Commit Graph

590 Commits

Author SHA1 Message Date
Clément Foucault
e1bd883df3 Eevee: Don't enable temporal AA when using 1 sample only.
This was producing infinite rendering but wasn't noticeable.
2018-05-01 19:39:18 +02:00
Clément Foucault
20c1edf592 Eevee: Shadows: Only tag as shadow caster if a shadow is cast.
This leads to great improvement if the scene have moving objects without
shadows (shadows disabled in the material panel).
2018-05-01 19:39:18 +02:00
Clément Foucault
01a720fc9f Eevee: Fix crash when using visibility groups with dupli objects. 2018-05-01 17:59:40 +02:00
Clément Foucault
1bef7f9318 Eevee: Contact Shadows: Add slope based bias & fix brightening. 2018-05-01 17:59:40 +02:00
Clément Foucault
8c92a02720 Eevee: Fix raytracing.
- Fix the confusing naming in raycast()
- Fix raytrace acne caused by the rays not being correctly centered on
  the texel.
2018-05-01 17:59:40 +02:00
Clément Foucault
8e78282a94 Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F. 2018-04-30 16:39:26 +02:00
Clément Foucault
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
Clément Foucault
41431eacfa Eevee: TAA: Use safe color when outputing the final color.
This prevent any NANs pixel to spear accross the history. This does not
mean we should allow NANs at all!
2018-04-30 16:39:26 +02:00
Campbell Barton
617534327a Cleanup: style, duplicate includes 2018-04-28 09:02:22 +02:00
Clément Foucault
b671b1759c EEVEE: Fix TAA spreading black disease.
The SSR has a bug that creates NAN pixels values. Reported here T54795.
2018-04-24 17:54:39 +02:00
Clément Foucault
dd14145511 EEVEE: Fix contact shadows on flat objects/backfaces. 2018-04-24 15:06:27 +02:00
Clément Foucault
4e0a535670 EEVEE: Group Timing stats for probe rendering. 2018-04-24 15:06:27 +02:00
Clément Foucault
15bfa175f8 EEVEE: LightProbe: Implement Visibility Group.
Works on every probe type.

The function to see is EEVEE_lightprobes_obj_visibility_cb.

Set pinfo->vis_data.cached to true makes the computation faster for multiple
views using the same group.

We could even sort the probes by group for that mater to speed things up
even more (only applies to dynamic probes like the planar reflections because
other probes are only rendered one at a time).
2018-04-24 12:48:43 +02:00
Dalai Felinto
08e4808318 Fix EEVEE lamps with shadows by default but wrong UI
Reported on T54788: Actually this was what BI was doing as well.
But anyways fixed for good now.

That includes a subversion bump.
2018-04-24 12:25:41 +02:00
Campbell Barton
02f28da187 Cleanup: trailing spaces
Applied to newly added files in 2.8
2018-04-22 08:45:52 +02:00
Campbell Barton
122d0d1504 Cleanup: style 2018-04-21 20:42:27 +02:00
Campbell Barton
6dc50bc25a Cleanup: warnings 2018-04-20 20:48:19 +02:00
Clément Foucault
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
Clément Foucault
be307d6032 Eevee: TAA Reprojection: Add layer property. 2018-04-20 18:29:33 +02:00
Clément Foucault
e2613e4051 Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
2018-04-20 18:29:33 +02:00
Clément Foucault
358dfe6ac9 DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
2018-04-20 18:29:33 +02:00
Clément Foucault
9c274b0d52 Eevee: Contact Shadows: Fix blue noise correlation. 2018-04-20 18:29:33 +02:00
Campbell Barton
1f5d51e44e Cleanup: style 2018-04-19 07:47:03 +02:00
Clément Foucault
b40f5be01f Eevee: Use textureGather for minmaxZbuffer downsampling.
I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
2018-04-17 22:25:59 +02:00
Clément Foucault
b229c879c1 Eevee: Render: Fix assert with framebuffer not being bound before read. 2018-04-17 15:33:06 +02:00
Clément Foucault
1eea3e4d6b Eevee: Fix AA in render mode.
Was due to wrong framebuffer being read because of wrong comparisson caused
by b9ec7a9272
2018-04-17 15:33:06 +02:00
Brecht Van Lommel
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
Clément Foucault
61a22262d1 Eevee: Cleanup remaining shadow geometry references. 2018-04-15 22:23:51 +02:00
Clément Foucault
d8d1f637b1 Eevee: Shadows: Transition to individual face rendering.
This gets rid of the need of a geom shader and instancing.

Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.

But even then, we could optimize the culling and minimize the overhead.
2018-04-15 22:23:51 +02:00
Clément Foucault
47cfdb3c0c Eevee: Reduce loading time.
Only compile the needed shadow shaders to reduce the startup time.

Theses shaders is taking forever to compile on intel (~5s each).
2018-04-08 15:57:24 +02:00
Clément Foucault
8301b26452 EEVEE: Fix bad framebuffer configuration
Was causing black / corrupted scene because of broken downsample

Add a debug check to not run into this problem again.
2018-03-29 13:43:30 +02:00
Sergey Sharybin
0cbf747ffa Draw manager: Make evaluation context a part of context state
This way we don't have to re-initialize the full evaluation
context in every area we need it.
2018-03-29 12:18:07 +02:00
Germano
17a4a5a553 Eevee Shaders: Fix "No matching overloaded function"
invert -> inverse
2018-03-26 19:11:02 -03:00
Clément Foucault
0c49d83b49 Eevee: Use named EEVEE_EffectsFlag for effects flag. 2018-03-26 10:02:53 +02:00
Clément Foucault
b9ec7a9272 Eevee: Fix feedback loop warning. 2018-03-26 10:01:46 +02:00
Clément Foucault
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
Clément Foucault
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
Clément Foucault
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
Sergey Sharybin
a6914d8f33 Eevee: Fix missing camera animation with CoW 2018-03-21 16:39:00 +01:00
Clément Foucault
4a3d94c073 Eevee: Volumetrics: Fix crash when using smoke volumes. 2018-03-17 19:08:14 +01:00
Clément Foucault
53f8c47c49 Eevee: Add warning comment about ubo/texture persistence.
More info on bindings persistence here :
8a692da7f81d8b0798f4aeebaa4a1123693fc279
2018-03-16 08:50:31 +01:00
Brecht Van Lommel
2816694b05 Code cleanup: fix various compiler warnings on clang/macOS. 2018-03-16 05:08:56 +01:00
Clément Foucault
3530ee2949 GPUViewport: Fix offscreen multisample syncing. 2018-03-14 12:55:19 +01:00
Clément Foucault
7314904a77 Eevee: Fix sequencer rendering.
Sequencer rendering can use multisample render targets. Be sure to sync
thoses after rendering.

Also disable the sample loop when not needed.

Do note that currently the color correction is broken with the sequencer.
2018-03-14 03:29:10 +01:00
Clément Foucault
ce08d0681b Eevee: Render: Add Info messages. 2018-03-13 04:25:50 +01:00
Clément Foucault
266cdf955e Eevee: Render: Allow cancel during probe update. 2018-03-13 03:58:27 +01:00
Clément Foucault
0f1d7a5796 Eevee: Render: Fix softlock if rendering before lazy shader compil ends.
Calling the rendering operator seems to kill any other WM_job running, leaving
uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update
looping indefinitely (all_materials_updated remaining to false).

To fix this, we resume compilation for materials that are in this state.
Cancelling Render before all material compilation could make certain material
remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-13 03:58:00 +01:00
Clément Foucault
8b399d3148 Eevee: Fix temporal sampling not resetting.
World Probe update was not resetting the TAA.

This also reset the volume sampling in cases that needs it (world/grid probe diffuse coefs update).
2018-03-13 01:35:16 +01:00
Clément Foucault
a3f4de64e5 Eevee: Fix bad Outlines after probe updates.
This was because the default matrices were not setup back after resetting the current TAA sample.
2018-03-13 01:24:51 +01:00
Clément Foucault
7194259fb1 Eevee: SSS: Fix compilation error. 2018-03-11 23:44:10 +01:00