Commit Graph

3874 Commits

Author SHA1 Message Date
Hans Goudey
13f179a9c0 Cleanup: Add utility function to sum offset indices group sizes
I've done this a few times and would have benefited from a utility
function for it, apparently it's done in a few more places too. The
utilities aren't multithreaded for now, it doesn't seem important
and often multithreading happens at a different level of the call
stack anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/127517
2024-09-12 20:28:35 +02:00
Hans Goudey
5ff4e5fcb9 Sculpt: Avoid rebuilding draw vertex buffers for visibility changes
Use the possibility from ad7d7212c1
to make changes to visibility a bit snappier.
2024-09-12 11:39:55 -04:00
Hans Goudey
bd96b378a6 Sculpt: Avoid processing hidden nodes for drawing
When "update only visible" is turned on (during strokes or based on
the mode option), skip updating draw buffers for invisible nodes.
2024-09-12 11:39:55 -04:00
Hans Goudey
f52b813c36 Fix #127462: Sculpt drawing crash with hidden mesh faces
Mistake in ad7d7212c1.
2024-09-12 11:39:55 -04:00
Clément Foucault
c82ddedb9b Overlay-Next: Image Space
Port all Image editor overlays.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127366
2024-09-11 18:26:34 +02:00
Laurynas Duburas
30724ddecd Overlay-Next: Fade
Overlay-Next version of  Fade in Mesh edit mode and Fade geometry in armature pose mode.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127247
2024-09-11 17:29:26 +02:00
Hans Goudey
1618448abd Sculpt: Store multires grids data in separate arrays
For `SubdivCCG`, replace the dynamic array-of-struct data with separate
arrays for positions, normals, and masks. This decreases memory
bandwidth requirements for loops that only access one of these arrays.
It also significantly simplifies data access, making it more similar
to mesh data where it can just be accessed with indices.

In a simple test this change speeds up the multires sculpt brush
benchmark by 32%. It also slightly reduced BVH build time by about 12%.

In practice this means completely replacing usage of `CCGElem` for
`SubdivCCG`. The struct is still used in the older subsurf baking code
though. Removing that is a much trickier task that doesn't have short
term benefits.

Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/127262
2024-09-11 15:54:46 +02:00
Campbell Barton
e00fed43e6 Cleanup: redundant struct declarations 2024-09-11 16:25:25 +10:00
Hans Goudey
5d429bb063 Fix #127400: Sculpt mode drawing uses wrong version of color attribute 2024-09-10 14:55:25 -04:00
Hans Goudey
ad7d7212c1 Sculpt: Face corner indexed mesh GPU data extraction
Reduce VBO data uploaded to the GPU by a bit less than 2x, at the cost of
creating triangle index buffers. Since the index buffers only need to be
created when topology changes, this means significantly less data needs
to be uploaded to the GPU while sculpting. The hot loops for extracting
mesh data also don't need to access triangles or face visibility, and also
drawing can become more efficient with indices for cached vertex values.

Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/127351
2024-09-09 18:19:16 +02:00
Vitalijs Komasilovs
0db13bef19 Fix #126463: EEVEE: wrong texture binding for Curves Info node
Fixing texture binding according to `Curves Info` node attributes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127206
2024-09-09 13:03:04 +02:00
Miguel Pozo
eab640e044 Draw: Batch shader compilation for image render
Enable deferred parallel batch compilation for image renders.
This replaces the use of the `WM_job` system with a regular thread,
since `WM_job` requires access to the main context,
which is not accessible from the render thread.
It also simplifies the system so it creates a single thread at startup
and deletes it at exit.

