Commit Graph

4080 Commits

Author SHA1 Message Date
Brecht Van Lommel
16739b92ca Realtime Compositor: cache GPU context for repeated executions
Pull Request: https://projects.blender.org/blender/blender/pulls/108909
2023-06-23 20:13:25 +02:00
Brecht Van Lommel
711fb3e386 Realtime Compositor: cache render compositor for repeated executions
This is cached in Render, and gets cleared along with render pass GPU
textures when there is no editor open using it, or a new final render is
started.

The context and texture pool are cached. But the evaluator is re-created
every time as this only runs on compositing node changes, which require
recreating it anyway (unlike the viewport where e.g. camera navigation
does not need a new evaluator).

Pull Request: https://projects.blender.org/blender/blender/pulls/108909
2023-06-23 20:13:21 +02:00
Brecht Van Lommel
7a3a4b58e6 Fix realtime compositor not correctly handling multiple scene render layers
Pull Request: https://projects.blender.org/blender/blender/pulls/108909
2023-06-23 20:00:28 +02:00
Sergey Sharybin
d8cc8fcf7f Refactor: Move color space information to ImBuf buffers
Before this change the ImBuf struct had dedicated fields for the
buffer data. Now the color space is stored inside of the struct
which wraps around the buffer information.

This only changes the field placement, without changing the way
it is handled. In the future one might imagine that operations
like stealing buffer data should null-ify the buffer colorspace
pointer. Such changes would need to have more accurate thinking
before implementation.

Should be no functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/109291
2023-06-23 15:55:42 +02:00
Omar Emara
b450101000 Realtime Compositor: Add support for node previews
This patch adds support for node previews in the realtime compositor.
Only node operations have previews for now. Shader nodes likes the
MixRGB node does not have previews implemented yet due to required
sizable changes in the node compiler.

Depends on: #108900.

Pull Request: https://projects.blender.org/blender/blender/pulls/108904
2023-06-21 05:41:49 +02:00
Campbell Barton
b46b1c02a0 Cleanup: use enum for texture types
- move POINT_DATA_* to texture_pointdensity.c.
- remove MTEX_NSPACE_*.
- replace magic numbers with defines for Tex::vn_coltype comparisons.
- use doxy sections.
2023-06-21 11:29:00 +10:00
Campbell Barton
472c461816 Cleanup: spelling in comments 2023-06-21 11:28:58 +10:00
Brecht Van Lommel
7fe735ac99 Merge branch 'blender-v3.6-release' into main 2023-06-16 18:57:26 +02:00
Brecht Van Lommel
d5781c2a61 Fix #109048: RenderLayer.load_from_file does not support multilayer EXR
This was never implemented, only for the entire RenderResult.
2023-06-16 18:53:08 +02:00
Brecht Van Lommel
770616446b Fix #108966: multires UDIM bake progress bar exceeds 100% 2023-06-16 18:42:48 +02:00
Brecht Van Lommel
04c5736064 Fix preview renders not immediately updating with color management changes
Draw with a GPU shader every time, instead of doing CPU side cached color
management.

Pull Request: https://projects.blender.org/blender/blender/pulls/109026
2023-06-16 14:39:30 +02:00
Campbell Barton
47b52b39ac Cleanup: use C++ conventions (function style cast, nullptr) 2023-06-14 12:20:07 +10:00
Richard Antalik
dc874b9f24 Fix #108613: Mute Audio for Playback also mutes for rendering
`AUDIO_MUTE` flag of `scene->audio.flag` works as intended and tooltip
for this property is not correct. However muting scene audio for
playback and rendering is not be very useful, since users can render
with no audio explicitly or adjust scene volume.

Only mute audio if `DAG_EVAL_VIEWPORT` mode is used.
2023-06-13 02:29:57 +02:00
Brecht Van Lommel
a88114b35e Realtime Compositor: cache render pass GPU textures
* Store per RenderPass in RenderResult.
* Caches are cleared when starting rendering, to make more memory available
  to GPU rendering.
* Caches are cleared on UI changes, when no compositing node editor and no
  image editor with a render result or viewer node image is visible.
* Store 3 channel RGB passes as such, and set alpha 1 in shader.

This is an intermediate step before implementing GPU backed ImBuf, to
improve performance and figure out cache eviction.

Pull Request: https://projects.blender.org/blender/blender/pulls/108818
2023-06-12 19:49:18 +02:00
Campbell Barton
39516324d2 Cleanup: various minor changes (code_clean.py) 2023-06-10 17:08:08 +10:00
Omar Emara
5400fe941e Realtime Compositor: Support Viewer nodes
This patch adds support for Viewer and File Output nodes to the realtime
compositor. The experimental render GPU compositor was also extended to
support viewers. While support for File Output nodes was added, it
remains unimplemented.

This is just an experimental implementation, the logic for viewers will
probably be changed once #108656 is agreed upon. Furthermore, the recalc
NODE_DO_OUTPUT_RECALC flags need to be taken into account to avoid
superfluous computations.

