Commit Graph

1624 Commits

Author SHA1 Message Date
Campbell Barton
7eecc94074 Cleanup: use uint/uchar types in GPU 2018-09-12 12:19:46 +10:00
Sergey Sharybin
eaf993ad94 Followup for previous PBVH commit
Didn't realize the index buffer is stored once in a BVH
and same pointer is reused. Surprisingly, simple files
were fixed with the previous fix.

Now disabled the optimization all together, and it was
simpler to just completely remove all residue of the
code. It is likely to be a different implementation
anyway, so no need to try to keep code in a semi-broken
state.
2018-09-11 15:34:09 +02:00
Sergey Sharybin
8dde1e13e2 FIx/workaround wrong number of primitives in PBVG grid buffers
Nodes can have different number of grids, so can not so simply
re-use index buffer across nodes. For now allow re-using buffer
if number of grids matches.

The issue is, number of grids is probably almost never matches,
so in order to have this optimization working need more tricks.
Maybe we can "instance" index buffers?
2018-09-11 14:45:13 +02:00
Brecht Van Lommel
6acf8642e5 Cleanup: remove unused GPU code. 2018-09-11 11:53:56 +02:00
Sergey Sharybin
7c64f8537f PBVH: Fix miossing normals for grids 2018-09-11 11:50:22 +02:00
Campbell Barton
58a8277098 GPU: utility function to unregister presets 2018-09-11 13:21:47 +10:00
Clément Foucault
2a907bea9c Fix assert when toggling Xray mode after going to Solid and lookedev/eevee 2018-09-10 18:05:11 +02:00
Sergey Sharybin
0284392c48 Cleanup: More variables unused in release 2018-09-10 09:56:14 +02:00
Clément Foucault
fbbadc8775 Fix T56544: Crash on startup with Radeon + Win 7
Testing GLEW_ARB_texture_gather is not sufficient in this case. We need to
test if GL_ARB_texture_gather is defined in the shader, which is always true
on some NVIDIA drivers who does not support it...
So trying to make everything work.
2018-09-03 19:21:23 +02:00
Campbell Barton
89186595de Cleanup: add file doxy comments 2018-08-30 01:56:08 +10:00
Clément Foucault
7815276b93 Cleanup: Remove debug printf 2018-08-24 18:00:10 +02:00
Clément Foucault
0ba3a1a686 Sculpt: Optimize Mask Overlay drawing
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.

This should fix T56466
2018-08-24 16:46:59 +02:00
Clément Foucault
34b3d6e2f8 UI: Optimize the area border drawing
It is was not really a bottleneck but it was triggering my OCD when 1/3rd
of the drawcalls in a normal scene were basically only caused by this.
2018-08-23 22:29:45 +02:00
Clément Foucault
9d65be6b42 GPU: Fix issue with multiple Geometry node. 2018-08-22 13:51:02 +02:00
Clément Foucault
bb639ccc47 GPUMaterial: Geometry Node: Add support for parametric output
This supports meshes and hairs too. Matches cycles output.

This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
2018-08-22 13:51:02 +02:00
Clément Foucault
d96715fe5c Fix T55722 : Blender 2.8 crashes on startup on old Nvidia cards 2018-08-16 23:57:59 +02:00
Clément Foucault
32e57fe4e7 GPUFramebuffer: Fix wrong stencil clearing 2018-08-16 23:57:59 +02:00
Clément Foucault
4a3348cfe0 GPUShader: Remove some of the unused shaders
keeping GPU_SHADER_SMOKE until other occurences are removed.
2018-08-14 21:46:13 +02:00
Dalai Felinto
6ca48a523a Fix gpu building after cleanup
Broken since: a3c9f4de70
2018-08-14 16:07:19 -03:00
Brecht Van Lommel
a3c9f4de70 Cleanup: remove unused basic shader, we use many specialized shaders now. 2018-08-14 19:57:58 +02:00
Clément Foucault
04067a54c0 GPUShader: Fix previous "old Nvidia" fix commit
Note to myself, next time, better check the fix before pushing it.

GL_ARB_texture_gather is defined if there is support for the extension
not only when the extension is enabled. Do this check ourself with
GPU_ARB_texture_gather define.

Original fix 822de6e9e1
2018-08-13 23:09:48 +02:00
Clément Foucault
efd44f8480 Cleanup: GPU codegen: remove most of legacy code
A lot of code in codegen was used by previous GLSL system.
Now most of it is not used due to all the things being written from scratch
in 2.8 and we can clean most of it.