Pull Request: https://projects.blender.org/blender/blender/pulls/125005
2024-09-06 18:13:43 +02:00
Clément Foucault
dc89c935fa GPv3: Implement Wireframe batch
Fix #120604

Pull Request: https://projects.blender.org/blender/blender/pulls/127147
2024-09-06 16:50:21 +02:00
Laurynas Duburas
4948ade694 Overlay-Next: Edit-Mesh measurements
Overlay-Next version of mesh measurements.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127124
2024-09-06 16:45:40 +02:00
Clément FOUCAULT
a4cd59e369 Overlay-Next: Prepass: Grease Pencil
Allow selection of grease pencil objects.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127238
2024-09-06 13:29:53 +02:00
Hans Goudey
07d7404390 Fix: Correct wireframe drawing after recent PBVH storage refactor
Somehow this untested implementation made it in, I thought I had
tested this. The mistake I made was imagining the VBOs were "indexed"
using the node vertex indices, but we use a flat duplicate-per-triangle
vertex VBO format.
2024-09-05 15:42:15 -04:00
Hans Goudey
d33e708343 Refactor: Sculpt: Use function to access PBVH
Part of #118145.
In the future we want to move the ownership of the BVH tree to the
original mesh rather than `SculptSession`, in order to persist it
across some more general non-topology changing operations like
node tools. The first step of that change is replacing all places
that used `SculptSession::pbvh` for access with a function.
2024-09-05 14:16:40 -04:00
Hans Goudey
39e653d479 Cleanup: Sculpt: Add geometry index accessor functions to node structs
Add `.faces()`, `.verts()`,`.all_verts()`, and `.grids()` functions to nodes.
Don't change BMesh data access yet. More complex const correctness
makes that situation more difficult.

Pull Request: https://projects.blender.org/blender/blender/pulls/127201
2024-09-05 20:07:03 +02:00
Hans Goudey
5e63435e74 Sculpt: Store faces instead of triangles in BVH
Currently each sculpt BVH node stores the indices of its triangles.
It also stores triangles of vertex indices local to the node, and also
potentially the indices of the face corners in the node.

The problem with this is that the leaf nodes store plenty of redundant
information. The triangles in each face aren't split up between multiple
nodes, so storing triangle instead of face indices is unnecesssary. For
the local vertex triangles, there is also duplicate information-- twice
the number of indices as necessary for quad meshes. We also often need
a node's faces, which is currently done with a triangle to face map
using 4 bytes per triangle.

This "double storage" results in extra processing too. For example,
during BVH builds we need to combine twice the number of "Bounds"
objects for a quad mesh. And we have to recalculate a node's face
indices every time we want them.

This commit replaces the PBVH triangle indices with face indices, and
replaces the local vertex triangles array by using a `VectorSet` to store
each node's vertex indices. This results in significant performance and
memory usage improvements.

|                   | Before   | After    | Improvement |
| ----------------- | -------- | -------- | ----------- |
| BVH build time    | 1.29 s   | 0.552 s  | 2.3x        |
| Brush stroke time | 3.57 s   | 2.52 s   | 1.4x        |
| Memory usage      | 4.14 GiB | 3.66 GiB | 1.3x        |

All testing is done with a 16 million vertex grid and a Ryzen 7950x.

My guess is that the brush stroke time is improved by the added sorting
of node vertex indices, and by the overall increase in memory bandwidth
availability for mesh data. Personally I'm pleasantly surprised by the
whole improvement, since I usually try to avoid hash table data
structures for this sort of use case. But a lookup into this set ends up
just being a boolean and with an array lookup, so it's quite cheap.

Pull Request: https://projects.blender.org/blender/blender/pulls/127162
2024-09-05 16:21:43 +02:00
Clément FOUCAULT
093192a9d0 Cleanup: DRW: Remove unused variable warning 2024-09-05 12:23:43 +02:00
Campbell Barton
3a1e637e26 Cleanup: spelling in comments 2024-09-05 11:31:47 +10:00
Hans Goudey
b14badf3ea Cleanup: Subdiv: Use Span and float3 for vertex positions 2024-09-04 13:13:43 -04:00
Hans Goudey
d601bf7e3d Sculpt: Restructure PBVH drawing to avoid overhead
This commit rewrites the PBVH drawing using many of the principles from the
ongoing sculpt refactor. First of all, per BVH node overhead is minimized.
Previously the main entry point to the drawing API was per node, so there
was significant overhead fetching global data and maintaining caches on
a per-node basis. Now all of that "global" work happens for the entire
geometry.

