Removes unused GPv2 functions in blenkernel.
Notes:
- Functions for layer masks are still in use, but annotations never
have layer masks in the first place. Would be good to remove the data
structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
should also be removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/128709
Between 0bfd5e3536
and b1cbd9c889
the main branch is incorrectly processing the file
`draw_debug_info.hh` as GLSL and does some string
preprocessing on it. But the output filename matches
the name of the header source file used for compiling
the gpu module. This file not having been updated
since a long time doesn't get copied from the source
folder when switching to other branch and make compilation
fail.
In order to avoid breaking the buildbot longer, we
rename the incriminating file to force recreate it
when building the release branch.
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.
For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`
For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`
Resolves#127374.
Pull Request: https://projects.blender.org/blender/blender/pulls/128604
The Legacy Cryptomatte node doesn't work in GPU execution mode if
Precision is set to Auto. That's because the colors picked from the Pick
layer might be in half precision and thus will not match the colors in
the Cryptomatte layers. This is due to the compositor using the
context's precision for Viewer outputs as opposed to the precision of
the image that actually needs to be viewed in the Viewer node.
To fix this, we set the Viewer node precision to be the precision of its
input, that way, the Cryptomatte pick layer will be output in full
precision as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/128495
There was a bug where vertex colors were not shown in solid view in
draw or vertex paint mode. The check to use `V3D_SHADING_VERTEX_COLOR`
was outdated and checked the wrong mode flags.
The fix makes sure that we use `V3D_SHADING_VERTEX_COLOR` in
draw and vertex paint mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/128581
The armature shape drawing was broken on NVIDIA. The reason is that not
all the elements in of the geometry shader out stages are written to. On
NVIDIA platforms this leads to not storing all the output data.
This could be that geometry shader on those plaforms write directly to
the final location in GPU memory. Other platforms might keep the data in
a local registry and copy it to the final location when emitting the
vertex.
Blender 4.4 might not have this issue as overlay next will remove the
need of the geometry shader.
From Khronos GLSL spec:
```
GS code writes all of the output values for a vertex, then calls EmitVertex().
This tells the system to write those output values to where ever it is that
output vertices get written. After calling this function, all output variables
contain undefined values. So you will need to write to them all again before
emitting the next vertex (if there is a next vertex).
```
Pull Request: https://projects.blender.org/blender/blender/pulls/128578
On NVIDIA drivers it is not allowed to pass buffers directly from the
interface to a function as the qualifiers do not match. This is commonly
fixed by first storing it in a local variable to remove the qualifiers
and then pass it to the function that need the object.
Pull Request: https://projects.blender.org/blender/blender/pulls/128571
This adds feature parity with Cycles regarding light and shadow liking.
Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.
For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
Remove the indirection previously used for the topology refiner
to separate C and C++ code. Instead retrieve the base level in
calling code and call opensubdiv API functions directly. This
avoids copying arrays of mesh indices and should reduce
function call overhead since index retrieval can now be inlined.
It also lets us remove a lot of boilerplate shim code.
The downside is increased need for WITH_OPENSUBDIV defines
in various parts of blenkernel, but I think that is required to avoid
the previous indirection and have the kernel deal with OpenSubdiv
more directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/120825
Memory allocated to vertex buffer but the total verts are zero. This
triggers assert in bind function when `vbo_size_` is zero. Exit out of
funtion early to prevent the assert.
Also wrap `DRW_shgroup_call_no_cull` with if check.
Pull Request: https://projects.blender.org/blender/blender/pulls/128248
The first commit ensures IsectBoxes are not set up unless
they are valid.
The second commit renames
`drw_bounds_are_valid` to `drw_bounds_corners_are_valid`,
and `drw_bounds_culling_enabled` to `drw_bounds_are_valid`
so it's harder to set up an invalid `IsectBox` by mistake.
(Continuation of #127807)
Pull Request: https://projects.blender.org/blender/blender/pulls/128125
Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
Supporting selection operators and overlays in sculpt mode is necessary
to support masking operations.
This enables selection drawing in the overlay in sculpt mode,
and ensures all the necessary operators (pick, lasso, circle, box)
handle the differences in modes correctly.
The selection code so far was expecting object mode, so the `vc->obedit`
object was used without further checks. Now the selection code can be
called outside of edit mode, in which case the `vc->obact` object must
be used instead. Similarly edit mode and sculpt mode have separate
`selectmode` flags, so the correct mode property must be used from the
tool settings depending on the object mode. These changes require some
refactoring of unrelated selection code.
Pull Request: https://projects.blender.org/blender/blender/pulls/128040
Currently the `sum_group_sizes` call used to count the number
of elements in GPU vertex buffers for each PBVH node stands out
in profiles, taking a few percent of the total time when building
PBVH GPU data. Since the number of corners in a node doesn't
change, it's simpler to just store it in the node. We could
eventually cache it somewhere else too, if there was a benefit
to not storing it in the node itself.
The unlit packing could write to the (non-existing) 4th
closure bin inside the gbuffer header leading to no
combined pass shader being invoked for these specific
(complex) materials.
Making sure the unlit workaround writes to bin 0 fixes the
issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/127811
Object with degenerate transform matrix can lead to flat
bounds on GPU. This in turn lead to NaN intersection planes
inside `IsectBox`.
Compute (pseudo) size of matrix and bypass culling is any
axis is too small.
The other part of the patch makes sure that there is a
distinction between disabled culling and invalid
bounding boxes.
Pull Request: https://projects.blender.org/blender/blender/pulls/127807
When the opaque layer was populated with only emissive
material, no raytracing was used for it and no feedback
buffer was needed. Thus, the refraction layer had nothing
to raytrace against.
This fixes it by forcing the use of feedback buffer in this
corner case.
Pull Request: https://projects.blender.org/blender/blender/pulls/127771
These buffers are bound as texture buffers and will have
their backend object created whether or not the subsequent
drawcall is emited.
Ensuring a minimum size fixes the issue.
This uses the path that metal was using.
This doesn't seems to create any difference in render
tests. This simplify the backend code and avoid
specific path for metal.
Idea suggested by Kevin Chuang
Pull Request: https://projects.blender.org/blender/blender/pulls/127687