Commit Graph

6600 Commits

Author SHA1 Message Date
Campbell Barton
ee09d75e80 Cleanup: naming of looptri indexing variables
looptris were referred to as both tris & faces, sometimes polygons
were referred to as faces too. Was especially error prone with
callbacks that took both a tri and a tri_i arguments.
Sometimes tri_i represented a looptri index, other times the corner of
the triangle from 0-2. Causing expressions such as:
`args->mlooptri[tri].tri[tri_i]`

- Rename tri & tri_index -> looptri_i.
- Rename faces -> looptris.
- Rename face_index/poly_index/poly -> poly_i.
- Declare looptri_i at the start of the loop and reuse it,
  in some cases it was declared with args->prim_indices[i] being
  used as well.
2023-05-10 14:21:39 +10:00
Clément Foucault
4436909c1d Workbench-Next: Fix shader compilation
Was a missing case from recent fix:
aa31d9be80
2023-05-09 14:37:13 +02:00
Campbell Barton
c49a0fa474 Cleanup: remove redundant use of BLI_snprintf (no formatting args given)
The SNPRINTF macro isn't usable as it expectes at least one argument.
2023-05-09 14:08:19 +10:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Chris Blackbourn
48abc09d84 Cleanup: format 2023-05-05 23:44:56 +12:00
Clément Foucault
29053c5c02 EEVEE-Next: Fix validation layer errors on Metal
This only fixes the culling tile group size.
2023-05-05 12:52:47 +02:00
Clément Foucault
5a88afeaec DRW: Fix mixed type comparison warning 2023-05-05 12:52:47 +02:00
Clément Foucault
eab0cd475a EEVEE-Next: Fix wrong texture usage flag 2023-05-05 12:52:47 +02:00
Clément Foucault
2f1bf2ff1e EEVEE-Next: World: Fix missing SSBO bind 2023-05-05 12:52:47 +02:00
Campbell Barton
b0aa8fb16a Cleanup: quiet warning 2023-05-05 14:09:38 +10:00
Joseph Eagar
f15889a9f9 Sculpt: Split face set visibility invert into its own operator
Visibility invert should not use OPTYPE_DEPENDS_ON_CURSOR.
2023-05-04 17:49:40 -07:00
Joseph Eagar
a79272a790 Sculpt: fix broken pbvh draw
foreach_faces now passes looptri index instead of a
MLoopTri pointer.
2023-05-04 17:09:53 -07:00
Campbell Barton
831bacec92 Cleanup: use function style casts & nullptr in C++ code 2023-05-05 09:46:28 +10:00
Campbell Barton
ba3d7499fa Cleanup: spelling, use term polygons in polygon callbacks 2023-05-05 09:46:28 +10:00
Clément Foucault
5aa51cf607 EEVEE-Next: Fix warning when using Metal backend 2023-05-04 17:01:28 +02:00
Clément Foucault
78d2f162e8 Metal: Fix EEVEE-Next shader compilation errors 2023-05-04 17:01:28 +02:00
Clément Foucault
aa31d9be80 Metal: Fix Workbench-Next shader compilation errors 2023-05-04 17:01:28 +02:00
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
Hong Shin
743f57e95e Cleanup: Move draw_manager_profiling to C++
See: #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107508
2023-05-03 14:30:58 +02:00
Campbell Barton
b6a7b786c6 Cleanup: reduce line wrapping caused by trailing comments 2023-05-02 10:42:24 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Omar Emara
3f6912ece2 Realtime Compositor: Implement Mask node
This patch implements the Mask node for the realtime compositor. The
evaluation of the mask is not GPU accelerated, but is cached as a form
of temporary implementation until we implement a GPU evaluator for
masks.

One limitation currently is that we do not redraw the viewport while the
mask is getting edited by the user, because always doing that will be
redundant in most situations, and conditioning the redraw requires a lot
of work that should be handled outside of this patch.

This is similar to the Texture node implementation in 151a53110c.

Pull Request: https://projects.blender.org/blender/blender/pulls/107464
2023-05-01 11:29:06 +02:00
Hans Goudey
82769653f8 Cleanup: Use short2 for custom normals, simplify access
Use a span instead of a pointer, which allows using `fill_indices`
to set values and using the assign operator in the future.
2023-04-28 14:00:10 -04:00
Hong Shin
38ad653d77 Cleanup: prefer nullptr inside extract_mesh.hh
Replaced NULL with nullptr [std::nullptr_t].

