Commit Graph

2449 Commits

Author SHA1 Message Date
Peter Kim
2d231f837a Merge branch 'blender-v3.1-release' 2022-02-11 20:51:27 +09:00
Peter Kim
675f38aca7 Fix excessive re-creation of VR viewport textures
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.

This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.

Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).

Reviewed By: jbakker, fclem

Differential Revision: https://developer.blender.org/D14059
2022-02-11 20:46:55 +09:00
Campbell Barton
fe55789b6f File headers: manually convert files to use SPDX headers
Also add BSD-2-Clause to SPDX license list.
2022-02-11 15:15:49 +11:00
Campbell Barton
281ba8a063 File headers: add missing copyright, add MIT to SPDX licenses 2022-02-11 14:56:03 +11:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Sergey Sharybin
b73c265974 Merge branch 'blender-v3.1-release' 2022-02-10 16:04:50 +01:00
Sergey Sharybin
94f0230230 Fix T95666: Crash when attempting multires linear subdivide
The crash was happening when the mesh had loose edges.

Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
2022-02-10 15:51:19 +01:00
Hans Goudey
fe1816f67f Curves: Rename "Hair" types, variables, and functions to "Curves"
Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".

This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.

The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.

Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
  existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
  since that is also used by the old hair particle system.

Differential Revision: https://developer.blender.org/D14007
2022-02-07 11:56:48 -06:00
Clément Foucault
48fbf0baea DRW: Add preprocessor error if including common_view_lib.glsl without draw_view
This avoid making include mistake and potentially detect areas that do
not really need common_view_lib.glsl.
2022-02-06 01:25:46 +01:00
Clément Foucault
26b70fce8a GPU: move gpu_shader_shared_utils.h to the public section of the module
This is then easier to include in other modules.
2022-02-05 22:42:34 +01:00
Clément Foucault
cbd23a7304 DRW: Fix memory leak in UniformArrayBuffer 2022-02-05 13:59:46 +01:00
Clément Foucault
a5e9f9b346 DRW: Fix a comment 2022-02-04 18:54:32 +01:00
Clément Foucault
7b88a206b2 DRW: Add DRW_UNUSED_RESOURCE_TRACKING for ubo and ssbo
When uncommented, this option will make any call binding a resource that is
not present in the shader produce a warning message with its origin.
2022-02-04 18:54:32 +01:00
Clément Foucault
9aa25ff53d DRW: Add compute_ref calls, barriers calls, and vertex_buffer_ref
- Compute ref let the size of dispatch be modified just before drawing.
- Barrier call makes it possible to chain multiple compute passes in one pass.
- DRW_shgroup_vertex_buffer_ref is the analog of DRW_shgroup_uniform_block_ref.
2022-02-04 18:54:32 +01:00
Clément Foucault
665997f1cd DRW: Fix bug in cubemap creation in draw::Texture
The order of if clause made impossible to create a cubemap.
2022-02-04 18:54:32 +01:00
Hans Goudey
e7912dfa19 Attributes: Infrastructure for generic 8-bit integer data type
This commit adds infrastructure for 8 bit signed integer attributes.
This can be useful given the discussion in T94193, where we want to
store spline type, Bezier handle type, and other small enums as
attributes.

This is only exposed in the interface in the attribute lists, so it
shouldn't be an option in geometry nodes, at least for now.
I expect that this type won't be used directly very often, it
should mostly be cast to an enum type. However, with support
for 8 bit integers, it also makes sense to add things like mixing
implementations for consistency.

Differential Revision: https://developer.blender.org/D13721
2022-02-04 10:29:11 -06:00
Hans Goudey
f59767ff97 Curves: Changes to the new curves data-block
This patch refactors the "Hair" data-block, which will soon be renamed
to "Curves". The larger change is switching from an array of `HairCurve`
to find indices in the points array to simply storing an array of offsets.
Using a single integer instead of two halves the amount of memory for that
particular array.

Besides that, there are some other changes in this patch:
- Split the data-structure to a separate `CurveGeometry`
  DNA struct so it is usable for grease pencil too.
- Update naming to be more aligned with newer code and the style guide.
- Add direct access to some arrays in RNA
-- Radius is now retrieved as a regular attribute in Cycles.
-- `HairPoint` has been renamed to `CurvePoint`
-- `HairCurve` has been renamed to `CurveSlice`
- Add comments to the struct in DNA.

The next steps are renaming `Hair` -> `Curves`, and adding support
for other curve types: Bezier, Poly, and NURBS.

Ref T95355

Differential Revision: https://developer.blender.org/D13987
2022-02-03 10:49:51 -06:00
Campbell Barton
d82372aee3 Cleanup: spelling in comments 2022-02-02 13:53:46 +11:00
Clément Foucault
f39ade9e00 GPUShader: Rename createInfo storage Qualifiers
Using opt-in instead of opt-out to make code easier to read.
Add combined flag enum.
Making restrict an inverse flag option because it is so rare to
use it.
2022-02-01 19:05:22 +01:00
Jacques Lucke
2110e271f5 Merge branch 'blender-v3.1-release' 2022-02-01 17:53:19 +01:00
Jeroen Bakker
b03fb70eff Silence draw manager warning.
This message isn't useful for users so silenced it.
2022-02-01 13:50:19 +01:00
Jeroen Bakker
f8713aae5e Cleanup: Remove unused datatoc definitions. 2022-02-01 12:14:52 +01:00
Sergey Sharybin
34449ba9a6 Merge branch 'blender-v3.1-release' 2022-02-01 11:04:38 +01:00
Jeroen Bakker
146618fb22 Fix T95376: Fix crash when switching to UV workspace.
Can also happen in other places when the overlay engine is active. Some
parts of the overlay engine uses builtin shaders, but disable the color
space conversion to the target texture.

