Commit Graph

3895 Commits

Author SHA1 Message Date
Hans Goudey
9762dbe94e Merge branch 'blender-v3.1-release' 2022-02-21 13:07:14 -05:00
Hans Goudey
a81cc5cbcb Fix: Avoid potential use of dirty normals
Instead of accessing the `CD_NORMAL` layer directly,
use the proper API for accessing mesh normals. Even if the
layer exists, the values might be incorrect due to a deformation.
Related to ef0e21f0ae, 969c4a45ce, and T95839.
2022-02-21 11:40:59 -05:00
Hans Goudey
7f68185d34 Merge branch 'blender-v3.1-release' 2022-02-18 15:17:01 -06:00
Brecht Van Lommel
b04d42022f Fix T95338: missing image editor refresh after render compositing
This was an old issue, but recent image partial update changes made this more
likely to happen in some cases. Now ensure that whenever the rendered scene
switches the image is updated.
2022-02-18 19:50:53 +01:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Hans Goudey
c0674aa145 Fix T95334: Crash with no vertex normals in multires bake
This is partially caused by a stupid mistake in cfa53e0fbe
where I missed initializing the `vert_normals` pointer in
`MResolvePixelData`. It's also caused by questionable assumptions
from DerivedMesh code that vertex normals would be valid.

The fix used here is to create a temporary mesh with the data necessary
to compute vertex normals, and ensure them here. This is used because
normal calculation is only implemented for `Mesh` and edit mesh, not
`DerivedMesh`. While this might not be great for performance, it's
potentially aligned with future refactoring of this code to remove
`DerivedMesh` completely. Since this is one of the last places the data
structure is used, that would be a great improvement.

Differential Revision: https://developer.blender.org/D13960
2022-02-10 10:10:45 -06:00
Hans Goudey
f79c8e25f1 Cleanup: Grammar in comments and tooltips
- "own" -> "its own"
- "it's" -> "its"
- Use proper plural
2022-02-04 14:52:52 -06:00
Clément Foucault
afc2cc393d Merge branch 'blender-v3.1-release' 2022-02-04 19:35:35 +01:00
Brecht Van Lommel
edb0e7ca30 Fix T95471: baking normals wrong after recent MVert normals refactor 2022-02-04 18:15:39 +01:00
Hans Goudey
2f591adc1a Fix T95334: Crash with no vertex normals in multires bake
This is partially caused by a stupid mistake in cfa53e0fbe
where I missed initializing the `vert_normals` pointer in
`MResolvePixelData`. It's also caused by questionable assumptions
from DerivedMesh code that vertex normals would be valid.

The fix used here is to create a temporary mesh with the data necessary
to compute vertex normals, and ensure them here. This is used because
normal calculation is only implemented for `Mesh` and edit mesh, not
`DerivedMesh`. While this might not be great for performance, it's
potentially aligned with future refactoring of this code to remove
`DerivedMesh` completely. Since this is one of the last places the data
structure is used, that would be a great improvement.

Differential Revision: https://developer.blender.org/D13960
2022-02-03 10:35:50 -06:00
Campbell Barton
d82372aee3 Cleanup: spelling in comments 2022-02-02 13:53:46 +11:00
Brecht Van Lommel
c8c9965df2 Fix crash with non-closed meshes in recent bugfix for texture margin
Ref T95249, D13935
2022-01-31 20:59:25 +01:00
Martijn Versteegh
83fa6a1b2a Fix T95249: bake margin adjacent faces fails in some directions
The new adjacent faces method border lookup fails in some directions around
45 degrees

* Use 8 Dijkstra directions (also diagonally) to determine which polygon is the
  closest to each pixel. Using only Manhattan distance lead to large parts of
  the texture which were matched with the wrong polygon.

* Use neighbroing polygons for edge search. The Adjacent Faces algorithm needs
  to determine the closest edge, in UV space, each pixel. To speed this up
  first as map is built which finds the closest polygon for each pixel along
  horizontal, vertical and diagonal steps. Because this can sometimes be one
  edge off we first look in the polygon from the map, if that fails also
  check the edges of its neighbouring UV polygons.

Differential Revision: https://developer.blender.org/D13935
2022-01-31 18:18:04 +01:00
Martijn Versteegh
c626301f19 Cleanup: remove wrong assert
Was accidentally left in after refactoring.

Fixes T95347

Differential Revision: https://developer.blender.org/D13963
2022-01-31 18:18:02 +01:00
Jeroen Bakker
29a1d8b1d3 Fix compilation error in previous commit. 2022-01-28 14:01:25 +01:00
Jeroen Bakker
cdcbdf8ce4 Remove compilation warnings TexResult. 2022-01-28 13:28:31 +01:00
Hans Goudey
d7ac659e02 Cleanup: Clang tidy
Use nullptr, use named parameters, fix deprecated header
2022-01-27 10:53:53 -06:00
Clément Foucault
aa2164da33 Cleanup: Fix const correctness warning 2022-01-27 15:26:43 +01:00
Clément Foucault
6f1ab97c53 Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict
const correctness.
2022-01-27 14:59:37 +01:00
Hans Goudey
2bf519d211 Cleanup: Correct location of node function declarations
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.

