This patch updates the experimental MetalRT code path to use new [curve primitives](https://developer.apple.com/videos/play/wwdc2023/10128/) which were recently added in macOS 14. This replaces the previous custom box intersection implementation, allowing the driver to better optimise curve acceleration structures for the GPU. On existing hardware, this can speed up MetalRT renders by up to 40% for scenes that use hair / curve primitives extensively.
The MetalRT option will only be available on macOS >= 14, and requires Xcode >= 15 to build (otherwise the option will be compiled out).
Authored by Marco Giordano, Michael Jones, and Jason Fielder
---
Before / after render times (M1 Max MacBook Pro, macOS 14 beta, MetalRT enabled):
```
Custom box intersection MetalRT curve primitives Speedup
fishy_cat 111.5 80.5 1.39
koro 114.4 86.7 1.32
sinosauropteryx 291.8 279.2 1.05
spring 142.3 142.2 1.00
victor 442.7 347.7 1.27
```
---
Pull Request: https://projects.blender.org/blender/blender/pulls/111795
Any action that triggered the key-map to be rebuilt causes the key-map
UI to display freed data.
Recently key-map refreshing happens during transform, while this should
be resolved - it's still good to avoid a crash in this situation as it's
possible scripts perform actions that tag the key-map to be rebuilt
which is out of our control.
Add a utility function to clear all key maps from a key configuration.
This allows the add-ons key-config to be cleared so the exported
configuration wont include add-on keymap items,
needed for bl_keymap_validate.py to properly compare the
exported key-map with the data in:
./scripts/presets/keyconfig/keymap_data/blender_default.py
C++ callers must ensure the arguments are valid,
reserve validity for the RNA API for raising errors.
This is already the case for most RNA API calls that wrap BKE API's.
Regression in [0] which removed empty regions that were used to
ensure pie menu items match the location of regions.
The header for e.g. in time-line / graph editor for e.g. showed
on the opposite side.
[0]: 48b8c8f78f
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
(to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
support for e.g. transparent shadows in thin sheet mode.
Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.
Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.
For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.
Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.
And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.
Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.
Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.
Pull Request: https://projects.blender.org/blender/blender/pulls/110989
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993
Not sure why/when that was changed, but drawing code should not assume
all items in the hierarchy view tree of the Outliner are liboverrides -
it adds e.g. regular local IDs items for the root item of each library
hierarchy of linked liboverrides.
Reported by @dfelinto & @LukasTonne, thanks.
zlib's uri is a bit unstable as when they release a new version they
move the last release "elsewhere"
This change switches the upstream URI over to github, which should be
a bit more reliable.
The declaration code for node groups was relying on `bNodeSocketType` to
provide the subtype of a socket. This worked before node panels
(#111348) since the interface sockets had a fully refined typeinfo.
Now the interface sockets use only the base typeinfo and the socket
subtype is stored in the interface data itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/112286
No functional changes.
While looking at the Dope Sheet drawing code to see if it
can be made faster I came across a bunch of functions with confusing names.
This PR tries to address that by:
* removing the `ED_` prefix from static functions
* adding it to non static functions
* renaming `AnimKeylistDrawListElem` to `ChannelListElement`
* renaming `AnimKeylistDrawList` to `ChannelDrawList`
* all `draw_..._channel` renamed to `ED_add_..._channel`
since the function itself doesn't actually do any drawing
* generally simplifying the function names
Pull Request: https://projects.blender.org/blender/blender/pulls/111510
In 2788fa915b the `CurvesGeometry::blend_write` and `CurvesGeometry::blend_read` functions were added. Unfortunately, the commit also altered the writing logic and introduced a bug where loading a file with a converted `Curves` object would crash. See https://projects.blender.org/blender/blender/issues/112068.
This PR fixes the issue by making sure that `CustomData_blend_write_prepare` is called before `BKE_id_blend_write`, which is the root cause of the crash that happens on load.
The `CurvesGeometry::blend_write` function is split into `CurvesGeometry::blend_write_prepare` and `CurvesGeometry::blend_write`.
Pull Request: https://projects.blender.org/blender/blender/pulls/112280
Since 3b5df8a7ea, we are displaying a "canvas picker" in the 3DView
header. In weightpaint mode, this gives us the active vertexgroup to
paint on, however the header wasnt updating when changing the
vertexgroup elsewhere (e.g. from the Properties Editor).
Part of #112186.
Pull Request: https://projects.blender.org/blender/blender/pulls/112227
5cf7089e43 added the `BuiltinBits::LAYER` to shaders with a geometry
stage. This causes compilation errors when
`GLContext::layered_rendering_support` is false (otherwise the flag
does nothing).
