The pattern of transforming many position vectors at once is quite
common, both with separate source and result arrays, and when modifying
an array in place. In some cases at least we used a separate function
with a consistent name across files, but there were also many duplicate
parallel transform implementations.
This commit adds these utilities to the BLI_math_matrix.hh API and uses
them where many positions from contiguous arrays are transformed at
once. While there might be a more ideal location for these utilities,
it's consistent with 3936d7a93e, and certainly better
than duplicating them.
This also reduces binary size of my build by 15 KB.
Pull Request: https://projects.blender.org/blender/blender/pulls/145352
Introduced in 24d08e0bae
The above commit introduced a new batch for drawing UVs in the Image
editor that does not consider face selection when drawing the
corresponding UV map. This was done to reuse the IBO used in object
mode.
Unfortunately, this change didn't account for the case of being able to
select faces in the 3D Viewport (i.e. in Edit or Texture Paint mode)
while also viewing the Image Editor in Paint Mode.
To fix this, the following changes have been made:
* Introduce a new case when drawing the `MeshUV` overlay for objects
being edited.
* Add two new IBO types and a new batch type to clearly differentiate
between the above cases when extracting mesh data.
* Fixes some incorrect usage of the `sync_selection` concept
Pull Request: https://projects.blender.org/blender/blender/pulls/144105
Implementation of the design task #142969.
This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.
Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.
The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  |  | N/A |
| PR |  |  |  |
| | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main |  | | N/A |
| PR | ||  |
Cyclic Curve, Mixed curve type, and proper radius support:

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)
Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)
TODO:
- [x] Attribute Loading Changes
- [x] Generic Attributes
- [x] Length Attribute
- [x] Intercept Attribute
- [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
- [x] Attribute Loading
- [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment
Pull Request: https://projects.blender.org/blender/blender/pulls/143180
Optimize instancing performance by syncing all instances at once.
Part of #130291
At the moment, it only works for certain Object types in Workbench and
Overlay.
Everything else follows a path similar to the previous one.
Performance on instancing heavy scenes can range from 1.5x to 3x faster
depending on hardware and platform.
Pull Request: https://projects.blender.org/blender/blender/pulls/140378
Running valgrind on a render test exhibit a lot of warnings
about `Conditional jump or move depends on uninitialised value(s)`.
This patch makes sure to initialize the memory to avoid
platform dependent bugs.
Pull Request: https://projects.blender.org/blender/blender/pulls/144995
- Return evaluated points as function return value.
Used in cases when only limit or final point is requested, without
partial derivatives.
- Re-order function argument list and use default argument values to
simplify usage in the simple/typical cases.
No functional changes expected.
Pool of VolumeInfo was never reset. Detected when stress testing
the vulkan backend using tree_creature.blend where the world
volume was converted to a volume object.
Pull Request: https://projects.blender.org/blender/blender/pulls/144967
The semantics of checking "has_value()" (etc.) are much better than
checking for an empty span when dealing with the result of an attribute
lookup. This mainly affects the Bezier curve handle position attributes
currently. Plenty of places assume those attributes exist now. In a
couple places the code is a bit safer now, otherwise it's just a bit
more obvious.
Pull Request: https://projects.blender.org/blender/blender/pulls/144506
Right after #143858 this refactor aim to fix issue with bezier
curve handle segments location in index buffer object.
Before there were a lot of unused segments.
Now there is no any unused bit of memory.
Pull Request: https://projects.blender.org/blender/blender/pulls/143966
This improves the rendering of cyclical strokes in Grease Pencil
by connection the start and end lines segments together.
To make this possible the Vertex Shader needs to know if the
curve is cyclical and the start and end of the current stroke.
This PR stores the cyclical in the sign of `point index`. All points
already know the start of the curve as `stroke_id`, so all we
need is the end of the curve. Grease Pencil already uses a
point at the start and end of the stroke as padding. So if the
first buffer point stored the index to the last buffer point, any
other point and just go to the first point then to the last.
Pull Request: https://projects.blender.org/blender/blender/pulls/143976
With 5.0 we start requiring this extension for GL and VK.
All of our target hardware supports it with up to date
drivers.
Some old drivers were disabling this extension because of
buggy behavior. We simply drop support for them in 5.0.
This allows us to remove a lot of code and the last
shader create info override done at startup. This will
unlock more refactoring of the shader create info into
static classes to reduce binary size and other benefits.
## TODO:
- [x] Remove checks for ARB_shader_draw_parameters
- [x] Remove checks for ARB_clip_control
- [x] Check for the extension on startup for OpenGL
- [x] Check for the extension on startup for Vulkan
- [x] ~~Add user facing popup message about minimum
requirements not being met.~~ Done using the same
popup as old hardware.
Pull Request: https://projects.blender.org/blender/blender/pulls/142334
This is the second time I've needed a function to find an attribute by
name on all attribute domains, with a third time coming soon. It seems
time to put this in a BMesh header.
Pull Request: https://projects.blender.org/blender/blender/pulls/144039
Caused by a compiler issue with function accessing the same SSBO in
different control flow.
Loading the SSBO data before doing the computation fixes the issue.
Candidate for Backporting to 4.5 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/143926
Caused by 5f6e94ca58
When there are more than 2^16 points, the GPU index buffer code tries
to compress the indices to uint16 because we passed the incorrect max
index. In general that optimization just isn't worth the complexity
of precalculating the max index in this situation. There are other
potential optimizations here that would be vastly more helpful.