We also now avoid creating wireframe index buffers and batches unless
the viewport actually requests wireframe data. This was theoretically
possible before, but the whole logic flow was so convoluted that the
optimization was too difficult. Similarly, multithreading is used more
consistently now. Because of OpenGL, flushing vertex/index buffers to
the GPU has to happen on the main thread, but everything else can be
multithreaded. With outer loops processing all relevant PBVH nodes,
it's now trivial to apply multithreading wherever possible.

Testing performance, overall this commit results in a 10% improvement in
the time between opening a file with a large mesh sculpt and the first
possible interaction. Specifically I measured a change from 8.4 to 7.6
seconds on a completely visible 16 million vertex mesh with a Ryzen 7950x.
I also measured a decrease in memory usage from 4.79 to 4.31 GB.
For multires I observed a similar improvement in memory usage,
though less of a performance improvement.

There are still significant opportunities for future improvement. #122775
would be particularly helpful. #99983 would be helpful too, though more
complicated, and #97665 describes the problems a bit more generally.

Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/127002
2024-09-04 17:40:50 +02:00
Clément Foucault
508b39661d Overlay-Next: Armature
Functional Changes:
- Custom shapes using empties now supports line width.
- Line width is supported on MacOS.
- Fixed Stick bone drawing on MacOS.

Some shaders are duplicated and ported to the new
primitive expansion API.

The legacy code inside `overlay_armature.cc` have been
guarded behind `NO_LEGACY_OVERLAY` which can
be enabled to make sure no legacy code is used unnoticed.
This allows for spotting more easily code that needs to be
ported. Moreover, it is easier to remove this legacy code
when the time comes.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126474
2024-09-04 12:56:37 +02:00
Aras Pranckevicius
174387e4d9 Fix #126908: 3D view background color affects attribute text outline color
The change was accidentally done in #121383 which primarily concerned
itself with overlay text colors, but started to use TH_BACK theme color
for the draw manager text (e.g. for geometry nodes value visualization)
outline color. Change behavior to use black or white outline color, based
on lightness of text color.

Pull Request: https://projects.blender.org/blender/blender/pulls/127071
2024-09-03 22:01:14 +02:00
Julian Eisel
a8c08e4a8c Refactor: Sculpt/Paint: Rename brush "tool" to "brush type"
The term "tool" is historic from before the actual tool system got
introduced. Since then the term was already a bit confusing, because it
wasn't directly related to the tool system, but there was still some
relationship between the two. Now brushes and their types are decoupled
much more from the tool system, with a single "Brush" tool supporting
all kinds of brushes (draw, grab, cloth, smooth, ...).

For a more clear terminology, use "brush type" instead of "tool".

For #126032 we need to write the brush type to the asset metadata (done
in !124618), so we can filter brushes based on the type (so the grease
pencil eraser tool only shows eraser brushes, for example). I'd like to
use future proof names for that to avoid versioning of asset metadata in
future, so I'd rather do the full naming change now.

RNA properties (thus BPY names) are not changed for compatibility
reasons. Can be done in 5.0, see blender/blender#124201.

Pull Request: https://projects.blender.org/blender/blender/pulls/126796
2024-09-03 15:20:34 +02:00
Clément Foucault
1c2918f50f DRW: Fix crash when entering UV editor 2024-09-02 16:17:21 +02:00
Clément FOUCAULT
895e315f2e Overlay-Next: Add Alt+B clipping support
Add back clipping using the same GL clip planes as before.

The difference is that the clip planes are now stored in the
`GlobalsUboStorage` instead of relying on another separate
UBO.

One annoyance of the current design is that the `overlay::Instance`
has to be created with the clipping state. This could be fixed later
by making the shader module a pointer instead of a reference.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127018
2024-09-02 10:54:10 +02:00
Clément FOUCAULT
870d664e31 Overlay-Next: Edit Curves
Straightforward Port