Currently there the overlay engine has its own set of libraries it could
include and defined a macro to pass-throught the color space conversion.

The library include mechanism currently fails when it couldn't find the
builtin library in the libraries of the overlay engine. This only
happened in debug mode.

This change will not fail, but warns the developer if a library could
not be included. In the future this should be replaced by a different
mechanism that can disable the builtin library. See {T95382}.
2022-02-01 08:38:34 +01:00
Campbell Barton
012e41fc8b Cleanup: use our own conventions for tags in comments 2022-01-31 10:49:59 +11:00
Campbell Barton
9f6b19526d Cleanup: spelling in comments
Also minor wording improvements.
2022-01-28 14:52:47 +11:00
Clément Foucault
a21f1e81e0 DRW: Fix some issues with DRW_gpu_wrapper.hh
- Fix assert on size.
- Fix void * casting.
- Pass extent by values.
- Add swap function to avoid letting the types copyable.
- Add back the GPUTexture * operator on TextureFromPool.
2022-01-27 18:46:01 +01:00
Clément Foucault
658ae5d63f DRW: Fix DRW_gpu_wrapper.hh
The UBYTE datatype is not supported by the clear fallback. Also fix vector
types headers.
2022-01-27 17:05:02 +01:00
Clément Foucault
aa2164da33 Cleanup: Fix const correctness warning 2022-01-27 15:26:43 +01:00
Clément Foucault
6f1ab97c53 Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict
const correctness.
2022-01-27 14:59:37 +01:00
Clément Foucault
5abab0a41a GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
2022-01-27 08:54:24 +01:00
Clément Foucault
57dfec79f4 DRW: Fix builtin uniform name mismatch
This lead to severe unreported regression, like volume rendering broken
in workbench.
2022-01-26 19:09:05 +01:00
Clément Foucault
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
2022-01-26 12:46:37 +01:00
Brecht Van Lommel
c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00
Jeroen Bakker
3f42417cd4 Draw: Migrate hair refine compute shader to use create info.
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13915
2022-01-25 14:46:45 +01:00
Sergey Sharybin
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
Clment Foucault
263f862ba5 Add workaround for broken interface query functions on Intel HD Graphics 4400 and 4600
Fixes T93680

For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier).

Reviewed By: fclem, jbakker

Maniphest Tasks: T93680

Differential Revision: https://developer.blender.org/D13806
2022-01-24 18:48:16 +01:00
Kévin Dietrich
e2337b5342 GPU subdiv: reduce memory usage for point IBO
The point IBO should only have data for coarse vertices (or in general,
the vertices in the original mesh). As it used for displaying the
vertices for selection in edit mode, and as it indexes into the VBOs for
the positions and edit data, it is itself only indexed by coarse/
original vertex index.

For the subdivision case, this would allocate space for the final
subdivision vertex and reallocate to make room for loose geometry,
although only the first coarse vertex count amount of data would be.

Now just allocate for the required memory. Also reuse index buffer APIs
instead of doing manual work.
2022-01-24 18:42:37 +01:00
Kévin Dietrich
90d61600fc GPU subdiv: fix unitialized data 2022-01-24 18:27:05 +01:00
Campbell Barton
4b1f243e4d Cleanup: sort struct forward declarations 2022-01-24 21:16:06 +11:00
Campbell Barton
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
Kévin Dietrich
4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00
Jeroen Bakker
9d3f35a0bf Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17 14:46:32 +01:00
Jeroen Bakker
edee5a947b Revert "GPUShaderCreateInfo for interface abstraction"
This reverts commit 8fb2ff458b.
Missing some files.
2022-01-17 14:34:28 +01:00
Jeroen Bakker
8fb2ff458b GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.

A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.

- Clear source input (only one file). Cleans up the GPU api since we can create a
  shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.

This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).

This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.

There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.

What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.

Reviewed By: jbakker

Maniphest Tasks: T94975

Differential Revision: https://developer.blender.org/D13360
2022-01-17 14:32:28 +01:00
Kévin Dietrich
bc66cd9868 Fix T94865: GPU subdiv crash switching to texpaint area
The crash is due to the fact that GPU subdivision extraction routines
for edit data (including UVs) only worked for BMesh. However, a Mesh
based version is still needed for texture painting. This adds the
missing components. This also ensures all data are properly initialized
(at least the ones revealed by the bug).
2022-01-16 08:40:38 +01:00
Kévin Dietrich
3574f2730d Cleanup: deduplicate GPU subdiv data extraction loops
This puts the loop over the final subdivision quads outside of the mesh
iteration callback. This can also allow for easier parallel execution in
the future if need be.
2022-01-16 07:31:26 +01:00
Kévin Dietrich
9664cc91f3 Fix T94918: GPU subdivision uses viewport levels for final render
The resolution for the subdivision grid traversal was always based on
the viewport setting.
2022-01-15 01:36:18 +01:00
Campbell Barton
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00