Commit Graph

7757 Commits

Author SHA1 Message Date
Campbell Barton
49baf15a35 Merge branch 'master' into blender2.8 2018-03-07 14:31:53 +11:00
Sergey Sharybin
76122bc8f0 Cycles: Fix crash when building with no shading systems 2018-03-06 13:04:28 +01:00
Sergey Sharybin
ec904ed327 Cycles: Cleanup, indentation 2018-03-06 13:04:28 +01:00
Brecht Van Lommel
2adece9fbb Merge branch 'master' into blender2.8 2018-03-03 14:58:14 +01:00
Brecht Van Lommel
94b99949eb Fix T54202: Cycles crash rendering empty mesh volume after recent optimization. 2018-03-02 23:10:27 +01:00
Brecht Van Lommel
b6fe80ca19 Fix Cycle standalone build. 2018-03-02 19:56:22 +01:00
Clément Foucault
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
Sergey Sharybin
c327cf489c Merge branch 'master' into blender2.8 2018-03-02 16:42:27 +01:00
Mai Lavelle
f2a2d5492b Cycles: Fix building of OpenCL kernels after volume optimization commit
OpenCL is C based, so no support for operators.

Related commit: 7377d411b4
2018-03-02 04:53:13 -05:00
Kévin Dietrich
1852e702ab Merge branch 'master' into blender2.8 2018-03-01 11:56:01 +01:00
Kévin Dietrich
7377d411b4 Cycles volume: fast empty space optimization by generating a tight mesh
around the volume.

We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.

This gives up to 2x speedups in some scenes.

Reviewed by: brecht, dingto

Reviewers: #cycles

Subscribers: lvxejay, jtheninja, brecht

Differential Revision: https://developer.blender.org/D3038
2018-03-01 11:54:01 +01:00
Campbell Barton
b5cc55c822 Merge branch 'master' into blender2.8 2018-03-01 16:48:13 +11:00
Brecht Van Lommel
7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00
Brecht Van Lommel
33b6f944c6 Merge branch 'master' into blender2.8 2018-02-28 21:34:09 +01:00
Brecht Van Lommel
8cc7f48581 Cycles: principled absorption color now has more effect at lower values. 2018-02-28 20:11:53 +01:00
Dalai Felinto
382218beb2 Point cache: Pass EvaluationContext for all the related functions
Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().

Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3087
2018-02-28 13:55:56 -03:00
Brecht Van Lommel
11100faa5c Merge branch 'master' into blender2.8 2018-02-28 00:08:16 +01:00
Brecht Van Lommel
2eb94be750 Code cleanup: refactor Cycles image metadata retrieval to use a struct. 2018-02-27 23:42:30 +01:00
Dalai Felinto
000002e42d Cycles point density texture
This still does not make point density to work in Cycles, but at least it pass
the depsgraph down the line.

Note this was working fine before the depsgraph/render refactor to pass
evaluated depsgraph to the engines.
2018-02-27 18:25:54 -03:00
Brecht Van Lommel
828f545213 Fix Cycles to mostly work with render layer / depsgraph changes.
Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
2018-02-27 18:25:54 -03:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
Clément Foucault
be284c82d4 GWN: Query builtin uniform at shader creation.
This avoids having non null entries in shaderface->builtin_uniforms and a redundant check.
2018-02-27 14:50:16 +01:00
Joshua Leung
3d7235fc87 MSVC 2013 Compile Fix/Workaround for "static thread_local" vars
Apparently MSVC 2013 has trouble with stuff that's been declared
"static thread_local" (and/or maybe even the "thread_local" keyword).

https://stackoverflow.com/questions/29399494/what-is-the-current-state-of-support-for-thread-local-across-platforms
2018-02-27 11:23:22 +01:00
Clément Foucault
e94276d403 GWN: Fix glitches when closing a window. 2018-02-26 20:09:54 +01:00
Clément Foucault
f4cc9ba4c3 V3D: Vertex selection: Fix opengl error. 2018-02-26 20:07:39 +01:00
Clément Foucault
0940e89e60 GHOST: Add new interface to manage offscreen contexts.
Offscreen contexts are not attached to a window and can only be used for rendering to frambuffer objects.

CGL implementation : Brecht Van Lommel (brecht)
GLX implementation : Clément Foucault (fclem)
WGL implementation : Germano Cavalcante (mano-wii)

Other implementation are just place holder for now.
2018-02-26 19:10:15 +01:00
Clément Foucault
241c90c92d DRW/GWN: Bypass glUseProgram.
Turns out to be the call that was destroying performance.

I get 18ms->6ms improvement of drawing time with 10 000 unique objects.

And we can still improve upon this!
2018-02-25 17:59:46 +01:00
Kévin Dietrich
94eb189752 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_blender_version.h
2018-02-24 14:02:50 +01:00
Kévin Dietrich
4403ca80bd Smoke: expose empty space clipping property to the UI.
This is used to determine which voxels are to be considered empty space.

Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.

This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
2018-02-24 13:37:58 +01:00
Kévin Dietrich
6d8a4c10b6 OpenVDB : use underscores instead of spaces in grid names.
Some other software cannot handle grid names with spaces in them. We still check for names with spaces so as to not break old
files.

