Commit Graph

165 Commits

Author SHA1 Message Date
Clément Foucault
4cb2204d3a Fix T103037: Regression: Grease Pencil Line Texture last point gets distorted
This was due to a missing endpoint case that wasn't handled in the port.

The last point still have to be discarded manually because of the
dot/stroke setting of the material.

The first test `ma1.x == -1` is not necessary anymore since the index
buffer do not contain this point (which was rendered using instance
rendering before.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D16812
2022-12-19 14:04:58 +01:00
Jeroen Bakker
9c0d822737 GPU: Compile vulkan shaders to Spir-V binaries.
Compile each static shader using shaderc to Spir-V binaries.

The main goal is to make sure that the GLSL created using ShaderCreateInfo and able to compile to Spir-V.
For the second stage a correct pipeline needs to be created and some shader would need more
adjustments (push constants size).

With this patch future changes to GLSL sources can already be checked against vulkan, without the
backend finished.

Mechanism has been tested using MacOS and MoltenVK. For other OS, we should finetune CMake
files to find the right location to shaderc.

```
************************************************************
*** Build Mon 12 Dec 2022 11:08:07 CET
************************************************************
Shader Test compilation result: 463 / 463 passed (skipped 118 for compatibility reasons)
OpenGL backend shader compilation succeeded.
Shader Test compilation result: 529 / 529 passed (skipped 52 for compatibility reasons)
Vulkan backend shader compilation succeeded.
```

Reviewed By: fclem

Maniphest Tasks: T102760

Differential Revision: https://developer.blender.org/D16610
2022-12-12 12:25:22 +01:00
Jason Fielder
2744ee2262 Metal: Enable object selection support
Porting conservative depth rendering to use non-geometry shader path for
Metal.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16424
2022-12-08 21:58:00 +01:00
Jason Fielder
d90a2b0ab7 Metal: GLSL compatibility.
Additional mat3 constructors added, global variable namespace collisions
for uniform and object color avoided via re-name.

Metal vertex format compatibility added for shaders wherein vertex data
goes through a double-conversion and cannot be implicitly converted during
Metal vertex assembly e.g. bitmasks passed directly as unsigned type in
shader interface for certain shader interfaces.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16433
2022-12-08 21:30:13 +01:00
Thomas Dinges
6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00
Miguel Pozo
cb7e36cfa5 Merge branch 'blender-v3.4-release' 2022-11-29 21:05:45 +01:00
Miguel Pozo
6c4c09b2df Fix T102519: GPU Subdivision : selected vertices not visible in paint mode
Retrieve and load the vertices selected/hidden state in pos_nor extraction.

Reviewed By: fclem

Maniphest Tasks: T102519

Differential Revision: https://developer.blender.org/D16594
2022-11-29 21:05:14 +01:00
Miguel Pozo
1b7b996e16 Merge branch 'blender-v3.4-release' 2022-11-24 13:36:48 +01:00
Miguel Pozo
2a53e0f437 FIX T102076: Add support for int attributes to draw manager.
Add int attributes interpolation support for GPU subdivision.
Ensure cached shaders match their intended defines.
(The defines parameter was ignored when requesting a second time the same shader with different defines)
De-duplicate the extract_attr_init code for subdiv/non-subdiv.

Reviewed By: jbakker, fclem

Maniphest Tasks: T102076

Differential Revision: https://developer.blender.org/D16420
2022-11-24 13:29:53 +01:00
Clément Foucault
bfb6ea898b DRW: View: Add base for multi-view support
This implements the base needed for supporting multiple view concurently
inside the same drawcall.

The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.

This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.

Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.

The number of views contained in a `draw::View` is set at construction
time.

Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.
2022-11-14 11:17:38 +01:00
Clément Foucault
ffdb41a8bc DRW: Pointcloud: Refactor drawing to remove instancing
This change the attribute binding scheme to something similar to the
curves objects. Attributes are now buffer textures sampled per points.

The actual geometry is now rendered using an index buffer that avoid too
many vertex shader invocation.

Drawcall is wrapped in a DRW function to reduce complexity of future
changes.
2022-10-25 15:50:13 +02:00
Clément Foucault
0ee9282b5c GPencil: Use indexed rendering instead of instances
This allows using instancing in other ways, like resources indexing.
2022-10-24 11:21:17 +02:00
Alexander Gavrilov
f61ff22967 Attribute Node: support accessing attributes of View Layer and Scene.
The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.

Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.

Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.

In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.

The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.

Differential Revision: https://developer.blender.org/D15941
2022-10-08 16:43:18 +03:00
Clément Foucault
9dec9eee0d Cleanup: DRW: Rename ViewInfos to ViewMatrices
This makes sense now that the struct only contains matrices.
2022-10-07 13:15:22 +02:00
Clément Foucault
bae22ac7b4 DRW: Remove mouse_pixel and is_inverted from ViewInfos
This is part of the effor to simplify the View struct in order to implement
multiview rendering.

`mouse_pixel` is only use for debug purpose and will be reintroduced later.
`is_inverted` is moved to `draw::View`.
2022-10-07 13:13:23 +02:00
Clément Foucault
6fd557e2c2 DRW: Remove viewport_size from DRWView
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
2022-10-07 12:43:10 +02:00
Clément Foucault
70b35c7ad0 Overlay: Use global viewport size instead of DRWView one
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
2022-10-07 12:43:10 +02:00
Clément Foucault
126d485b83 DRW: Remove screen_vecs
These were only a normalized copy of the XY axes of the inverse viewmat.
But since the viewmatrix is always normalized we can use it directly.
2022-10-07 12:43:10 +02:00
Clément Foucault
a945cf4d0f DRW: Move clipping planes to their own UBO
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
2022-10-07 12:43:10 +02:00
Clément Foucault
8f96d0f732 DRW: Remove view vectors
This is part of the effor to simplify the View struct in order to implement
multiview rendering.

The viewvecs can easilly be replace by projection matrix operation.
Even if slightly more complex, there is no performance impact.
2022-10-07 12:43:09 +02:00
Clément Foucault
03a7f1d7b1 DRW: Move CameraTexCoFactors to engine specific storage
This is part of the effor to simplify the View struct in order to implement
multiview rendering.

The CameraTexCoFactors being only valid for a single view, and being only
used in very few places, it make sense to move it to the engine side.
2022-10-07 12:43:09 +02:00
Clément Foucault
055680a89e DRW: Split ViewCullingData out of ViewInfos
This is in order to reduce the size of ViewInfos and support multi view
rendering.
2022-10-07 12:43:09 +02:00
Campbell Barton
87d737cd79 Cleanup: spelling in code comments 2022-10-06 12:13:00 +11:00
Clément Foucault
6306d747b7 DRW: Split ViewProjectionMatrix in order to increase precision
This also removes the need to compute the persmat and saves some memory
from the `ViewInfos` struct. This is needed to allow multiview support.

Initial testing found no major performance regression during vertex
heavy workload.

Test file: {F13610017}

Results:
| Platform | Master | Split Matrix|
| Linux + Mesa + AMD W6600 | 48 fps | 47 fps |
| Macbook Pro M1 | 50 fps | 51 fps |
| Linux + NVidia 1080Ti | 51 fps | 52 fps |
| Linux + Radeon Vega 64 | 25.6 fps | 26.7 fps |

Increased precision when far from origin:
{F13610024}

{F13610025}

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D16125
2022-10-05 20:29:12 +02:00
Brecht Van Lommel
af51e4b41c Cleanup: fix source comment/documentation typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D16071
2022-10-03 21:59:31 +02:00
Jason Fielder
18b45aabf9 Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.

Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15898
2022-09-22 17:53:56 +02:00
Campbell Barton
274dc024f6 Cleanup: format, trailing space 2022-09-09 15:38:27 +10:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Clément Foucault
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
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
2022-09-02 18:45:14 +02:00
Omar Emara
633117669b Realtime Compositor: Implement dilate erode node
This patch implements the dilate/erode node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15790

Reviewed By: Clement Foucault
2022-09-02 14:47:39 +02:00
Jeroen Bakker
d966ce718b EEVEE-Next: Fix shader compilation error.
Due to a copy-paste error there was an out of bound read. Some drivers
didn't complain about it, others did. This patch fixes the compilation
error by accessing the array within bounds.
2022-08-22 10:36:38 +02:00
Campbell Barton
c4eb70e543 Cleanup: format 2022-08-16 10:38:26 +10:00
Joseph Eagar
7f3eb055dd Sculpt: Improve sculpt debug draw
* Fixed crash in debug draw code.  Apparently this is
  only used by PBVH draw?
* Debug draw code can now be forcibly enabled in release
  mode (i.e. RelWithDebugInfo) by uncommenting a commented
  out #define.
* Fixed colors in debug draw mode.
* PBVH node boxes in debug mode now flash a different color
  when they are updated.
2022-08-15 17:01:17 -07:00
Clément Foucault
b43b62191c EEVEE-Next: HiZ Buffer: New implementation
This new implementation does all downsampling in a single compute shader
dispatch, removing a lot of complexity from the previous recursive
downsampling.

