Current look of VSE timeline view strip transformation handles makes them
somewhat "too narrow", especially after recent changes that made them
more narrow than before (handle tweaking feature) and a strip visual change
that made strip outline not go outside of strip bounds. They are now just
2px wide, effectively.
This changes their look as outlined in #123332 design task:
- The inset dark line is no longer over the handles, but rather "inside"
of them (except when handles are semitransparent, i.e. for strips that
are not selected).
- The handles themselves have rounded corners.
Pull Request: https://projects.blender.org/blender/blender/pulls/123391
Now the strip outline (1 point for unselected strips, 2 point outline +
1 pt dark inset) takes monitor DPI / user preference line width into
account, via the usual U.pixelsize machinery.
Pull Request: https://projects.blender.org/blender/blender/pulls/123369
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].
We compare with the most popular existing implementation, that of OSL,
from the user's point of view:
- This implementation produces C1 continuous noise as opposed to the
non continuous OSL implementation, so it can be used for bump
mapping and is generally smother. This is achieved by windowing the
Gabor kernel using a Hann window.
- The Bandwidth input of OSL was hard-coded to 1 and was replaced with
a frequency input, which OSL hard codes to 2, since frequency is
more natural to control. This is even more true now that that Gabor
kernel is windowed as opposed to truncated, which means increasing
the bandwidth will just turn the Gaussian component of the Gabor
into a Hann window. While decreasing the bandwidth will eliminate
the harmonic from the Gabor kernel, which is the point of Gabor
noise.
- OSL had three discrete modes of operation for orienting the kernel.
Anisotropic, Isotropic, and a hybrid mode. While this implementation
provides a continuous Anisotropy parameter which users are already
familiar with from the Glossy BSDF node.
- This implementation provides not just the Gabor noise value, but
also its phase and intensity components. The Gabor noise value is
basically sin(phase) * intensity, but the phase is arguably more
useful since it does not suffer from the low contrast issues that
Gabor suffers from. While the intensity is useful to hide the
singularities in the phase.
- This implementation converges faster that OSL's relative to the
impulse count, so we fix the impulses count to 8 for simplicitly.
- This implementation does not implement anisotropic filtering.
Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.
References:
[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.
[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.
[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.
Pull Request: https://projects.blender.org/blender/blender/pulls/121820
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/123338
This was a missing block of the TAA implementation.
TAA jitter and reprojection have a tedency to soften
the texture. Add a 1.5 bias to make them a bit sharper.
Note that this is a bit different than the usual TAA
blurring. In final render we don't do reprojection
so it is only because the texture filter (box filter
from the LOD) is applied at the same time than our pixel
filter (blackmann-harris). It is less noticeable than
the normal TAA blur, but still blurs ~2px instead of
1.5px.
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315
Texture update ignored layered based offsets and extents. This was
an oversight due to misintepreting the API. This fixes uploading the
utility texture of EEVEE and enables correct material shading.
Pull Request: https://projects.blender.org/blender/blender/pulls/123371
EEVEE Film accumulation workaround for Metal/Intel iGPUs.
On Metal the Intel iGPUs do not support image read write
on array textures. However this limitation doesn't show
any artifacts when using the compute shader.
This PR is a work around that uses the film_comp shader
to process the film samples, but uses a separate film_copy_frag
shader to read the result and copy them to the frame buffer.
I deliberately didn't include the fix to the film_frag shader
as that would change the read/write resources and could lead
to performance issues for other platforms. Writable resources
are typically slower compared to read only resources.
Some code needed to be duplicated (and not added to `*_lib.glsl`)
as compilers would still raise compilation errors due to imageStore/Load
on incompatible resource access.
The Metal/Intel iGPU is also marked to have limited support as
raytracing and probes still produces big artifacts.
This workaround can be tested on any platform just by setting
`use_compute_ = true` in `Film::sync`
Related to #122361
Pull Request: https://projects.blender.org/blender/blender/pulls/123330
The previous code was using matrix multiplication to
get the local thickness to world thickness.
The correct way is to multiply the local thickness
by the scale of the object (length of each columns
of the object_to_world matrix).
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315
When using GPU_SAMPLER_EXTEND_MODE_EXTEND the incorrect sampler
was created, making the OCIO shader fail. This PR selects the
correct wrapping mode (CLAMP_TO_EDGE).
Pull Request: https://projects.blender.org/blender/blender/pulls/123234
This PR hooks up the vulkan backend with the render graph
for drawing. It can run Blender better than the previous
implementation so we also flipped it to be the default
implementation.
**Some highlights**
- Adds support for framebuffer load/store operations
- Adds support for framebuffer subpass transitions
- Fixes workbench shadows
- Performance is just below OpenGL performance when comparing
fps. But the screen feels more fluent when using complex
scenes.
- Current performance is without doing any optimizations so
will improve in the future.
- EEVEE will not crash but has artifacts and many parts that
require more work.
**Related to**
- #121648
- #118330
**Known Limitation**
- Similar to previous implementation resources can be freed when
still in use crashing Blender. This is typically the case when
playing back an animation or updating a material icon.
**Next steps**
- Remove old implementation
- Get EEVEE to work
- Fix double resource freeing
- Improve performance by identifying hotspots and change them
Pull Request: https://projects.blender.org/blender/blender/pulls/121787
This PR adds drawing support to the render graph. It adds support for
draw, indirect draw, indexed draw and indexed indirect draw.
Draw commands can only be executed within a rendering scope. Data
transfer commands and dispatch commands cannot be executed within a
rendering scope. Blender can still send in commands in any order and
the render graph needs to find out the best order to minimize context
switches (rendering/begin/end). This is the responsibility of the
scheduler.
The scheduler will push data transfer and dispatch commands outside the
rendering scope:
- data transfer and dispatch commands at the beginning are done before
the rendering begin.
- data transfer and dispatch commands at the end are done after the
rendering end.
- data transfer and dispatches in between draw commands will be pushed
to the beginning if they are not yet being used.
- for all other data transfer and dispatch commands the rendering is
suspenderd and will be continued afterwards.
Within a rendering context it is not allowed to perform synchronization
commands. Any synchronization commands inside a rendering scope will be
performed before the rendering scope begins. Nodes are now organized
in groups to simplify the code around this area.
Pull Request: https://projects.blender.org/blender/blender/pulls/123168
Previous commit that made VSE strip controls not be blurry (91fa37fecb)
applied "snap to pixel grid" in a wrong place - the rectangle corners
should be snapped, not the center and half-size of it.
Pull Request: https://projects.blender.org/blender/blender/pulls/123065
Somehow the 16K inside a string is parsed as being an integer, leading
to error messages about the `K` suffix.
```
ERROR (gpu.shader): gpu_shader_icon_multi VertShader:
|
1 | #version 430
|
| Error: C0159: invalid char 'K' in integer constant suffix
```
Fixed by changing the 16K to the actual number.
Related to #122977 With this PR blender will start, but EEVEE will render pink.
Pull Request: https://projects.blender.org/blender/blender/pulls/123071
Strips still have sharp corners when you're dragging them from file browser and
switch to rounded when dropped. Fix by using the same drawing code (and shader)
as regular timeline drawing path.
Pull Request: https://projects.blender.org/blender/blender/pulls/123013
Allow precompiling specialization constants variations in parallel.
Only supported in OpenGL as the rest of the batch compilation API,
on the other backends the function is a no-op.
This also moves the `SpecializationConstant` from
`gpu_shader_create_info` (private API) into`GPU_common_types`
(public API).
Pull Request: https://projects.blender.org/blender/blender/pulls/122796