This PR moves the `LAYER` flags to the `no_geom` shader versions and
adds a check to `ShaderCreateInfo::finalize()` to ensure the `LAYER` flag
is not used in shaders with a geometry stage.
Pull Request: https://projects.blender.org/blender/blender/pulls/112245
Ghost uses vulkan in its public headers but none of the projects that
depend on ghost had the vulkan headers in its includes nor did
bf_intern_ghost expose this vulkan dependency itself publicly yet.
bf_windowmanager also did not express its dependency on
bf_intern_ghost yet used its headers.
this change fixes both issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/112259
The previous limit of 63 bytes for the panel name was an issue for
languages where characters use multiple bytes. The UI would show panel
names truncated that had reasonably long/short names.
It's easy to support dynamically sized strings here, so do that instead
of using fixed size buffers.
Fixes#111927.
Pull Request: https://projects.blender.org/blender/blender/pulls/111979
`overlay_edit_mesh_face` has an attribute for its vertex normals,
but only used in the vertex shader when it isn't a face shader.
Removing this attribute fixes some performance validation warnings
in the Vulkan backend.
Pull Request: https://projects.blender.org/blender/blender/pulls/112269
Making a group from a single node that has some connections will add the
connected outputs and inputs first, then add all unconnected outputs and
inputs. This can lead to incorrect socket order (out-in-out-in).
This patch integrates unconnected sockets into the main outputs/inputs
loops to ensure all outputs are added before inputs.
Pull Request: https://projects.blender.org/blender/blender/pulls/112281
The operator system assumes that the `ot->ui` callback means
there will always be a redo panel. This situation where there is a
callback but sometimes no inputs hasn't been encountered before.
Resolve that by changing `WM_operator_check_ui_empty` into
a `WM_operator_ui_poll` that handles this case properly, with
a new operator type callback called `ui_poll`.
See #101778, #111346
Pull Request: https://projects.blender.org/blender/blender/pulls/112251
The RNA attribute API did not make sure that attributes are unshared when
the data is accessed. This is necessary to avoid accidentally changing data
on other geometries.
Unfortunately, we currently can't detect if the access is read-only or if the
attribute data is modified. Therefore, the data is always copied when it
was shared. This makes it a little bit less efficient in some cases, but that
should still be ok. The old behavior could by brought back by implementing
#112150.
Pull Request: https://projects.blender.org/blender/blender/pulls/111514
Implementation of the duplicate and move operator for grease pencil frames.
The `ACTION_OT_duplicate` operator now creates duplicates of the selected frames and stores them in the layer runtime data.
The `TRANSFORM_OT_transform` operator is updated to take care of these duplicated frames.
Pull Request: https://projects.blender.org/blender/blender/pulls/111051
Component swizzling is part of an image view and localized in the code.
With component swizzling a different channel (or 0 or 1) can be read
when the component is accessed.
Pull Request: https://projects.blender.org/blender/blender/pulls/112273
Adding support for Texture View in Vulkan backend.
When a VKTexture is a texture view many options become
irrelevant, but isn't actually clear via its API. Added
asserts to make sure that the usage is supported.
This patch allows rendering simple workbench-next scenes
without any validation errors.
Pull Request: https://projects.blender.org/blender/blender/pulls/110887
When `COMP_U*` is used together with a `GPU_FETCH_INT` the backend
tried to convert them to floats. What is of course not what should
happen.
Issue was that these cases were never correctly tested. With this
change the `data` attribute of the `overlay_edit_mesh` shaders are
transferred correctly and can draw some pixels as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/112270
`5ed35e` introduced the warning:
`RNA_boolean_set: TRANSFORM_OT_transform.use_duplicated_keyframes not found`
This was because the `TRANSFORM_OT_transform` did not pass
the `P_OPTIONS` flag to `Transform_Properties` to define
the `use_duplicated_keyframes` property.
During the recent operator renames, the menu
entry for "Sound to Samples" was missed and
left as "graph.sound_bake"
This fixes it to be the correct "graph.sound_to_samples"
In a previous commit fixing a warning, the C++ header include was added,
but the corresponding C header include wasn't removed. The C++ header
already includes the C header, so including it separately is
redundant.
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `ACTION_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.
Rename to `ACTION_OT_bake_keys` since baking is the
term used in animation to describe the action of creating dense key data.
Pull Request: https://projects.blender.org/blender/blender/pulls/112151
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `GRAPH_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.
Rename to `GRAPH_OT_bake_keys` since baking is the term
used in animation to describe the action of creating dense key data.
Pull Request: https://projects.blender.org/blender/blender/pulls/112148