This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen:
https://github.com/GPUOpen-Effects/FidelityFX-SPD
However I do not implement all the optimization bits as they require
vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only
for HiZ).

Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for
the whole downsampling. Note that the previous implementation only
processed 6 mips where the new one processes 8 mips.
```
EEVEE ~1.0ms
EEVEE-Next ~0.6ms
```

Padding has been bumped to be of 128px for processing 8 mips.

A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15 18:36:19 +02:00
Brecht Van Lommel
12e5b92c9c Cleanup: fix typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680
2022-08-15 13:48:50 +02:00
Clément Foucault
1226f5848d DRW: Add intersection and shape libraries for GLSL
These are meant to provide easy shape and AABB operation for culling.

They are currently incomplete but can be extended as one see fits.

The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
2022-08-14 20:40:04 +02:00
Clément Foucault
89a2cb9297 DRW: Debug: Fix drw_debug_sphere not positioning and scaling the sphere
It was an oversight.
2022-08-14 20:40:04 +02:00
Campbell Barton
d68018cf10 License headers: add missing license header 2022-08-11 09:35:02 +10:00
Clément Foucault
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.

The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.

However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
2022-08-09 15:45:46 +02:00
Clément Foucault
35762cea91 DRW: common_math_lib.glsl: Fix weighted_sum macro
This avoids issue when the macro is followed by another operator.
Example:
`float result = weighted_sum(a,b,c,d,w) * 5.0;`
2022-08-02 21:53:17 +02:00
Clément Foucault
1e0aa2612c EEVEE-Next: Motion Blur new implementation
The new implementation leverage compute shaders to reduce the
number of passes and complexity.

The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.

The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.

Some differences with the old implementation can be observed in areas with
complex motion.
2022-07-28 17:01:05 +02:00
Clément Foucault
9f00e138ac Cleanup: DRW: common_math_geom_lib.glsl: Fix variable name style 2022-07-21 15:50:35 +02:00
Clément Foucault
2bad3577c0 DRW: common_math_geom_lib.glsl: Add line_aabb_clipping_dist 2022-07-21 15:50:35 +02:00
Jeroen Bakker
a8f7d41d38 Draw: Curve outline drawing in object mode.
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
2022-07-08 12:08:31 +02:00
Kévin Dietrich
697363545f GPU subdiv: fix hidden faces in paint mode when hidden in edit mode
Pass `use_hide` to the compute shaders so that we can override the
hidden face flags, like CPU extraction is doing.
2022-06-21 07:39:37 +02:00
Kévin Dietrich
d7fbc5708a Fix T99016: GPU subdiv artifacts in weight paint with smooth shading
Flags in the smooth shading case were not properly set.
2022-06-21 06:25:08 +02:00
Kévin Dietrich
72a5bb8ba9 Fix artefacts with GPU subdiv and weight paint face selection
Addendum to previous fix, which was for point selection, this fixes the
face selection mode. The issue is caused by wrong flags used for paint
mode (the edit mode flag was always used). Also add back flag which was
accidentally removed in 16f5d51109.
2022-06-20 14:42:09 +02:00
Kévin Dietrich
16f5d51109 Fix T98735: GPU subdiv displays normals for all elements
The normals flags were not setup properly which made normals for all
elements (vertices, faces) to be drawn when using the normals overlay.
Also remove usage of uints for the flag in the APIs.
2022-06-13 06:20:46 +02:00
Clément Foucault
7f47f187c1 EEVEE-Next: Fix compilation of hair domain materials
Also fix formating of `curves_attribute_element_id` which was copy pasted.

# Conflicts:
#	source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl
2022-06-02 20:00:05 +02:00