Pull Request: https://projects.blender.org/blender/blender/pulls/107413
2023-04-27 22:07:43 +02:00
Jacques Lucke
a57584e40d BLI: extract MapItem type to simplify iterating over map items 2023-04-25 12:15:02 +02:00
Omar Emara
151a53110c Realtime Compositor: Implement Texture node
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.

This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.

An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/107291
2023-04-25 09:04:35 +02:00
Hans Goudey
8e967cfeaf Mesh: Cache loose vertices
Similar to the cache of loose edges added in 1ea169d90e,
cache the number of loose vertices and which are loose in a bit map.
This can save significant time when drawing large meshes in the
viewport, because recalculations can be avoided when the data doesn't
change, and because many geometry nodes set the loose geometry
caches eagerly when the meshes contain no loose elements.

There are two types of loose vertices:
1. Vertices not used by any edges or faces
   `Mesh.loose_verts()`
2. Vertices not used by any faces (may be used by loose edges)
   `Mesh.verts_no_face()`

Because both are used by Blender in various places, because the cost
is only a bit per vertex (or constant at best) and for design consistency,
we cache both types of loose elements. The bit maps will only be
allocated when they're actually used, but they are already accessed
in a few important places:
- Attribute domain interpolation
- Subdivision surface modifier
- Viewport drawing

Just skipping viewport drawing calculation after certain geometry
nodes setups can have a large impact. Here is the time taken by
viewport loose geometry extraction before and after the change:
- 4 million vertex grid node: 28 ms to 0 ms
- Large molecular nodes setup (curve to mesh node): 104 ms to 0 ms
- Realize instances with 1 million cubes: 131 ms to 0 ms

Pull Request: https://projects.blender.org/blender/blender/pulls/105567
2023-04-22 13:46:11 +02:00
Jason Fielder
29a4903eb8 Metal: Resolve high memory pressure on EEVEE render
When EEVEE is rendering multiple samples via
eevee_draw_scene, the command submission and in-flight
memory pressure would grow until all samples completed,
due to lack of intermediate flushing of GPU work and memory.

This patch adds a command flush and memory clear for this case
which occurs with high TAA sample counts during saving, similar
to the process in EEVEE_render_draw.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107221
2023-04-21 18:24:30 +02:00
Jason Fielder
3650b36141 Metal: TF more optimal for hair refinement
Patch prefers usage of Transform Feedback for hair refinement
as opposed to compute, as vertex work can be pipelined with
existing rendering work which is in-flight.

This approach is ~20% faster depending on the scene. Note that
the current implementation only uses TF, as storage buffer support
is disabled. Though once storage buffer support is added, we should
still use the TF path.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107166
2023-04-21 12:35:21 +02:00
Jason Fielder
680a54c7d0 EEVEE Next: Ensure correct texture usage for views
Add texture usage flags for textures which are used as texture views
or require texture views for backing implementation.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107163
2023-04-21 10:06:55 +02:00
Jason Fielder
25138fd6e0 EEVEE Next: GLSL Metal shader type compatibility
Apply compilation fixes for Metal compatibility.
This includes explicit type casts, packed data types
where vec3 alignment is inconsistent, constructor replacement
with factory function.

The Metal shader generator also needs knowledge of when bound
resources are fundamental data types, so
SHADOWS_TILE_DATA_PACKED must be described as uint in
ShaderCreateInfo.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107178
2023-04-21 09:55:37 +02:00
Jason Fielder
dda4c0721c EEVEE-Next: Resolve compilation errors in Metal
Shader source requires explicit conversions and shader address
space qualifers in certain places in order to compile for Metal.