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126892
2024-08-30 16:03:44 +02:00
Hans Goudey
1376c78e46 Cleanup: Further explicit retrieval of data in PBVH draw 2024-08-23 11:17:17 -04:00
Hans Goudey
5ece086678 Cleanup: Separate PBVH VBO format creation to functions 2024-08-23 11:17:16 -04:00
Hans Goudey
205d95107e Cleanup: Miscellaneous changes in draw_pbvh.cc
Reorganization to make the retrieval of data from the arguments struct
more explicit, combined with a bit of renaming. Mostly to make a future
diff visually simpler.
2024-08-23 10:18:38 -04:00
Hans Goudey
6e845f54c3 Fix #126464: Subdiv optimal display edges causes broken wires on Metal
Caused by d1049f6082.
The old 255 FORCE_HIDE value converts to 1.0f as a float, not 255.0f.
2024-08-22 09:48:44 -04:00
Jacques Lucke
354a097ce0 Volumes: improve file cache and unloading
This changes how the lazy-loading and unloading of volume grids works. With that
it should also fix #124164.

The cache is now moved to a deeper and more global level. This allows reloadable
volume grids to be unloaded automatically when a memory limit is reached. The
previous system for automatically unloading grids only worked in fairly specific
cases and also did not work all that well with caching (parts of) volume
sequences.

At its core, this patch adds a general cache system in `BLI_memory_cache.hh`. It
has a simple interface of the form `get(key, compute_if_not_cached_fn) ->
value`. To avoid growing the cache indefinitly, it uses the new
`BLI_memory_counter.hh` API to detect when the cache size limit is reached. In
this case it can automatically free some cached values. Currently, this uses an
LRU system, where the items that have not been used in a while are removed
first. Other heuristics can be implemented too, but especially for caches for
loading files from disk this works well already.

The new memory cache is internally used by `volume_grid_file_cache.cc` for
loading individual volume grids and their simplified variants. It could
potentially also be used to cache which grids are stored in a file.
Additionally, it can potentially also be used as caching layer in more places
like loading bakes or in import geometry nodes. It's not clear yet whether this
will need an extension to the API which currently is fairly minimal.

To allow different systems to use the same memory cache, it has to support
arbitrary identifiers for the cached data. Therefore, this patch also introduces
`GenericKey`, which is an abstract base class for any kind of key that is
comparable, hashable and copyable.

The implementation of the cache currently relies on a new `ConcurrentMap`
data-structure which is a thin wrapper around `tbb::concurrent_hash_map` with a
fallback implementation for when `tbb` is not available. This data structure
allows concurrent reads and writes to the cache. Note that adding data to the
cache is still serialized because of the memory counting.

The size of the cache depends on the `memory_cache_limit` property that's
already shown in the user preferences. While it has a generic name, it's
currently only used by the VSE which is currently using the `MEM_CacheLimiter`
API which has a similar purpose but seems to be less automatic, thread-safe and
also has no idea of implicit-sharing. It also seems to be designed in a way
where one is expected to create multiple "cache limiters" each of which has its
own limit. Longer term, we should probably strive towards unifying these
systems, which seems feasible but a bit out of scope right now. While it's not
ideal that these cache systems don't use a shared memory limit, it's essentially
what we already have for all cache systems in Blender, so it's nothing new.

Some tests for lazy-loading had to be removed because this behavior is more
implicit now and is not as easily observable from the outside.

Pull Request: https://projects.blender.org/blender/blender/pulls/126411
2024-08-19 20:39:32 +02:00
Clément FOUCAULT
b919887682 DRW: Add assertions for unsupported values
The `draw::Pass` types have different capabilities.
Custom ID and primitive expansion count are now
checked before command recording.
2024-08-18 15:39:06 +02:00
Jacques Lucke
5358d1b09a Depsgraph: avoid checking for evaluated object in draw code
This increases playback performance from 2.9fps to 3.2fps in the test file from #126391.

The check is unnecessary in draw code, because we know that the depsgraph
finished evaluation before. These checks were introduced to handle dependency
cycles during depsgraph evaluation.

At some point it may be nice to look into making these checks cheaper to avoid having
to use the unchecked version for performance reasons.
2024-08-17 00:41:31 +02:00
Hans Goudey
6ca352a7b6 Refactor: Sculpt: Remove mesh pointer from BVH tree, pass to drawing code
Part of #118145.
Similar in concept to recent commits removing the usage of
this mesh pointer in favor of fetching the data as necessary.
Also see recent discussion in a recent fix for this area:
https://projects.blender.org/blender/blender/pulls/122850.

