Commit Graph

6018 Commits

Author SHA1 Message Date
Jeroen Bakker
e4b925b9e2 Added missing license headers. 2022-09-14 11:49:48 +02:00
Jeroen Bakker
34051fcc12 EEVEE: Fix volumetric resolve in large scenes.
On NVIDIA volumetric resolve failed for large production scenes.
The result would remove most color from the final render. The cause
seems to be a faulty driver.

This change ported the fragment shader to a compute shader which
would select a different compiler branch and didn't show the error.
2022-09-13 15:05:17 +02:00
Jeroen Bakker
8068b89a68 EEVEE-Next: Cryptomatte render passes.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.

{F13482749}

A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.

During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.

NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.

Reviewed By: fclem

Maniphest Tasks: T99390

Differential Revision: https://developer.blender.org/D15753
2022-09-13 11:07:38 +02:00
Joseph Eagar
100fe61f7c Sculpt: Fix T100941: Draw cache invalidation loop
PBVH draw was invalidating the draw cache even
when disabled (e.g. if modifiers exist).
2022-09-12 11:10:07 -07:00
Hans Goudey
12c235a1c5 Subdiv: Avoid quadratic runtime for loose edges
Currently, when subdividing every single vertex on every loose edge,
Blender iterates over all other edges to find neighbors. This has
quadratic runtime and can be very slow. Instead, first create a
map of edges connected to each vertex.

With about 10000 edges, the performance goes from very slow to very
smooth in my tests. Because of the nature of quadratic runtime, the
improvement will depend massively on the number of elements.

The only downside to this is that the map will still be built when
there are only a couple loose edges, but that case is probably not
so common.

Differential Revision: https://developer.blender.org/D15923
2022-09-09 08:29:46 -05:00
Jeroen Bakker
0817966f14 Cleanup: Remove unused attribute in draw manager.
There are no plans to use the object attribute anymore.
2022-09-09 12:24:51 +02:00
Campbell Barton
274dc024f6 Cleanup: format, trailing space 2022-09-09 15:38:27 +10:00
Campbell Barton
0c9749093b Cleanup: spelling in comments 2022-09-09 15:37:33 +10:00
Campbell Barton
d455f1a0ba Cleanup: quiet conversion warning 2022-09-09 12:17:59 +10:00
Brecht Van Lommel
173d8edb0b Cleanup: make meaning of base visibility flags more clear
Rename, add comments, and use flag in the depsgraph to ensure the logic
matches.

Differential Revision: https://developer.blender.org/D15883
2022-09-08 15:23:21 +02:00
Hans Goudey
d593497421 Cleanup: Use C++ methods to retrieve attribute accessors
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point
cloud versions with methods on the `Mesh` and `PointCloud` types.
This makes them friendlier to use and improves readability.

Differential Revision: https://developer.blender.org/D15907
2022-09-07 21:41:39 -05:00
Campbell Barton
c2c369ebe6 Cleanup: prefer terms verts/polys over vertices/polygons
Follows existing naming for the most part, also use "num" as a suffix
in some instances (following our naming conventions).
2022-09-08 11:34:02 +10:00
Germano Cavalcante
715d185dcd DRW: update test 'draw_pass_all_commands'
It was incorrectly updated in rBc226c480079fc07e3784f673b1bac4a774fe7937
2022-09-07 08:51:05 -03:00
Germano Cavalcante
da0c3cdbc9 DRW: fix 'bind_texture' being called in place of 'bind_image'
Error pointed out by tests.
2022-09-07 08:51:05 -03:00
Campbell Barton
857639559c CMake: add missing headers 2022-09-07 15:14:50 +10:00
Campbell Barton
bd2b50dfa8 Cleanup: sort cmake file lists 2022-09-07 15:14:50 +10:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00
Brecht Van Lommel
987c3a3e22 Merge branch 'blender-v3.3-release' 2022-09-06 16:17:34 +02:00
Brecht Van Lommel
d9ea72291f Fix T100842: Display Texture Paint UVs option in UV editor not working
In 8cf52e8226 we assumed that the UV IBO's are only needed in edit mode,
however the UV lines also need to work in texture paint mode. So prefer to
use bmesh when available to fix the original bug, but don't assume the face
is hidden when there is no bmesh.

Differential Revision: https://developer.blender.org/D15895
2022-09-06 16:08:30 +02:00
Germano Cavalcante
c226c48007 Update DRW tests
And remove retest of `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR`.
2022-09-06 08:43:40 -03:00
Clément Foucault
b23fceff7d GPU/DRW: Fix test
Regression introduced in rB755e728a9840
2022-09-06 13:20:54 +02:00
Clément Foucault
d7a67e245d DRW: remove consistent debug buffer bind
This avoids the overhead of debug drawing when not debugging
anything or even not using the new draw manager.
2022-09-06 11:12:38 +02:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Germano Cavalcante
5763918651 GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3D
3D shaders work in both 2D and 3D viewports.

This shader is a good candidate to be exposed in Python.
2022-09-05 17:34:10 -03:00
Germano Cavalcante
baf2835ff7 GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
Hans Goudey
05952aa94d Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.

The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.

Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).

The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.

**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.

Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).

Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
Hans Goudey
63cfc8f9f6 Cleanup: Fix unused variable warnings 2022-09-05 11:28:30 -05:00
Germano Cavalcante
89abc14d6c Fix T81002: Images drawn with the Python gpu module no longer draw on top in the Image Editor
This reverts commit 32d4a67017 thus fixing T81002 again.

And in order not to break T81212 (again) a different fix was implemented.


Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15840
2022-09-05 12:35:42 -03:00
Brecht Van Lommel
44619eaa32 Cleanup: make format 2022-09-05 17:25:05 +02:00
Bastien Montagne
cd49fee741 IDMAnagement: Add owner ID pointer to embedded ones.
Add a dedicated `owner_id` pointer to ID types that can be embedded
(Collections and NodeTrees), and modify slightly come code to make
handling those more safe and consistent.

This implements first part of T69169.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15838
2022-09-05 16:12:54 +02:00
Clément Foucault
dd19d6456a EEVEE: Fix attributes node on Alpha Clip/Hashed materials
This was cause by a missing implementation of some post
processing attribute functions. Leading to unresolved reference.
2022-09-05 16:03:30 +02:00
Clément Foucault
472d8f8e92 Merge branch 'blender-v3.3-release' 2022-09-05 10:06:31 +02:00
Clément Foucault
f0166bc168 Fix T100775: Regression: EEVEE world environment is stretched when using orthographic view
It was using normalized vector instead of `viewCameraVec` which account for
orthographic views.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15861
2022-09-05 09:18:44 +02:00
Clément Foucault
b0d9b6f6df Fix T100788 Regression: EEVEE wrong normal map on backfaces
This was caused by rB07cf3ce92fa2. It was missing a sign flip.
2022-09-05 09:12:12 +02:00
Harley Acheson
a1e01f4c02 UI: 3D Text Caret
Changes to the text caret (cursor) when editing Text objects in the
3D Viewport.

See D15797 for more details and examples.

Differential Revision: https://developer.blender.org/D15797

Reviewed by Brecht Van Lommel
2022-09-02 13:18:09 -07:00
Clément Foucault
65a215b819 Cleanup: DRW: Fix warning in release mode 2022-09-02 21:16:42 +02:00
RaphaelBelmont
6f53af3a81 EEVEE: Fix Symbol error in SH_L2 Caculation
The caculation of 7th SH coefficient need a negative sign

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15635
2022-09-02 20:59:09 +02:00
Clément Foucault
2b7de49a2b EEVEE-Next: Port to new Draw Manager 2022-09-02 20:56:55 +02:00
Clément Foucault
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00
Clément Foucault
356460f5cf Cleanup: EEVEE-Next: Use reference as suggested by MSVC 2022-09-02 19:05:48 +02:00
Clément Foucault
da0bd86739 Cleanup: GPU: UniformAttribute: Improve const correctness
Removes a warning and tidy the API.
2022-09-02 19:01:12 +02:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00
Clément Foucault
789936ea1b Merge branch 'blender-v3.3-release'
# Conflicts:
#	release/scripts/addons
2022-09-02 18:28:46 +02:00
Clément Foucault
07cf3ce92f Fix T100377: EEVEE: Regression 3.2 normalmap node broken
This was caused by un-wanted normalization. This is a requirement of
the MikkTspace. The issue is that g_data.N is expected to be normalized
by many other functions and overriden by bump displacement.

Adding a new global variable containing the interpolated normal fixes the
issue AND make it match cycles behavior better (mix between bump and
interpolated normal).
2022-09-02 18:13:54 +02:00
Omar Emara
633117669b Realtime Compositor: Implement dilate erode node
This patch implements the dilate/erode node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15790

Reviewed By: Clement Foucault
2022-09-02 14:47:39 +02:00
Jeroen Bakker
c8ac1280bb EEVEE-Next: Move weight layer indexes to shader shared.
Upcoming cryptomatte patch would need access to these defines. So moving
them from film_lib to shader shared. We cannot include the film_lib as
it requires images/textures to be bound that we don't need.

At the same time fixes incorrect casing (`lAYER` => `LAYER`).
2022-09-02 11:33:33 +02:00
Jason Fielder
ac07fb38a1 Metal: Minimum per-vertex stride, 3D texture size + Transform feedback GPUCapabilities expansion.
- Adding in compatibility paths to support minimum per-vertex strides for vertex formats. OpenGL supports a minimum stride of 1 byte, in Metal, this minimum stride is 4 bytes. Meaing a vertex format must be atleast 4-bytes in size.

- Replacing transform feedback compile-time check to conditional look-up, given TF is supported on macOS with Metal.

- 3D texture size safety check added as a general capability, rather than being in the gl backend only. Also required for Metal.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14510
2022-09-01 22:18:02 +02:00
Clément Foucault
ba1bf87bd8 GPUMaterial: Make uniform attrib precompute hash and attribute safe name
This avoids redundant operation at draw time.
The per attrib hash is to be used with the future implementation.
2022-09-01 14:41:00 +02:00
Sergey Sharybin
06005b0870 Tweak cryptomatte channels naming to improve interoperability
Use lowercase rgba channel names which still by-passes lossy nature
of DWA compression and which also keeps external compositing tools
happy.

Thanks Steffen Dünner for testing this patch!

Differential Revision: https://developer.blender.org/D15834
2022-09-01 14:39:26 +02:00
Sergey Sharybin
df751516e1 Fix cryptomatte passes saved lossy into multilayer EXR
The DWA compression code in OpenEXR has hardcoded rules which decides
which channels are lossy or lossless. There is no control over these
rules via API.

This change makes it so channel names of xyzw is used for cryptomatte
passes in Cycles. This works around the hardcoded rules in the DWA code
making it so lossless compression is used. It is important to use lower
case y channel name as the upper case Y uses lossy compression.

The change in the channel naming also makes it so the write code uses
32bit for the cryptomatte even when saving half-float EXR.

Fixes T96933: Cryptomatte layers saved incorrectly with EXR DWA compression
Fixes T88049: Cryptomatte EXR Output Bit Depth should always be 32bit

Differential Revision: https://developer.blender.org/D15823
2022-09-01 10:37:39 +02:00