Shader compilation no longer uses the `WM_job` API.
Add a `GPU_shader_batch_is_compiling` function to query if there's any
shader compilation happening, and update `bpy_app_is_job_running` to
handle this as a special case.
Pull Request: https://projects.blender.org/blender/blender/pulls/143559
It's broken and it's not needed anymore, since we require OpenGL 4.3.
Fix#142620
Note: Debug callbacks still won't work for compilation threads,
but that's relatively harmless and should cause no issues for the user.
This will be fixed in 5.0 with #142715.
(4.5 backport candidate)
Pull Request: https://projects.blender.org/blender/blender/pulls/142716
Recursive downsample was only used by workbench DoF
which can be expressed using mip view instead.
The mip render workaround was creating GL error on startup
and is not needed anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/143246
It allows to implement tricks based on a knowledge whether the path
ever cam through a portal or not, and even something more advanced
based on the number of portals.
The main current objective is for strokes shading: stroke shader
uses Ray Portal BSDF to place ray to the center of the stroke and
point it in the direction of the surface it is generated for. This
gives stroke a single color which matches shading of the original
object. For this usecase to work the ray bounced from the original
surface should ignore the strokes, which is now possible by using
Portal Depth input and mixing with the Transparent BSDF. It also
helps to make shading look better when there are multiple stroke
layers.
A solution of using portal depth is chosen over a single flag due
to various factors:
- Last time we've looked into it it was a bit tricky to implement
as a flag due to us running out of bits.
- It feels to be more flexible solution, even though it is a bit
hard to come up with 100% compelling setup for it.
- It needs to be slightly different from the current "Is Foo"
flags, and be more "Is Portal Descendant" or something.
An extra uint16 is added to the state to count the portal depth,
but it is only allocated for scenes that use Ray Portal BSDF.
Portal BSDF still increments Transparent bounce, as it is required
to have some "limiting" factor so that ray does not get infinitely
move to different place of the scene.
Ref #125213
Pull Request: https://projects.blender.org/blender/blender/pulls/143107
When using GPU_DEVICE_QUALCOMM video drivers on Win32 with OpenGL (just
ARM) if the driver is too old a console message says that the driver is
not capable of running "Blender 4.0". This PR just adds "or later".
Pull Request: https://projects.blender.org/blender/blender/pulls/143108
This includes a new list structure type and socket shape, a node
to create lists, a node to retrieve values from lists, and a node to
retrieve the length of lists. It also implements multi-function support
so that function nodes work on lists.
There are three nodes included in this PR.
- **List** Creates a list of elements with a given size. The values
are computed with a field that can use the index as an input.
- **Get List Item** A field node that retrieves an element from a
a list at a given index. The index input is dynamic, so if the input
is a list, the output will be a list too.
- **List Length** Just gives the length of a list.
When a function node is used with multiple list inputs, the shorter
lists are repeated to extend it to the length of the longest.
The list nodes and structure type are hidden behind an experimental
feature until we can be sure they're useful for an actual use case.
Pull Request: https://projects.blender.org/blender/blender/pulls/140679
This commit renames the GHOST Metal graphic context class and related
files / references from `GHOST_ContextCGL` to `GHOST_ContextMTL`. When
the Metal backend was first introduced, this context file contained
both the old OpenGL context (CGL, for macOS Core OpenGL API), and the
newer Metal context. Since #110185 all CGL related code was removed
from the class, making it Metal only, and thus rendering the old class
name outdated and potentially misleading. In addition to the rename,
unused OpenGL related forward declarations and old TODOs were also
removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/142519
This allows to store a number of vertex to draw
per batch without specifying any attribute.
This allows to create batches that are empty but
still holds the amount of geometry to produce.
Needed for new curve drawing #142969.
Pull Request: https://projects.blender.org/blender/blender/pulls/143052
This was caused by the hardware derivatives output being affected
by render resolution. Scaling them back to the full resolution
value fixes the issue.
This also fixes the Wireframe node that also relies on derivatives.
Pull Request: https://projects.blender.org/blender/blender/pulls/142101
On the Vulkan side, ensure that unbound textures don't result in
accessing uninitialized or out of bounds memory.
On the Draw side, ensure all Hair and Curves attributes have, at least,
a dummy attribute bound.