Pull Request: https://projects.blender.org/blender/blender/pulls/108804
2023-06-09 15:53:08 +02:00
Brecht Van Lommel
a2bd080cf3 Cleanup: renaming of GPU contexts for clarity
* opengl_context -> system_gpu_context. This is the operating system OpenGL,
  Metal or Vulkan context provided by GHOST.
* gpu_context -> blender_gpu_context. This is the GPUContext provided by
  the Blender GPU module, which wraps the GHOST context and adds some state.
* Various functions create/destroy/enable/disable both contexts, these have
  just gpu_context in the name now.

Pull Request: https://projects.blender.org/blender/blender/pulls/108723
2023-06-08 15:46:53 +02:00
Brecht Van Lommel
3ca1e828e2 Cleanp: compiler warnings 2023-06-07 20:09:30 +02:00
Brecht Van Lommel
0c2baf39c2 Cleanup: compiler warnings 2023-06-07 14:33:28 +02:00
Brecht Van Lommel
65fc10bd33 Compositor: first steps to use realtime compositor for renders
* Enable "Experimental Compositors" in preferences, then choose
  Realtime GPU execution mode in node editor sidebar.
* Only supports combined pass input and Render Result combined output.
* No viewer nodes, no file output nodes, and no node previews yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/108629
2023-06-07 14:17:48 +02:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Campbell Barton
6f94591432 Cleanup: remove redundant braces around for loop 2023-05-30 10:45:39 +10:00
Sergey Sharybin
5e2f73df30 Fix crash doing viewport animation render
A user-counter mistake caused by shallow-copy of the render result
during its duplication.

Pull Request: https://projects.blender.org/blender/blender/pulls/108265
2023-05-25 12:16:29 +02:00
Hans Goudey
4d841e1b35 Mesh: Reimplement and unify topology maps
Combine the newer less efficient C++ implementations and the older
less convenient C functions. The maps now contain one large array of
indices, split into groups by a separate array of offset indices.
Though performance of creating the maps is relatively unchanged, the
new implementation uses 4 bytes less per source element than the C
maps, and 20 bytes less than the newer C++ functions (which also
had more overhead with larger N-gons). The usage syntax is simpler
than the C functions as well.

The reduced memory usage is helpful for when these maps are cached
in the near future. It will also allow sharing the offsets between
maps for different domains like vertex to corner and vertex to face.

A simple `GroupedSpan` class is introduced to make accessing the
topology maps much simpler. It combines offset indices and a separate
span, splitting it into chunks in an efficient way.

Pull Request: https://projects.blender.org/blender/blender/pulls/107861
2023-05-24 13:16:57 +02:00
Raimund Klink
3d895f6e7a Cleanup: Clear Space in the render log
I found the small dent on the log to be bothersome and unnecessary. Although modifying the Blender output may cause some parsing issues, they can be quickly resolved.

Before:
```
22-05 16:26:02 (debug) Fra:96 Mem:3130.54M (Peak 11196.17M) | Time:11:58.38 | Remaining:00:09.02 | Mem:2890.45M, Peak:9039.80M | Scene | ViewLayer | Finishing
22-05 16:26:34 (debug) Saved: 'd:\sheep_gpu\sheepit\208726392_0096.png'
22-05 16:26:34 (debug)  Time: 12:30.28 (Saving: 00:31.08)
```
After:
```
22-05 16:26:02 (debug) Fra:96 Mem:3130.54M (Peak 11196.17M) | Time:11:58.38 | Remaining:00:09.02 | Mem:2890.45M, Peak:9039.80M | Scene | ViewLayer | Finishing
22-05 16:26:34 (debug) Saved: 'd:\sheep_gpu\sheepit\208726392_0096.png'
22-05 16:26:34 (debug) Time: 12:30.28 (Saving: 00:31.08)
```

Pull Request: https://projects.blender.org/blender/blender/pulls/108187
2023-05-23 14:50:09 +02:00
Sergey Sharybin
a5677d225b Refactor Render Result to allow implicit buffer sharing
Allows to share buffer data between the render result and image buffers.

The storage of the passes and buffers in the render result have been
wrapped into utility structures, with functions to operate on them.

Currently only image buffers which are sharing buffers with the render
results are using the implicit sharing. This allows proper decoupling of
the image buffers from the lifetime of the underlying render result.

Fixes #107248: Compositor ACCESS VIOLATION when updating datablocks from handlers

Additionally, this lowers the memory usage of multi-layer EXR sequences
by avoiding having two copies of render passes in memory.

It is possible to use implicit sharing in more places, but needs
some API to ensure the render result is the only owner of data before
writing to its pixels.

Pull Request: https://projects.blender.org/blender/blender/pulls/108045
2023-05-23 09:19:37 +02:00
Sergey Sharybin
406cfd214a Refactor ImBuf buffer access
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.

The buffers and ownership flags are wrapped into their dedicated
structures now.

There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.

The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.

Once everything is C++ it will be possible to simplify public
functions even further.

Pull Request: https://projects.blender.org/blender/blender/pulls/107609
2023-05-18 10:19:01 +02:00
Iliya Katueshenock
f7388e3be5 Cleanup: Move BKE_node.h to C++
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
2023-05-15 15:14:22 +02:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Hans Goudey
d0705bd697 Mesh: Split MLoopTri poly indices into a separate array
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.