This fixes T53802.
2018-02-24 13:37:08 +01:00
Brecht Van Lommel
a44b08a6c4 Merge branch 'master' into blender2.8 2018-02-23 19:02:49 +01:00
Brecht Van Lommel
0aec2dcd3a Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
acd619d7c9 Cycles: change smoke color grid to not include density multiplied in.
This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
a963c7d48d Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
2018-02-23 18:57:58 +01:00
Brecht Van Lommel
04896d223d Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K. 2018-02-23 18:57:58 +01:00
Clément Foucault
e7c4a9d1ef GWN: Fix immediate mode when closing a window. 2018-02-22 19:49:59 +01:00
Clément Foucault
5aff002f7b GWN: Context: Fix allocation/codestyle and crash on startup. 2018-02-22 14:31:40 +01:00
Clément Foucault
cc05b661f7 GWN: Fix use after free crash.
This is not an ideal solution but blender freeing system is already well tangled.
So tracking and clearing vao caches when destroying contexts does prevent bad behaviour.
2018-02-22 12:39:57 +01:00
Brecht Van Lommel
257cf86a05 Merge branch 'master' into blender2.8 2018-02-22 00:59:32 +01:00
Brecht Van Lommel
5d5c6bb5ef Cycles: add Russian roulette termination for volume multiple scattering.
This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
2018-02-22 00:55:32 +01:00
Brecht Van Lommel
2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00
Brecht Van Lommel
6a48a9dc6e Code cleanup: fix incorrect socket names in hair and particle info nodes. 2018-02-22 00:55:11 +01:00
Germano
04964ff1f4 GWN: Fix compilation on windows 2018-02-21 18:58:29 -03:00
Brecht Van Lommel
9a5be1fba9 Fix incorrect OSL raytype bits and add some comments. 2018-02-21 17:56:26 +01:00
Brecht Van Lommel
606bc5f301 Fix T54105: random walk SSS missing in branched indirect paths.
Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
2018-02-21 17:56:26 +01:00
Brecht Van Lommel
5cc1d5fe17 Fix T54107: bevel shader + normal map gives wrong result. 2018-02-21 17:56:26 +01:00
Clément Foucault
7be1928ea1 Gawain: VertexFormat: Cleanup
Reorganize struct elements by size, rename a constant.
2018-02-21 15:28:26 +01:00
Clément Foucault
c5eba46d7f Gawain: Refactor: VAOs caching AND use new VAOs manager.
A major bottleneck of current implementation is the call to create_bindings() for basically every drawcalls.
This is due to the VAO being tagged dirty when assigning a new shader to the Batch, defeating the purpose of the Batch (reuse it for drawing).

Since managing hundreds of batches in DrawManager and DrawCache seems not fun enough to me, I prefered rewritting the batches itself.

--- Batch changes ---
For this to happen I needed to change the Instancing to be part of the Batch rather than being another batch supplied at drawtime.
The Gwn_VertBuffers are copied from the batch to be instanciated and a new Gwn_VertBuffer is supplied for instancing attribs.
This mean a VAO can be generated and cached for this instancing case.

A Batch can be rendered with instancing, without instancing attribs and without the need for a new VAO using the GWN_batch_draw_range_ex with the force_instance parameter set to true.

--- Draw manager changes ---
The downside with this approach is that we must track the validity of the instanced batch (the original one). For this the only way (I could think of) is to set a callback for when the batch is getting free.
This means a bit of refactor in the DrawManager with the separation of batching and instancing Batches.

--- VAO cache ---
Each VAO is generated for a given ShaderInterface. This means we can keep it alive as long as the shader interface lives.
If a ShaderInterface is discarded, it needs to destroy every VAO associated to it. Otherwise, a new ShaderInterface with the same adress could be generated and reuse the same VAO with incorrect bindings.
The VAO cache itself is using a mix between a static array of VAO and a dynamic array if the is not enough space in the static.
Using this hybrid approach is a bit more performant than the dynamic array alone.
The array will not resize down but empty entries will be filled up again. It's unlikely we get a buffer overflow from this. Resizing could be done on next allocation if needed.

--- Results ---
Using Cached VAOs means that we are not querying each vertex attrib for each vbo for each drawcall, every redraw!
In a CPU limited test scene (10000 cubes in Clay engine) I get a reduction of CPU drawing time from ~20ms to 13ms.

The only area that is not caching VAOs is the instancing from particles (see comment DRW_shgroup_instance_batch).
2018-02-21 15:28:26 +01:00
Clément Foucault
1b3f9ecd0d Gawain: Add new context/vao manager.
This allows allocation of VAOs from different opengl contexts and thread as long as the drawing happens in the same context.

Allocation is thread safe as long as we abide by the "one opengl context per thread" rule.

We can still free from any thread and actual freeing will occur at new vao allocation or next context binding.
2018-02-21 15:28:26 +01:00
Campbell Barton
2bc952fdb6 Merge branch 'master' into blender2.8 2018-02-18 22:33:05 +11:00