This was due to a missing endpoint case that wasn't handled in the port.
The last point still have to be discarded manually because of the
dot/stroke setting of the material.
The first test `ma1.x == -1` is not necessary anymore since the index
buffer do not contain this point (which was rendered using instance
rendering before.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D16812
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.
The design is described more here: T98366
The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).
The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.
The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.
Differential Revision: https://developer.blender.org/D15169
Editmode should display the original (non-evaluated) points unless there
is something like an "On Cage" option of a modifier [which none of the
curves modifiers have].
This was not the case since the introduction in rBe15320568a29.
So we now draw the editpoints from the original curves. This also means
that original and evaluated curves might not have the same number of
points, so we have to get independent of `proc_point_buf` since that
would possibly create vertexbuffers of different sizes (compared to the
original curves) which is not allowed for a single batch.
- remove the "pos" alias from the vertex buffer format of proc_point_buf
- instead, create a new "edit_points_pos" vertex buffer
- fill that with the original (un-evaluated) curves positions
- dont request `proc_point_buf` anymore
- rename the editpoints flags buffer to be more consistent
And since original and evaluated points might also be in completely
different positions, we also need to draw connecting lines between those
editpoints to not have them float in thin air. For drawing these in
editmode, a simple polyline was chosen (instead of drawing lines in a
resolution that is take from the old particle system -- which is not
depending on points even but has a hardcoded resolution that can only be
upped by the hair_subdiv scene render setting)
- create appropriate batch and indexbuffer for this
- positions vertex buffer can be reused
- reuse particle edit shader (instead of curve edi shader) to get
segment highlighting
{F14055436}
NOTE: this also removes the broken depth handling and instead makes it
work (also XRay is properly taken into account) by binding the correct
overlay framebuffer.
NOTE: to further clarify the distinction between curves drawing (that is
based on the old partice system drawing) and drawing in editmode, the
corresponding vertexbuffers have been moved out of CurvesEvalCache into
CurvesBatchCache directly.
NOTE: drawing the lines in editmode could be improved (taking the "real"
resolution of splines into account, but since this should happen on the
GPU in a compute shader, this is for later)
Potentionally fixes T101889.
Maniphest Tasks: T101889
Differential Revision: https://developer.blender.org/D16281
This is because OB_MODE_SCULPT_CURVES is not part of OB_MODE_ALL_PAINT
(yet). While there is some chance it ends up there, there are a lot of
more places that need checking and so patch only fixes the report very
isolated.
NOTE: T93501 is related (since the option to show these should also be
hidden in sculptmode)
Maniphest Tasks: T101765
Differential Revision: https://developer.blender.org/D16764
Fixed more cases where attributes weren't being reinitialized
on switching PBVH mode:
* When PBVH_GRIDS and PBVH_BMESH force attributes into simple
array mode they no longer override simple_array in the
SculptAttributeParams parameters, instead they set a field
in SculptAttribute itself. Thus if the attribute is
reinitialized in another mode it won't retain the simple_array
parameter.
* sculpt_attribute_ensure_ex now calls sculpt_attr_update if
the attribute already exists.
* Fixed a bug from a couple commits ago that set
SculptAttribute.data_for_bmesh wrong.
PBVH draw code now builds coarse triangle index buffers
for multires. Note that the coarse grids can be at any
multires depth but is currently hardcoded to 1.
Compile each static shader using shaderc to Spir-V binaries.
The main goal is to make sure that the GLSL created using ShaderCreateInfo and able to compile to Spir-V.
For the second stage a correct pipeline needs to be created and some shader would need more
adjustments (push constants size).
With this patch future changes to GLSL sources can already be checked against vulkan, without the
backend finished.
Mechanism has been tested using MacOS and MoltenVK. For other OS, we should finetune CMake
files to find the right location to shaderc.
```
************************************************************
*** Build Mon 12 Dec 2022 11:08:07 CET
************************************************************
Shader Test compilation result: 463 / 463 passed (skipped 118 for compatibility reasons)
OpenGL backend shader compilation succeeded.
