This was caused by hair subpass growing the subpass
vector but not adding anything to the sorting_values_
vector. This means the indices that was return by
`sub_passes_.append_and_get_index` were dereferencing
the `sorting_values_` vector out of bounds on this line:
`float a_val = sorting_values_[a.index];`
Curves draw buffer updates and operations like resampling access the
evaluated lengths cache of curves. However, when the curve has only one
point the evaluated lengths will be empty. This is not a problem for
open curves, because they skip calculation of the last point, but cyclic
curves expect to have as many length entries as there are points.
This crashes in certain cases:
- Grease Pencil v3 edit mode "Toggle Cyclic" operator
- Geometry nodes resampling of cyclic, single-vertex curves
Checking for the single-point case when building draw buffers handles
these corner cases.
Fixes#117833Fixes#117838
Pull Request: https://projects.blender.org/blender/blender/pulls/117842
* For materials with UDIM tiles support, get array and mapping in one call
* For viewers that can use render results, add a dedicated function
* Fix potential use of render results in stencil overlay and grease pencil
Pull Request: https://projects.blender.org/blender/blender/pulls/117563
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).
The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.
This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117561
When drawing curves or particle hair, the hair is refined using GPU
shaders. See eParticleRefineShaderType. OpenGL since Blender 4.0
always uses compute shaders. Metal since Blender 4.1 always uses
compute shaders. Vulkan will only uses compute shaders.
The transform feedback isn't used and not supported by our vulkan backend.
Transform feedback workaround was a Apple specific solution as they didn't
support transform feedback. Metal didn't use Compute shaders in
EEVEE-Legacy for performance reasons. Since EEVEE-Next/Workbench-Next
Metal uses compute shaders.
Fixes: #117497
Pull Request: https://projects.blender.org/blender/blender/pulls/117507
This avoid the following error
`Unknown NIR alu instr: div 32 %17 = ineg %16`
This is a debug shader so cost isn't important.
A bug report will be done upstream.
The problem was that `grease_pencil_edit_batch_ensure` would not return early if the buffers already exist, meaning that multiple buffers could be create but only the last ones would be freed.
Pull Request: https://projects.blender.org/blender/blender/pulls/117580
Remove divergent code paths for hair refinement. Metal
previously opted for transform-feedback based hair
refinement due to improved performance, but best
to utilise the same compute path with new engines in
mind.
Separate PRs can be made to optimize the compute
path.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/117477
The fix in the logic is similar to 5875349390. It's needed
because we now skip computing face corner (BMLoop) normals when the
BMesh is completely flat shaded. It might be completely flat shaded
just because of edge smoothness though, which wasn't taken into
account before.
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/117482
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
This adds support for rendering the hardness curve attribute.
The attribute cannot be written from within GPv3, but is added when
converting from the legacy Grease Pencil type.
Overall the transition to C++ in the draw module is awkwardly half
complete, but moving more code to a C++ namespace makes cleaning up
this code in other ways much easier, and the next C++ cleanup steps
are clear anyway.
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Adds API to allow usage of specialization constants in shaders.
Specialization constants are dynamic runtime constants which can
be compiled into a shader pipeline state object (PSO) to improve
runtime performance by reducing shader complexity through
shader compiler constant-folding.
This API allows specialization constant values to be specified
along with a default value if no constant value has been declared.
Each GPU backend is then responsible for caching PSO permutations
against the current specialization configuration.
This patch adds support for specialization constants in the
Metal backend and provides a generalised high-level solution
which can be adopted by other graphics APIs supporting
this feature.
Authored by Apple: Michael Parkin-White
Authored by Blender: Clément Foucault (files in gpu/test folder)
Pull Request: https://projects.blender.org/blender/blender/pulls/115193
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
Except for vertex groups and a few older color types, these
are generally replaced by newer generic attribute types.
Also remove some includes of DNA_mesh_types.h, since it's
included indirectly by BKE_mesh.hh currently.
Remove most includes of this header inside other headers, to remove unnecessary
indirect includes which can have a impact on compile times. In the future we may
want more dedicated "_fwd.hh" headers, but until then, this sticks with the
solution in existing code.
Unfortunately it isn't yet possible to remove the include from `BKE_geometry_set.hh`.
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
This refactors how volume grids are stored with the following new goals in mind:
* Get a **stand-alone volume grid** data structure that can be used by geometry nodes.
Previously, the `VolumeGrid` data structure was tightly coupled with the `Volume` data block.
* Support **implicit sharing of grids and trees**. Previously, it was possible to share data
when multiple `Volume` data blocks loaded grids from the same `.vdb` files but this was
not flexible enough.
* Get a safe API for **lazy-loading and unloading** of grids without requiring explicit calls
to some "load" function all the time.
* Get a safe API for **caching grids from files** that is not coupled to the `Volume` data block.
* Get a **tiered API** for different levels of `openvdb` involvement:
* No `OpenVDB`: Since `WITH_OPENVDB` is optional, it's helpful to have parts of the API that
still work in this case. This makes it possible to write high level code for volumes that does
not require `#ifdef WITH_OPENVDB` checks everywhere. This is in `BKE_volume_grid_fwd.hh`.
* Shallow `OpenVDB`: Code using this API requires `WITH_OPENVDB` checks. However, care
is taken to not include the expensive parts of `OpenVDB` and to use forward declarations as
much as possible. This is in `BKE_volume_grid.hh` and uses `openvdb_fwd.hh`.
* "Full" `OpenVDB`: This API requires more heavy `OpenVDB` includes. Fortunately, it turned
out to be not necessary for the common API. So this is only used for task specific APIs.
At the core of the new API is the `VolumeGridData` type. It's a wrapper around an
`openvdb::Grid` and adds some features on top like implicit sharing, lazy-loading and unloading.
Then there are `GVolumeGrid` and `VolumeGrid` which are containers for a volume grid.
Semantically, each `VolumeGrid` has its own independent grid, but this is cheap due to implicit
sharing. At highest level we currently have the `Volume` data-block which contains a list of
`VolumeGrid`.
```mermaid
flowchart LR
Volume --> VolumeGrid --> VolumeGridData --> openvdb::Grid
```
The loading of `.vdb` files is abstracted away behind the volume file cache API. This API makes
it easy to load and reuse entire files and individual grids from disk. It also supports caching
simplify levels for grids on disk.
An important new concept are the "tree access tokens". Whenever some code wants to work
with an openvdb tree, it has to retrieve an access token from the corresponding `VolumeGridData`.
This access token has to be kept alive for as long as the code works with the grid data. The same
token is valid for read and write access. The purpose of these access tokens is to make it possible
to detect when some code is currently working with the openvdb tree. This allows freeing it if it's
possible to reload it later on (e.g. from disk). It's possible to free a tree that is referenced by
multiple owners, but only no one is actively working with. In some sense, this is similar to the
existing `ImageUser` concept.
The most important new files to read are `BKE_volume_grid.hh` and `BKE_volume_grid_file_cache.hh`.
Most other changes are updates to existing code to use the new API.
Pull Request: https://projects.blender.org/blender/blender/pulls/116315