Fix an issue in `find_first_valid` where Nvidia would incorrectly
increment `src` after return.
This should fix the issue where some tiles would stay corrupted
until resetting EEVEE.
Initialize tiles_data in `TestAlloc` so it doesn't fail in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/114550
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.
This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.
Pull Request: https://projects.blender.org/blender/blender/pulls/111809
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.
The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.
Results matches almost perfectly to the extent of the
split sum approximation.
Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/112881
This moves the pre-computation offline and store the pre-computed
table in the binary. The pre-computed tables are quite small and are
not a concern with respect to binary size increase.
This rewrites the precomputation to use manually fitted
approximations for both burley and random walk.
The approximations fix a discrepancy between cycles and EEVEE
SSS translucency look. The absolute maximum error is below 2%.
I believe better results could be achieved with automatic fitting
tools.
Note that Cycles Burley translucency profile has some issues as it
does not give a smooth profile. The profile is biased near the end
of the lower radii. For this reason, the fit was done on a white
diffuse with (1,1,1) radii which does not exhibit this artifact.
Note that while this adds the profile for random walk, it isn't
currently used because the profile type is not yet passed down
the deferred path.
The fitting data can be found attached to this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/112512
because it contains reflectance and transmittance, so BSDF would be a
morep proper name.
Also rename BSDF to BRDF at places where only reflectance is returned.
Split shadow rendering per LOD per tilemap and improve
fragment shader invocation rate by using multi-viewport.
Also changes the layout of the atlas to be 4 x 4 x Layers.
This allow to grow the atlas while keeping the content
and page indirection correct, but this isn't implemented
in this patch.
# First attempt
Shadow rendering using atomic proved to be less than ideal
and performance were not quite to an acceptable level.
The previous method had issue with atomic contention when
a lot of triangle would overlap and too many fragment shader
invocations with quite complex indirection rules and biases
which made the technique costly.
The new implementation leverage multi viewport and
layered rendeing to effectively replace the need for atomic
and render directly to the shadow atlas. Using the well
supported extension these are free on modern hardware and
do not need a geometry shader.
One view per tile is needed since we use the viewport index
and the layer index as a way to index a specific tile in the
array.
# Geometric Complexity Problem
The counterpart of this is that we need to draw one geometry
instance per tile which is 32x32 time more instances (at most)
than with the previous method.
This means that we will have to find a way to mitigate this
geometry cost by either reducing the number of tiles per
tilemaps (in other words, making the system less memory efficient)
or splitting complex objects' geometry into smaller, more
cull friendly chunks (for example, like the sculpt PBVH nodes).
The later seems to be a longer term solution as it requires
way too much engineering time we have right now.
# Update Lag Problem
This also mean we can only update up to 64 tile per redraw
which is not enough even in the most basic cases. This leads
to missing or over shadowing when a light updates until there
is no updates and the shadow rendering can catch up.
One possible solution is to update a lower LODs first waiting
until there is no update to render. This would allow no artifact
during the transforms (unless there is too many light updates
even for lowest LOD, but that was an issue also for the
previous implementation). This could also help with the
geometric complexity.
# Solution
In the end, we decided to have one view per lod. This limits
the complexity of the fragment shader (improve speed),
reduces the number of views per tilemap (fix update lag),
and reduces the number of instances.
This also mean we cannot render directly to the atlas anymore
and reverted to the atomic solution. Using the smallest
possible viewport, we assure that there isn't that much fragment
shader invocations which was one of the bottleneck. And also
reduces the amount of geometry instances that pass the
clipping test.
Pull Request: https://projects.blender.org/blender/blender/pulls/110979
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
This PR enabled the draw manager test cases when compiling with
`WITH_VULKAN_BACKEND=On`. Currently they should pass all the tests
in draw_pass_test.cc that also pass for OpenGL. The draw_visibility
test seems to be faulty (also for OpenGL).
The vulkan backend doesn't have all the features implemented to
pass the Eevee testcases and are expected to fail.
Pull Request: https://projects.blender.org/blender/blender/pulls/110994
Ensure correct SSBO bindings are present for shadow tests.
Metal validation errors occur if SSBO bindings that are expected are
not bound. In this case, we can bind empty SSBOs, but these should
be of the correct type for the tests.
Also adding missing zero-initializations for required members within
LightData. Without these, unit tests fail with various issues including
prevalence of OOB reads.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/109645
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
Both the shader_builder and existing shader tests eventually
tested the same aspects. shader_builder is more modern and
handles more cases.
The old shader test requires a full backend in order to run
This commit replaces the old tests to just use the
shader builder for validation.
Shader builder can still be run at compile time, this is
just a convenience to have as a test case as well for CI/CD.
Ref: #105482
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.
Related Task #70267
Pull Request #104599
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.
The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.
Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.
## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.
## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).
Related to #93220
Related to #104472
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
This allows using drawcalls with non default vertex range.
These calls will be culled like any other instance by the GPU culling
pipeline. But they will not be batched together since the vertex range
is part of the group.
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
This reverts commit 34051fcc12.
Although for normal use this doesn't make a difference. But when working with
huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore.
For the heist production we added a fix on the render-farm (enable GPU workarounds).
{rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not
accessible anymore and it and was requested to revert this change.
On NVIDIA volumetric resolve failed for large production scenes.
The result would remove most color from the final render. The cause
seems to be a faulty driver.
This change ported the fragment shader to a compute shader which
would select a different compiler branch and didn't show the error.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817
This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.
In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.
To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.
Differential Revision: https://developer.blender.org/D15219
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Empty (UDIM) tiles where drawn with a transparency checkerboard. They
should be rendered with a border background. The cause is that the image
engine would select a single area that contained all tiles and draw them
as being part of an image.
The fix is to separate the color and depth part of the image engine
shader and only draw the depths of tiles that are enabled.