Shader Test compilation result: 529 / 529 passed (skipped 52 for compatibility reasons)
Vulkan backend shader compilation succeeded.
```
Reviewed By: fclem
Maniphest Tasks: T102760
Differential Revision: https://developer.blender.org/D16610
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
Porting conservative depth rendering to use non-geometry shader path for
Metal.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16424
Additional mat3 constructors added, global variable namespace collisions
for uniform and object color avoided via re-name.
Metal vertex format compatibility added for shaders wherein vertex data
goes through a double-conversion and cannot be implicitly converted during
Metal vertex assembly e.g. bitmasks passed directly as unsigned type in
shader interface for certain shader interfaces.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16433
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
Issue was the lifetime of GPUVertFormat & GPUVertAttr.
Both need to be static in the function to be persistent here (and
handled appropriately).
Was an error in rB319ee296fd0c.
Maniphest Tasks: T102966
Differential Revision: https://developer.blender.org/D16704
Retrieve and load the vertices selected/hidden state in pos_nor extraction.
Reviewed By: fclem
Maniphest Tasks: T102519
Differential Revision: https://developer.blender.org/D16594
A utility function retrieved mesh arrays for every element after
05952aa94d which can be easily avoided. This was used when
building the GPU indices for sculpt mode drawing. In my tests this
saves 0.1ms per PBVH node. There may be very slight improvements
in line art and shrinkwrap as well.
Ensure VolumeUniformPool uses is always incremented when retrieving a buffer in alloc().
Otherwise the same buffer will be retrieved for more than one object when incrementing the pool size.
Reviewed By: fclem
Maniphest Tasks: T101402
Differential Revision: https://developer.blender.org/D16607
Add int attributes interpolation support for GPU subdivision.
Ensure cached shaders match their intended defines.
(The defines parameter was ignored when requesting a second time the same shader with different defines)
De-duplicate the extract_attr_init code for subdiv/non-subdiv.
Reviewed By: jbakker, fclem
Maniphest Tasks: T102076
Differential Revision: https://developer.blender.org/D16420
After a recent refactor in b247588dc0, object mode would not show wireframe
edges that do not exist in the original mesh. Now only hide such edges while in
edit mode, where they would otherwise look as if they can be selected.
Before the refactor, edit and paint modes would sometimes show wireframes and
sometimes not, depending on the modifier stack in unpredictable ways.
This patch turns the checkbox option to enable the viewport compositor
into a 3-option enum that allows:
- Disabled.
- Enabled.
- Enabled only in camera view.
See T102353.
Differential Revision: https://developer.blender.org/D16509
Reviewed By: Clement Foucault
Currently slicing a span clamped the final size so that it would be
within bounds of the input. However, in the vast majority of cases
that is already the case anyway, and we can use asserts to detect
when that assumption fails.
The clamping had a performance cost. On a test interpolating a boolean
attribute from 1 million curves to 4 million points, removing the
clamping saved about 10% of the time. That's an extreme case but
this probably slightly improves performance in other cases too.
Slicing is used a lot in the new curve code.
This commit introduces `slice_safe` which still does the clamping,
and uses it in the few places that needed it or where I wasn't
sure.
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.
Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.
The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.
In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.
**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.
Differential Revision: https://developer.blender.org/D16504
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}
This patch will remove the experimental feature as it isn't used, or useful.
Separate freeing and clearing mesh runtime data in a more obvious way.
This makes it easier to see what data is meant to be cleared on certain
changes, rather than conflating it with freeing all of the runtime
caches.
Also comment and reduce the surface area of the "mesh runtime" API.
The redundancy in some functions made it confusing which one should
be used, resulting in subtle bugs or unnecessary boilerplate code.
Also, now bke::MeshRuntime is able to free all the data it owns by
itself, which makes this area easier to reason about. That required
changing the interface of a few functions to avoid passing Mesh when
they really just dealt with some runtime struct.
With more RAII semantics in the future, more of this manual freeing
will become unnecessary.
This implements the base needed for supporting multiple view concurently
inside the same drawcall.
The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.
This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.
Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.
The number of views contained in a `draw::View` is set at construction
time.
Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.