And also note the comment for `Tree::mesh_` was incorrect.
The mesh was the original mesh, not the evaluated mesh.
2024-08-15 00:24:12 -04:00
Hans Goudey
bd19212fb8 Refactor: Sculpt: Avoid BVH tree geometry pointers in normals update
Part of #118145.
There is some complexity in this area because the normals need to be
updated on the original geometry only when there is no deformation
or multires modifier. The simplest way to encapsulate that usage of
the original geometry for now was adding a separate function that
contains the lookup with a comment justifying it.
2024-08-14 23:19:39 -04:00
Hans Goudey
a716685f2f Fix #126149: Flat face wireframe edges hidden on some platforms
d1049f6082 translated the logic from the `int8` to `float`
conversion incorrectly. Previously the data was extracted to an integer
array (multiplied by 254) first then translated to a float VBO (and
divided by 255). I think conceptually the special `1.0/255` value isn't
necessary because the "optimal display edges" area already taken into
account for the creation of the index buffer. But as a quick fix, just
fix the factor to be the same as before.

Pull Request: https://projects.blender.org/blender/blender/pulls/126290
2024-08-13 18:09:23 +02:00
Clément Foucault
c42380c633 Overlay-Next: Outline
Straightforward port.

Only the dupli object optimization and the resource handle
deduplication are left as todos.

Marked areas that are against design to be fixed.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126152
2024-08-12 15:29:20 +02:00
Hans Goudey
1079be11b3 Fix: More GPU subdivision crashes with loose edges
Because the previous fix stopped creating these VBOs when they
would be empty we need more null checks. Alternatively still
creating them but not binding them might be a better solution
but just adding null checks seems like the simpler approach
right now.

Pull Request: https://projects.blender.org/blender/blender/pulls/126073
2024-08-09 15:53:04 +02:00
Clément Foucault
bd9ce206db Fix: DRW: Missing vnor attribute on edit mesh cage
Fixes ae85b54ffc
2024-08-09 15:27:53 +02:00
Pratik Borhade
4d572b216f Fix #126131: GPv3: Crash when deleting everything in edit mode
Assert in debug build, allocated vertex buffer has garbage data when
total points in the drawing are zero, Nothing is copied to vertex buffers
from `copy_transformed_positions()`. To fix the crash, exit early when
the number of points is zero and execute `DRW_shgroup_call_no_cull`
macro when batch is non-null.

Pull Request: https://projects.blender.org/blender/blender/pulls/126134
2024-08-09 15:23:10 +02:00
Clément FOUCAULT
58d04bfa7c Fix: DRW: Missing vnor attribute on edit mesh and edges
Fixes commit ae85b54ffc
2024-08-09 08:30:32 +02:00
Clément FOUCAULT
a6ec643229 Fix: DRW: Missing data upload
Only the `vert_len == 0` is invalid.

Fixes #126097
2024-08-09 08:18:51 +02:00
Clément FOUCAULT
724112d51d Fix: DRW: Missing default enabled program point size
This state should always be enabled for internal reasons.
2024-08-09 08:16:21 +02:00
Clément FOUCAULT
ae85b54ffc Fix: DRW: Missing vnor attribute on edit mesh and edges
This resulted in the lack of fresnel effect on dense meshes
in edit mode when GPU subdiv was not used.
2024-08-09 08:16:21 +02:00
Hans Goudey
a9d318d2f3 Fix #124292: GPU subdivision loose edges crash
There were two issues. One was that the normals VBO wasn't created
with the correct size. The other was that there were empty VBOs created
which can apparently also cause crashes.

Pull Request: https://projects.blender.org/blender/blender/pulls/126041
2024-08-07 19:11:23 +02:00
Clément Foucault
04ae9ffd7f GPU: Add assert on zero sized VBOs
These can create GL errors that are not reported
appropriately.
2024-08-07 16:31:44 +02:00
Clément Foucault
88d4b4097c OSD: Guard unneeded buffers behind defines
Fix unused buffer errors.
2024-08-07 16:31:43 +02:00