As a side not this make the system a bit less flexible (no support for
cubemaps, preview image, etc...) but can be extended again.
2018-08-13 23:01:18 +02:00
Clément Foucault
77b39bbaa0 Cleanup: Rename GPU_* functions to make more sense
* Remove GPU_link_changed which is unused.
* Remove all GPU link function that are not used anymore.
* GPU_uniform_buffer is now GPU_uniform.
* GPU_texture_ramp is now GPU_color_band.
* GPU_uniform is now GPU_constant.
2018-08-13 23:01:18 +02:00
Clément Foucault
822de6e9e1 Fix T55802 shader compile bug with texture gather on old Nvidia card
The extension GL_ARB_texture_gather is reported to be supported and does
not trigger an error when enabled but the textureGater functions are not
defined.

Workaround is to disable the use of this extension on such systems.
2018-08-13 23:01:18 +02:00
Clément Foucault
bf6a22ed6f GPUMaterial: Group all colorband texture together
This lower the use of texture samplers slots and let users use more real
textures in their shaders.

This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.

With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).

Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.

This should fix T56010
2018-08-10 16:16:35 +02:00
Clément Foucault
26d46d00cf GPUMaterial: Fix Material appear broken when using sliders to tweak props
This was likely caused by some sort of race condition where the drawing
thread would request the state of the shader before the shader has been
compiled.
2018-08-08 21:26:49 +02:00
Clément Foucault
82352565b7 Eevee: Remove some of the non-necessary uniforms
The remaining ones are from the attributes linear/srgb switches and from
nodes that should be pruned before running their _gpu function.
2018-08-08 21:26:49 +02:00
Clément Foucault
fe8dcffd79 GPUShader: Fix warning in release build. 2018-08-03 14:34:05 +02:00
Clément Foucault
8f6ff3adfa GPUShader: Add name for debugging & identifying shaders. 2018-08-02 18:33:49 +02:00
Clément Foucault
48e661e05d GPUMaterial: Fix assert when shader failed to compile. 2018-08-01 22:08:36 +02:00
Clément Foucault
ad64cb6344 GPUMaterial: Make Localize tree live longer
This is in order to reference the localized node->storage when populating
the UBO data.
2018-08-01 22:08:36 +02:00
Clément Foucault
c6f55fb0db GPUUniformBuffer: Fix bad memcpy error catched by asan
We need to copy the size of the gputype not the padded type.
2018-08-01 22:08:36 +02:00
Clément Foucault
7e0eb0d071 GPUFrameBuffer: Put active framebuffer in GPUContext
instead of being ThreadLocal and leading to incorrect usage.

We still enforce no framebuffer when changing context. We can lift this
restriction later.
2018-07-31 18:21:23 +02:00
Clément Foucault
3ecba657bb GPU: Replace malloc/calloc/realloc/free with MEM_* counterpart 2018-07-31 18:21:23 +02:00
Campbell Barton
ad5b611953 Cleanup: style 2018-07-31 19:21:04 +10:00
Antonioya
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
Clément Foucault
0f97718c10 DRW: Add option to only resolve framebuffer colors without depth test 2018-07-30 14:18:55 +02:00
Clément Foucault
bdbc6fafc0 GPUTexture: Fix wrong texture size check 2018-07-27 17:51:26 +02:00
Brecht Van Lommel
0d20207771 Fix GPU build error after recent commit. 2018-07-27 14:17:37 +02:00
Clément Foucault
141e94f87f Fix T55888: Eevee: crash when shadow cube size is > 512px
Note that this was only reported to happen on AMD GPU + windows.
2018-07-27 13:56:07 +02:00
Clément Foucault
4609205a3f GPUMaterial: Cleanup unused headers 2018-07-20 20:06:39 +02:00
Brecht Van Lommel
4a79b46b9c Fix build error with release + debug info build. 2018-07-20 13:35:08 +02:00
Clément Foucault
5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00
Campbell Barton
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
Campbell Barton
428743a9b0 Cleanup: style for GPU module 2018-07-18 23:10:31 +10:00
Clément Foucault
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
Clément Foucault
247ad2034d GWN: Port to GPU module: Move files to GPU
This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-18 00:17:57 +02:00
Clément Foucault
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
Campbell Barton
57ab7daa2a GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
2018-07-15 15:34:13 +02:00
Campbell Barton
09431033e9 Cleanup: split GPU_batch
Split out presets and utilities for creating batches.
These functions are quite specialized and not related to typical usage.
2018-07-15 10:51:49 +02:00