations warnings 2025-03-17 21:44:08 +11:00
Clément Foucault
92968c23fe Refactor: DRW: Make DrawEngine a virtual class
This removes the old `DrawEngineType` and use the new `DrawEngine`
virtual class instead.

This removes a lot of boilerplate functions that were only there for
legacy reason.

To this end, some engines that were based on static functions have been
refactored into `Instance` classes. This was particularly cumbersome
for the Grease pencil engine which needed some more refactoring.

The `Engine` class that is in each namespace is a workaround to isolate
the internal implementation (i.e. the `Instance`) to the engine
modules. Without this, the whole engine is getting included in each
compile unit that includes the `Instance` class. Eventually, if we get
rid of these intricate dependencies, we could remove the `Engine` class.

Pull Request: https://projects.blender.org/blender/blender/pulls/136001
2025-03-17 10:31:22 +01:00
Hans Goudey
23a88e0eec Fix #136039: Grease pencil edit mode crash with Bezier curves
Caused by 5f6e94ca58.
That commit mixed up `elb` and `epb`. Hopefully with clearer
names now that mistake will be harder to make.
2025-03-16 22:39:28 -04:00
Clément Foucault
626118984e Compositor: Use last_update for ID update
This replaces the deprecated DrawData mechanism by the
usage of the update timestamp `last_update`.

The compositor keeps the `last_update` value of the cached ID
and compares it with the value on the ID at the time of evaluation.

Rel #134690

Pull Request: https://projects.blender.org/blender/blender/pulls/134878
2025-03-14 10:25:32 +01:00
Clément Foucault
4ba3b1985c Overlay: Avoid engine recreation for clipping region toggle
This changes the shader module reference to a pointer and
set it during `init()`
2025-03-13 22:06:56 +01:00
Miguel Pozo
d7efed77b8 Merge branch 'blender-v4.4-release' 2025-03-13 19:59:10 +01:00
Miguel Pozo
08bd2d687d Fix #135848: Selection-Next: Backface culling (2)
Alternative fix for #135848.
Initially fixed by #135867, but broken again by #135917.

This performs the early return manually for the depth prepass.

Pull Request: https://projects.blender.org/blender/blender/pulls/135924
2025-03-13 19:26:15 +01:00
Clément Foucault
e5ae55af88 Cleanup: Overlay: Resolve warning about unused variable with C++ shader 2025-03-13 16:34:13 +01:00