We also require constructors for a number of default struct types.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106219
2023-04-20 08:03:31 +02:00
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
b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Campbell Barton
88f5dd3c72 Cleanup: format 2023-04-19 08:02:42 +10:00
Hans Goudey
70d854538b Curves: Optimize edit mode selection draw extraction
Use the attribute API for domain and type interpolation instead of doing
it manually. I observed a 3.8x improvement in curve selection mode and
an 18x improvement in point selection mode.
2023-04-18 14:57:04 -04:00
Jason Fielder
4d75f10a8a EEVEE: Optimise texture usage flags
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107037
2023-04-18 08:11:46 +02:00
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
Hans Goudey
988f23cec3 Attributes: Add 2D integer vector attribute type
This type will be used to store mesh edges in #106638, but it could
be used for anything else too. This commit adds support for:
- The new type in the Python API
- Editing the type in the edit mode "Attribute Set" operator
- Rendering the type in EEVEE and Cycles for all geometry types
- Geometry nodes attribute interpolation and mixing
- Viewing the type in the spreadsheet and using row filters

The attribute uses the `blender::int2` type in most code, and
the `vec2i` DNA type in C code when necessary. The enum names
are based on `INT32_2D` for consistency with `INT8` and `INT32`.

Pull Request: https://projects.blender.org/blender/blender/pulls/106677
2023-04-14 16:08:05 +02:00
Falk David
10f20bf5d5 Refactor: Rename more grease pencil files to legacy
This renames more files and folders to indicate that it is grease pencil legacy code.

Pull Request: https://projects.blender.org/blender/blender/pulls/106862
2023-04-14 13:35:08 +02:00
Campbell Barton
37b7702d74 Cleanup: comment blocks, #if 0 commented code 2023-04-14 13:51:38 +10:00
Hans Goudey
a7bee90c1d Cleanup: Add access method for point cloud positions
The position attribute has special meaning for point clouds, and
meshes and curves have access methods for the attribute as well.
This saves boilerplate and gives more consistency between types.
2023-04-13 12:49:16 -04:00
Clément Foucault
7e764ec692 GPU: Texture: Expose depth dimension extent
This function was not exposed outside of internal GPU module.

Renaming `draw::Texture::depth()` to `is_depth` for consistency
and removing the ambiguity.
2023-04-13 14:06:53 +02:00
Campbell Barton
741d8dc1e2 Cleanup: format, use C++ nullptr & function style casts 2023-04-13 13:13:57 +10:00
Campbell Barton
ccea39b538 Cleanup: spelling in comments 2023-04-12 11:24:10 +10:00
Jeroen Bakker
9477ab65a4 ImageEngine: Improve Performance and Quality.
Blender 3.5 has a performance regression in the image engine
that made the image engine 3-4x slower then 3.4. The cause of
this was the new way how panning was implemented.

This PR disables the new panning for now as a short term fix.
In the future the panning and improvements we did ensured
better performance when dealing with higher resolution images.
But the regression for regular images weren't acceptable.

This fix might introduce other performance regressions on
lower end systems.

In the future we still want to improve the performance to
get back to Blender 3.0 performance, but that requires more
work and has a different priority.

Pull Request: https://projects.blender.org/blender/blender/pulls/106803
2023-04-11 16:20:26 +02:00
Jeroen Bakker
d07b82d16d GPU: Use Same Type in Comparisons.
Legacy drivers don't support auto type casting in comparisons.
This PR fixes some comparisons cast.

Thanks to Johannes J. for working/thinking along with the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/106789
2023-04-11 13:46:09 +02:00
Jeroen Bakker
2884f92de1 GPU: Fix Crash Sampling in Texture Paint Mode.
Added additional check if occlude pass is created.

Fix: #106762

Pull Request: https://projects.blender.org/blender/blender/pulls/106791
2023-04-11 11:24:17 +02:00
Clément Foucault
28a11c007e Fix #106440: EEVEE: World lighting does not affect volumetrics
The shader was compiled without the right define, disabling the world
volume lighting.

This had nothing to do with the light path node as the lighting
was totally disabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/106787
2023-04-11 11:08:12 +02:00
bonj
7a267aa000 DRW: Selection Occlusion
#### Summary
Occlude edit mode selection behind objects in object mode.

#### Problem
When doing retopology, you want to be able to select your edit mesh,
but only when you can see it.
Being able to select geometry behind reference objects is not
desirable.

#### Solution
Make it so reference objects occlude selection, while the edit mesh is
pushed towards the view using retopology offset.

#### Limitations
Poly Build is not supported, because it doesn't use the depth buffer.
It behaves the same as normal, unoccluded by reference meshes.

#### Notes
Selection occlusion is not used when xray is enabled. This is
intentional.

Pull Request: https://projects.blender.org/blender/blender/pulls/105498
2023-04-09 08:08:01 +02:00