This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.

In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.

Pull Request: https://projects.blender.org/blender/blender/pulls/106774
2023-05-04 15:39:10 +02:00
Campbell Barton
6b9a500a3a Cleanup: disambiguate terms "name", "file" & "str" / "string"
- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
2023-05-03 15:26:14 +10:00
Campbell Barton
1f96fa1129 Cleanup: rename BLI_make_existing_file for clarity
Rename BLI_make_existing_file to BLI_file_ensure_parent_dir_exists.
The previous name read as if it would make (touch) the file,
where as it ensures the directory component of the path exists.

Move from BLI_path to BLI_fileops as path utilities should only
manipulate paths and not deal with file IO creation
(this has more in common with BLI_file_touch for e.g.).
2023-05-03 11:49:47 +10:00
Hong Shin
1a5ad33a57 Cleanup: Move pipeline.h to C++
Ref: #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107516
2023-05-02 16:55:45 +02:00
Campbell Barton
1ab72e8459 Cleanup: use BLI_path_* prefix for path splitting functions
Also order string size after each string instead of grouping strings and
their sizes afterwards.
2023-05-02 21:08:13 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Hans Goudey
7535ab412a Cleanup: Remove redundant "reference" argument to geometry copy
Implicit sharing means attribute ownership is shared between geometry
data-blocks, and the sharing happens automatically. So it's unnecessary
to choose whether to enable it when copying a mesh.
2023-04-19 15:52:56 -04:00
Hans Goudey
10d175e223 Cleanup: Use consistent argument order for mesh creation functions
The typical order is vertex, edge, face(polygon), corner(loop), but in
these three functions polys and loops were reversed. Also use more
typical "num" variable names rather than "len"
2023-04-19 15:52:56 -04:00
Joseph Eagar
c6d4de9e49 Render: Fix crash in baking
corner_edges was being passed to a function that expected
corner_verts.
2023-04-19 12:40:50 -07:00
Hans Goudey
e45ed69349 Attributes: Integrate implicit sharing with the attribute API
Add the ability to retrieve implicit sharing info directly from the
C++ attribute API, which simplifies memory usage and performance
optimizations making use of it. This commit uses the additions to
the API to avoid copies in a few places:
- The "rest_position" attribute in the mesh modifier stack
- Instance on Points node
- Instances to points node
- Mesh to points node
- Points to vertices node

Many files are affected because in order to include the new information
in the API's returned data, I had to switch a bunch of types from
`VArray` to `AttributeReader`. This generally makes sense anyway, since
it allows retrieving the domain, which wasn't possible before in some
cases. I overloaded the `*` deference operator for some syntactic sugar
to avoid the (very ugly) `.varray` that would be necessary otherwise.

Pull Request: https://projects.blender.org/blender/blender/pulls/107059
2023-04-19 11:21:06 +02:00
Campbell Barton
26a194abbd BLI_path: add BLI_path_extension_strip as an alternative to replace
While replacing the extension with an empty string works,
it required a redundant string-size argument which took a dummy
value in some cases. Avoid having to pass in a redundant string size by
adding a function that strips the extension.
2023-04-19 12:59:43 +10:00
Hans Goudey
2a4323c2f5 Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.

This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.

The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.

Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.

Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
  similar to `.corner_verts`, etc. The period means that it the data
  shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
  of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
  `MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
Campbell Barton
2c446d2de3 Cleanup: use bool for render pipeline & related API's
Also add doc-string for RenderEngine::reports.
2023-04-05 17:52:28 +10:00
Hans Goudey
7966cd16d6 Mesh: Replace MPoly struct with offset indices
Implements #95967.

Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.

The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.

Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.

Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.

Some:
- The offset integer array has to be one longer than the face count to
  avoid a branch for every face, which means the data is no longer part
  of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
  until more reusable CoW from #104478 is committed. That will be added
  in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
  copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
  structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
  corners, but just in case, meshes with mismatched order are fixed by
  versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
  necessary here unfortunately. It should be worth it in 3.6, since
  that's the best way to allow loading meshes from 4.0, which is
  important for an LTS version.

Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
Hans Goudey
7adea7ee15 Cleanup: Removed DerivedMesh triangle cache
This was only used in a single place, multires baking, where it's simple
to just retrieve the looptris from the temporary `Mesh` that we already
create to simplify accessing normals. This allows removing a bunch of
complexity from `DerivedMesh`, to help progress towards its complete
removal at some point in the future.

Also use `Span` more instead of raw pointers in multires baking,
and pass around the spans instead of the low-resolution DerivedMesh.
2023-04-04 11:26:14 -04:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Campbell Barton
db762d5508 Cleanup: various C/C++ code cleanups, use utility macros 2023-03-21 19:47:21 +11:00
Hans Goudey
16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
Hans Goudey
21b6f6f1f6 Cleanup: Use spans for mesh data in texture margin code
Avoid retrieving data from a DerivedMesh or a Mesh in the
same function.
2023-03-19 11:42:49 -04:00