Commit Graph

1712 Commits

Author SHA1 Message Date
Brecht Van Lommel
e2f42ff907 Merge branch 'master' into blender2.8 2017-09-06 17:23:47 +02:00
Brecht Van Lommel
dd8016f708 Fix T52652: Cycles image box mapping has flipped textures.
This breaks backwards compatibility some in that 3 sides will be mapped
differently now, but difficult to avoid and can be considered a bugfix.
2017-09-06 13:51:45 +02:00
Campbell Barton
b41d34040b Merge branch 'master' into blender2.8 2017-09-06 16:50:59 +10:00
Campbell Barton
47b7f06d0e Fix error in high bit-depth image tile drawing
From @1xundoredo in D2824
2017-09-06 16:11:19 +10:00
Dalai Felinto
518e768579 Fix T52441: Principle BSDF clearcoat
Since the change to prevent shader recompilation at every update, we got
a regression when clearcoat was used.

Basically at the shader build time we would determine if the shader
needed clear coat, and if it didin't, it would build a different GLSL
program.

However if later the user updated the clearcoat value so that it would
then require the full clearcoat shader, the user wouldn't get it until
manually forcing the shader to recompile, or reopening the file.

We now handle the optimization in the GLSL code. That adds a minimum
overhead due to branching. But the overall performance seems unchanged
(tested on linux in AMD and NVidia).

Reviewers: pascal, brecht, fclem

Differential Revision: https://developer.blender.org/D2822
2017-09-05 16:40:27 +02:00
Campbell Barton
2ff7ba2c6c Correct matrix stack assert 2017-08-27 11:22:31 +10:00
Dalai Felinto
ae04e27bfa Revert "material Glsl: Fix tangent with new orco."
This reverts commit 3888227a7b.

This "Fix" was made while ORCO was broken. Now that orco itself is fixed
this is no longer required, otherwise Tangent node produces different
results in Cycles and Eevee.
2017-08-25 15:40:40 +02:00
Dalai Felinto
0feeef89f0 Fix T52528: generated texture mismatch between Cycles and Eevee
Finally orco should be working 100% on Eevee now. Thanks for Sergey
Sharybin for reporting this.
2017-08-25 14:22:21 +02:00
Dalai Felinto
99b1f9f4f4 Revert "Eevee: Fix generated coordinates when no texture coordinates connected"
This reverts commit 0e29a97813.
2017-08-25 14:22:21 +02:00
Dalai Felinto
0e29a97813 Eevee: Fix generated coordinates when no texture coordinates connected
Orco should behave the same if it comes from unconnected vec inputs, or
from the Texture Coordinate -> Generated node output.

Fixup for 11e7e0769a.

This is related to T52528. The coordinates are still different between
Eevee and Cycles, but at least it behaves consistent within itself.

In fact the shader should now be correct, but the orco attributes we are
passing the shader seems to be where the problem is. But it's to be
tackled separately.
2017-08-25 11:47:38 +02:00
Clément Foucault
831e86d539 GPUTexture: Remove Warning. 2017-08-22 14:41:36 +02:00
Dalai Felinto
d7b3e33af4 GL_TEXTURE_2D_ARRAY wasn't handled in GPU_texture_update
Although the problem was exposed in 9457715d9a, the problem was in the
original code that was copied over. To have:

```
} else { /* EXPECTED_VALUE */
```

Without an BLI_assert(value == EXPECTED_VALUE); is asking for troubles.
Yet another reason to favour switch statements with:

```
default:
    BLI_assert(!"value not implemented or supported");
```

Instead of chained if/else if/else /* expected_value */.
2017-08-22 14:37:28 +02:00
Dalai Felinto
9457715d9a GPU Texture: Use switch instead of if/else 2017-08-22 12:30:03 +02:00
Clément Foucault
417581636f Eevee: Fix T52486
For that introduce an update function for textures.
2017-08-22 10:22:11 +02:00
Campbell Barton
1b79d323d9 Cleanup: move gawain header out of GPU_matrix
Avoids requiring glew headers in Python API.
2017-08-21 01:41:20 +10:00
Campbell Barton
8037f3602f PyAPI: Add exceptions to stack push/pop
Raise exception when stack limits are reached.
2017-08-20 17:26:51 +10:00
Campbell Barton
9a262ed47e Cleanup: remove unneeded include
Complicated using GPU_matrix from PyAPI.
2017-08-19 17:16:24 +10:00
Dalai Felinto
036f43f3cd Eevee: Convert metallic nodes into princinpled nodes
And wipe metallic out of the map.
2017-08-18 17:08:23 +02:00
Dalai Felinto
e8f0ee157b Swap Eevee material output with (Cycles) Material Output
Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.

It includes doversion for old files.
2017-08-18 17:00:45 +02:00
Dalai Felinto
2dad2aa9b7 Uniform Buffer Objects: More complete padding solution
Move floats around when needed to accomodate vec3 arrays efficiently.

With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).