Differential Revision: https://developer.blender.org/D13869
2022-01-24 16:18:30 -06:00
Campbell Barton
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
Campbell Barton
db496a0b7d Cleanup: spelling in comments 2022-01-18 14:27:29 +11:00
Campbell Barton
20df402adc Cleanup: move docs to definition 2022-01-18 14:13:58 +11:00
Martijn Versteegh
449db0ab1e Baking: new method to generate margin, based on adjacent faces
This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.

This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.

Differential Revision: https://developer.blender.org/D13303
2022-01-17 19:36:13 +01:00
Campbell Barton
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
Campbell Barton
1705587e21 Cleanup: note that compositor vector blur shares logic with zbuf.c
Note that some functions have been copied between these files.
De-duplication isn't trivial as there are differences in some functions.
2022-01-10 13:47:13 +11:00
Campbell Barton
74c896c081 Cleanup: typos in comments, remove libnumaapi reference 2022-01-10 13:47:12 +11:00
Campbell Barton
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
Campbell Barton
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
Sergey Sharybin
8cd6d0fe68 Fix T94169: Missing grease pencil render with tiled rendering
Delay grease pencil for until after the render result is written
to the Blender side.

Differential Revision: https://developer.blender.org/D13740
2022-01-05 17:47:10 +01:00
Sergey Sharybin
3c04b44913 Fix Cycles allocating result too early
When tiled rendering was used the render result was
allocated at the end of every view layer render as
opposite of an intended end of all rendering.

Modify the render_result_end so that it only ensures
pixels are allocated if pixels are actually copied
over.
2022-01-05 17:47:10 +01:00
Sergey Sharybin
924d2b8df6 Fix T94506: Crash in Compositing 2022-01-05 12:31:37 +01:00
Jacques Lucke
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
Campbell Barton
c536eb410c Cleanup: spelling in comments 2021-12-17 15:26:28 +11:00
Campbell Barton
93ba5e2375 Cleanup: move public doc-strings into headers for 'render'
Ref T92709
2021-12-08 17:12:43 +11:00
Brecht Van Lommel
12fc395436 Fix T93152: Cycles baking multiple selected object to active not working 2021-11-18 17:43:27 +01:00
Campbell Barton
b280699078 Cleanup: use elem macros 2021-10-20 11:16:43 +11:00
Sergey Sharybin
596446dbc6 Fix wrong Cycles tile highlight with region render
In previous Blender version the tile highlight was stored in the
full frame (un-cropped)  space. This was changed with the Cycles X
development and now the tiles and render result are always measured
relative to the cropped region.

Differential Revision: https://developer.blender.org/D12779
2021-10-08 15:28:53 +02:00
Campbell Barton
df8f507f41 Cleanup: spelling in comments 2021-10-06 14:54:05 +11:00
Sebastian Parborg
88c02bf826 VSE: Free animation strip data if they are not visible
Previously we would only free animation strip data when doing final
renders. If not doing a final render or simply just playing back videos
in the VSE, we would not free decoders or non VSE cache data from the
strips.

This would lead to memory usage exploding in complex VSE scenes.

Now we instead use the dumb apporach of freeing everything that is not
currently visible.
2021-10-05 18:53:58 +02:00
Brecht Van Lommel
0cddbcf1d7 Fix T91803: Freestyle rendering as pass broken after recent changes 2021-09-29 21:14:37 +02:00
Campbell Barton
79290f5160 Cleanup: spelling in comments 2021-09-29 07:29:15 +10:00
Sergey Sharybin
741fa8180c Fix T91679: Crash when saving bordered render as multilayer exr
The related issue which is fixed by this change is the missing noisy
image pass when denoising and border render is used,

Need to allocate passes after the passes has been copied from the
original render result.
2021-09-28 10:49:01 +02:00
Brecht Van Lommel
1bdaf0ebec Fix T91638: image editor Open Cached Render not loading some passes
Previously this was only loading built-in render passes. Now instead of trying
to load the scene render passes, load whatever passes exist in the cache file.
2021-09-23 20:45:42 +02:00
Sergey Sharybin
e86cf55667 Fix T91629: Crash in "Open Cached Render" function 2021-09-23 13:03:36 +02:00
Brecht Van Lommel
0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
Sergey Sharybin
51f7d24a4e Fix missing passes result when rendering multiple views
Caused by the lazily pass pixels allocation which didn't reset
allocation state of the render result.

Demo file: XXX
2021-09-15 18:53:57 +02:00
Sergey Sharybin
799a2b07ad Fix possible missing render result with update_result
Need to ensure render result's pixels are allocated prior to merge.

Differential Revision: https://developer.blender.org/D12371
2021-09-02 09:28:42 +02:00
Sergey Sharybin
d8b445e728 Fix missing render result when using region render
Caused by lazy allocation of passes.
2021-08-31 12:12:34 +02:00