So just pass INT_MAX to disable the compression.
In case an image editor is open in the same window, entering sculpt mode
could crash. The cause is that the 3d viewport can request the sculpt
data vbo and its batch. But the image editor doesn't need it and removes
the sculpt data vbo, but doesn't remove the batch. Next frame the batch
could point to invalid data.
This fix will not keep the batch around so it is always being
reconstructed. A better solution needs to be found as the removal of the
vbo is done in a strange part, and the vbo should be checked against the
cd needed over time.
Pull Request: https://projects.blender.org/blender/blender/pulls/144013
This was caused by a mismatch in the conditions that enabled GPU
subdivision. The mesh normals domain for meshes with no faces was
reported incorrectly, causing the code to think there are auto-smooth
style split normals when there actually aren't.
Also the GPU subdiv normals extraction had a crash binding a vertex
buffer that doesn't exist when there are no faces. Add an early return
for the wire-only mesh case to avoid that.
Pull Request: https://projects.blender.org/blender/blender/pulls/143961
In a58dd0b5c3 sequential overlay segments
writing was replaced by a parallel one. But there was one hidden issue:
each curve knows its number of points and starting offset. If you want
to drop one curves set from domain -- you have to sequentially offset
all other curves. And this was not done. Gap between poly and nurbs
curve ,point indices created for bezier still there. And once it stop
being filled by 0 after 3e8250e60c we meet
all the segments of garbage. Proper fix: lay left handle segments in
space created for bezier segments. This fix: hide issue until proper
fix (non trivial refactor).
Pull Request: https://projects.blender.org/blender/blender/pulls/143858
This makes it so that Grease Pencil Bezier handles use the same colors and shaders as `Curves` Objects.
This also makes the handles follow `handle_display` and add the option the the edit mode overlay.
Pull Request: https://projects.blender.org/blender/blender/pulls/141524
Use MTLPatchShaderSource to provide the patch basis shader source on
all Apple platforms. The immediate advantage of this change is ability
to use GPU subdivision on iOS. Another advantage is that it moves us
further away from frameworks which got deprecated by Apple and it might
save us some headache in the future.
Also tweak backend-specific defines to match definitions from OpenSubdiv.
The annoying difference is that OSD_PATCH_BASIS_METAL is defined by the
OpenSubdiv as 1 in the very beginning of the base code, which is not done
for the OSD_PATCH_BASIS_GLSL is not defined by the OpenSubdiv at all.
Ref #143445
---
TODO:
- [X] Check it works correctly on macOS
- [x] Check it works correctly on Linux
Pull Request: https://projects.blender.org/blender/blender/pulls/143462
Use `BLI_strncpy_utf8` & `BLI_snprintf_utf8` for fixed size buffers in
DNA and screen data structures such as panels, menus & operators.
This could be considered a fix as copying a UTF8 string into a smaller
buffer without proper truncation can create an invalid UTF8 sequence.
However identifying which of these users are likely to run into would
be time consuming and not especially useful.
Caused by b19696c0b8.
I misunderstood the meaning of the vertex buffer allocation size.
Even though the attributes aren't interleaved, the fact that there
are multiple attributes is still included in the "element size" that's
multiplied with the size argument to `GPU_vertbuf_data_alloc`.
Also switch to spans and indices rather than incrementing raw pointers,
which would have made this much faster to debug.
Caused by 7688677e29, which replaced `DRW_draw_depth_object` with
`DRW_draw_depth_loop`.
`DRW_draw_depth_object` simply rendered the object without actually
using the DRW manager capabilities.
Now, with `DRW_draw_depth_loop`, the depth is rendered based on what
the engine sees with overlays disabled, which doesn't hide the
particles.
The solution to this issue is to skip particle rendering in the overlay
engine in `DRW_draw_depth_loop`.
Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/141981
Since 4.5 the point clouds are out of experimental.
The drawing of pointcloud did not allow for correct volume
estimation as the shape are not rendered as closed objects
(i.e. the backfaces were not rendered).
This patch renders the backfaces for the volume occupancy
pass by rendering the pointcloud twice and flipping the
shape alignment matrix. This reverse the winding and
does a backface hit as it would do for a sphere primitive.
This solution even if not perfect avoids adding more
geometry in the Index Buffer. The geometry approach might
be preferable in the future if we find a way to render
the spheres without an IBO or with a JIT generated IBO.
Rel #141490
Pull Request: https://projects.blender.org/blender/blender/pulls/142095
It's simple to skip some work when all the triangles will be rendered
in the UV editor (though theoretically the best option would be to
share the non-UV triangle index buffer in this case).
Avoid function call overhead, add consistency between BMesh
and Mesh, parallelize filling the data and calculating the selection,
and avoid over-allocation in the cases where not all triangles will
be rendered.
Pull Request: https://projects.blender.org/blender/blender/pulls/142880
Caused by a slightly weird API, that has no good way to recieve
the final size of a partially used index buffer. Until this is refactored
more, just assign this data manually.
Pull Request: https://projects.blender.org/blender/blender/pulls/142748
On the Vulkan side, ensure that unbound textures don't result in
accessing uninitialized or out of bounds memory.
On the Draw side, ensure all Hair and Curves attributes have, at least,
a dummy attribute bound.
Pull Request: https://projects.blender.org/blender/blender/pulls/142265
Bounds check material indices since they may exceed the total number of
materials. This looks to be an oversight in [0] which added support
for an OpenGL evaluator.
[0] eed45d2a23