Reviewers: fclem, sergey

Differential Revision: https://developer.blender.org/D2800
2017-08-18 16:42:58 +02:00
Clément Foucault
91ab64f38f GPU_texture : Add RG8 format. 2017-08-18 15:07:17 +02:00
Clément Foucault
95b1b7756d Eevee: Fix some problem with Glass & Diffuse BSDF with SSR
Diffuse was not outputing the right normal. (this is not a problem with SSR actually)

Glass did not have proper ssr_id and was receiving environment lighting twice.
Also it did not have proper fresnel on lamps.
2017-08-18 15:07:17 +02:00
Dalai Felinto
f4bd416b34 Fix ubo vec3 alignment issue
This fixes the Principled shader in Eevee, among other nodes.

Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).

We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.

That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.

It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.

[1] - https://stackoverflow.com/questions/38172696
2017-08-18 12:21:02 +02:00
Campbell Barton
7c96f613e4 DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.

This resolves a problem where selection was limited
to immediate-mode buffer size.
2017-08-17 06:34:02 +10:00
Campbell Barton
90aa02290a Cleanup: rename GPU gawain functions
Were using Batch_ prefix still
2017-08-16 20:32:42 +10:00
Campbell Barton
846c11c8cf Gawain: remove GWN_batch_discard_all
Use ownership flags instead.
2017-08-16 19:51:46 +10:00
Campbell Barton
b6308d79e5 Cleanup: use 'gwn' prefix for gawain filenames
Looking up names project wide or setting breakpoints wasn't so.
Names like common.h or element.h are also too generic.
2017-08-16 00:25:47 +10:00
Bastien Montagne
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
Clément Foucault
eccaa6da26 GPU_framebuffer: Fix incorrect last level. 2017-08-13 15:21:47 +02:00
Clément Foucault
82e0419cc0 Eevee: Fix the AO problem around object edges.
This was due to missing GL_TEXTURE_MAG_FILTER.
2017-08-13 14:30:47 +02:00
Clément Foucault
57f1475b18 GPU_framebuffer: Fix performance issue on intel.
This should fixes the error message that a stall occured because of busy mipmap.

This happened on the minmax buffer generation and introduced a random 0.2ms latency.
I'm not sure of what was happening though.
2017-08-12 16:16:43 +02:00
Brecht Van Lommel
76d0ab9750 Code cleanup: fix various compiler warnings. 2017-08-12 14:08:03 +02:00
Brecht Van Lommel
f1a14740ba Merge branch 'master' into blender2.8 2017-08-12 14:01:54 +02:00
Brecht Van Lommel
60ab0b8418 Fix T52298: hidden lamps still compute shadow buffers in viewport. 2017-08-12 13:22:26 +02:00
Clément Foucault
6e2f17ea02 Eevee: Refraction: Add "thickness" parameter.
This enables to fake a second refraction event. This is great to simulate thin planar objects such as glass panels.
2017-08-10 15:43:48 +02:00
Clément Foucault
e0078cd953 Eevee: Add Refraction via probes. 2017-08-10 15:43:47 +02:00
Joshua Leung
440bce242d Keyframe Drawing: Fix 2.7 -> 2.8 regressions
* Outlines of keyframes were too thick and ugly

* Size differences between keyframe types was being swallowed
  by the pixel-fudge factor, leaving colour as the only distinguishing
  factor (bad!)
2017-08-03 01:25:55 +12:00
Campbell Barton
4c38d84e73 Cleanup: double promotion 2017-08-01 13:35:26 +10:00
Campbell Barton
8ddaa6a4e2 Merge branch 'master' into blender2.8 2017-08-01 10:38:36 +10:00
Campbell Barton
a372638a76 Cleanup: use static vars where appropriate 2017-08-01 09:06:34 +10:00
Campbell Barton
2b1cd24c6e Fix T52190: Depth picking fails 2017-07-26 02:35:27 +10:00
Clément Foucault
85f1b7358a Eevee: Planar Reflection: Remove distance approximation.
This commit separate the depth texture into another texture array.
This remove the need to output radial depth into alpha.
Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff.
This is in preparation of SSR planar reflections.
2017-07-24 15:36:37 +02:00
Clément Foucault
c5f4342692 Eevee: SSR: Small fixes
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test.
- Early out non reflective surfaces.
- Add small offset to raytrace to avoid self intersection.
- Fix fallback probes not appearing.
2017-07-24 15:36:22 +02:00
Clément Foucault
e0c1323737 Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24 15:28:27 +02:00
Clément Foucault
09413fad12 Eevee: Fix glossy node roughness. 2017-07-24 15:28:27 +02:00
Clément Foucault
1d00a66f5d Eevee: SSR: Encode Normal in buffer and add cubemap fallback.
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24 15:28:27 +02:00
Clément Foucault
2a84331f02 Eevee: SSR: Output ssr datas to buffers.
Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-24 15:28:27 +02:00
Clément Foucault
04f8e1b21c Eevee: Ssr: Add ssr id to glossy nodes.
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-24 15:28:27 +02:00
Campbell Barton
abe0527e0f Manipulators: use nearest manipulator
Add utility function to get the nearest hit
2017-07-19 20:12:24 +10:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00