Pull Request: https://projects.blender.org/blender/blender/pulls/142265
There is no need to initialize index buffers with zero since such
buffers always have to be filled by the caller. This change replaces
the allocation with malloc, so that GPU_indexbuf_init results in an
uninitialized buffer. In debug, and with asan, the buffer will be still
filled by something, but the caller should initialize zero indices
manually instead of relying on a default value.
For example, sometimes the cost of zeroing on allocation is similar to
the cost of filling the buffer with actual data. For a point cloud with
1'000'000 points, octahedron topology update on each frame of simulation
takes:
| | Main | PR |
| -------------------------- | ------- | ------- |
| GPU_indexbuf_init | 2.75 ms | 5233 ns |
| pointcloud_extract_indices | 6.95 ms | 4.64 ms |
Pull Request: https://projects.blender.org/blender/blender/pulls/141110
In `pygpu_shader_attrs_info_get`, it tries to check information for all
vertex attributes that are added via `VERTEX_IN`, however some drivers
will optimize compiled shaders so some vertex attributes that are not
used will be removed. This fix makes sure that the input length that
is used in `GPU_shader_get_attribute_len` does not exceed actual max
binding number.
Pull Request: https://projects.blender.org/blender/blender/pulls/137584
When running `make` it can happen that the target directory
was not created before the invocation of `glsl_preprocess`.
This patch copies #141404 and creates the output directory
before creating the output files.
This initial commit properly clamps handles for video/audio strips, and
provides functionality to enable/disable the behavior for all strip types
(addresses #90280).
Toggling handle clamping is done with "C",
just like with the redesigned slip operator (#137072).
If a strip is not already clamped when you start moving its handles,
then clamping behavior is disabled starting out. This means no abrupt
clamp until you explicitly ask for it.
Transform logic was altered, fixing a few bugs:
- When initializing a transform, `createTransSeqData` would already
create some clamping data for channels. This patch replaces it with
`offset_clamp` (for unconditional clamping which cannot be disabled)
and `handle_xmin/xmax` (for hold offset clamping, which is optional).
- Collecting this data ahead of time is necessary for the double
handle tweak case -- `flushTransSeq` only works one strip at a
time, so we can't clamp post-hoc.
- In `applySeqSlideValue`, we apply `transform_convert_sequencer_clamp`
before values are printed to the header, but let the unclamped values
get flushed to the strips themselves. This is so that we can have the
data later at the individual strip level to recalculate clamps.
Otherwise, if transform values are clamped preemptively, then we have
no idea whether strips are clamped vs. merely resting at their
boundaries.
Note that currently, handle clamping is drawn identically to overlaps.
More information in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/134319
This was caused by the Material Sub pass being
shared for all materials using a same texture.
This patch simply adds the sampler state inside the
Map key. This will create one unique subpass for each
texture and for each sampler state.
Pull Request: https://projects.blender.org/blender/blender/pulls/141978
The numeric levels have no obvious meaning. This removes the distinction
between severity and levels, instead there is a single list of named levels
with defined meaning.
Debug means information that's mainly useful for developers, and trace is for
very verbose code execution tracing.
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
This PR moves Wayland/HDR support out of experimental.
This allows more people to test and provide feedback. We
can always decide later to disable it for the release, but so
far we only got positive feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/141666
Windows/Intel GPU crashes when descriptor buffer cannot be allocated
anymore. This PR enables a workaround by not using descriptor buffers.
In future we should investigate how to improve the GC of descriptor
buffers and review the limits.
Pull Request: https://projects.blender.org/blender/blender/pulls/141600
Reading from the top-right of the selection buffer could read
past the buffer bounds. Resolve by ensuring the clamped buffer
isn't empty. Relates to #141591.
In case Blender was able to allocate a vertex buffer for huge geometry,
but isn't able to allocate its staging buffer it would crash. In this
case errors will be reported in the console.
This PR fixes this by clearing the data in stead of uploading.
Pull Request: https://projects.blender.org/blender/blender/pulls/141553
This was because the display shader never did the correct
color transformation.
This is a risky fix as it expects all input texture to be in
the correct colorspace (srgb). If they aren't this will
produce darker result.
If this is a huge issue we can introduce a global setting
(like line width) to set if the attached texture is
in srgb space or linear. This would avoid to change the
drawing code all over the place.
Pull Request: https://projects.blender.org/blender/blender/pulls/141237