Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/126416
The encoded material names used by cryptomatte were incorrect. Reason
was that it used the name including the object type.
NOTE: reference images needs to be updated
Pull Request: https://projects.blender.org/blender/blender/pulls/126267
Blender crashes when adding any Color compositor node when both the
viewport and the interactive compositors are active at the same time.
This is caused by a threading issue where both threads try to compile
the same GPU material at the same time.
To fix this, we protects GPU material pass compilation using a mutex.
Pull Request: https://projects.blender.org/blender/blender/pulls/126084
This PR introduces the concept of primitive expansion draws.
This allows to create a drawcall that will generate N amount of new
primitive for an original primitive in a `gpu::Batch`. The intent is to
phase out the use of geometry shader for this purpose.
This adds a new `Frequency::GEOMETRY` only available for SSBOs.
The resources using this will be fed the current `gpu::Batch` VBOs
using name matching.
A dedicated slot is reserved for the index buffer, which has its own
internal lib to decode the index buffer content.
A new attribute lib is added to ease the loading of unaligned attribute.
This should be revisited and made obsolete once more refactor
lands.
It is similar to the Metal backend SSBO vertex fetch path but it is
defined on a different level. The main difference is that this PR is
backend independant and modify the draw module instead of the GPU
module. However, it doesn't cover all possible attribute conversion
cases. This will only be added if needed.
This system is less automatic than the Metal backend one and needs
more care to make sure the data matches what the shader expects.
The Metal system will be removed once all its usage have been
converted.
This PR only shows example usage for workbench shadows. Cleanup PRs
will follow this one.
Rel #105221
Pull Request: https://projects.blender.org/blender/blender/pulls/125782
Request one separate compilation batch for each GPUPass so users can
get a better sense of the compilation progress, and to better distribute
texture loading over time.
Pull Request: https://projects.blender.org/blender/blender/pulls/125012
The code has nullptr checks to make sure it doesn't try to use freed or unitiallized variables.
However the when freeing the data, the code doesn't assign the pointer to be null.
Now set them to be null
Pull Request: https://projects.blender.org/blender/blender/pulls/125090
This allows much easier debugging of shader programs.
Usage is as simple as adding `printf` calls inside shaders.
example: `printf("Formating %d\n", my_var);`
Contrary to the `drw_print`, this is not limited
to draw manager shader dispatch/draws. It is compatible
with any shader inside blender.
Most notably, this doesn't need a viewport to display.
So this can be used to debug render pipeline.
Data formating is currently limited to only `%x`, `%d`,
`%u` and `%f`. This could be easily extended if this is
really needed.
There is no type checking, so values are directly reinterpreted
as specified by the printf format.
The current approach for making this work is to bind a
storage buffer inside `GPU_shader_bind`, making it
available to any shader that needs it. The storage buffer
is downloaded back to CPU after a frame or a render
step and the content printed to the console.
This scheduling means that you cannot rely on these printfs
to detect crashes. We could add a mode to force flushing
at shader binding to avoid this limitation.
The values are written from the shaders in binary form and
only formated on the CPU. This avoid issues with manual
printing like with `drw_print`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125071
Fixes Overlay-Next selection when multiple objects are hit.
To reproduce:
- enable "Ovlay Next" in Preferences>Experimental
- create any Empty object and duplicate it without moving
- try to select by clicking them
Crash occurs because `mixed_bones_object_selectbuffer` in `view3d_select.cc` expects that `view3d_opengl_select_ex` will append results to `buffer`. Depending on situation after several `view3d_opengl_select_ex`calls with decreasing radius it tries to `slice` results from buffer:
```c
has_bones9 = selectbuffer_has_bones(storage.as_span().slice(ofs, hits9));
```
Pull Request: https://projects.blender.org/blender/blender/pulls/124154
With the new closure approach, the code can be simplified and cleaned up quite
a bit.
This also removes four parameters, which is helpful for future additions (!123616)
since the parameter limit appears to be reached.
Pull Request: https://projects.blender.org/blender/blender/pulls/123643
Reference identifiers instead of "above" in code comments as these
tends to become outdated. Even when declarations are removed it's at
least clear that the reference no longer exists instead of referring to
whatever is currently above the declaration.
It's also straightforward to search history for a removed identifier.
Corrected 4 cases of references to things that were no longer above
the doc-strings. Noticed other references which look to be incorrect
but need further investigation.
Update the batch specializations compilation to allow using it in an
async way.
The implementation has 2 main limitations:
- Only one batch at a time can be processed, extra batches will be
added to a queue.
- Binding a specialization variant that is still being compiled will fail.
Pull Request: https://projects.blender.org/blender/blender/pulls/123015
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 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
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
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
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.
More information and the rest of the code can be found in #121925.
This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
of multiple shaders at once, allowing GPU backed to compile them in
parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
compilation of batches for backends that don't have their own
implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
`GLShaderCompiler` implementation).
- The implementation of the subprocess program in
`GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
`Preferences > System > Memory & Limits` to enable parallel shader
compilation and the max number of subprocesses to allocate (each
subprocess has a relatively high memory footprint).
Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.
Pull Request: https://projects.blender.org/blender/blender/pulls/122232
Part of #116901.
The BMesh version of the algorithm was parallelized because BMesh has
edge to face topology lookup available.
This also allows removing `GPU_vertbuf_steal_data`, by just generating
the correct data type in the first place. Removing that should help dealing
with improvements to VBO data ownership in the future.
VSE timeline strips now have rounded corners. Strip corner rounding radius is
4, 6 or 8px depending on strip height (if strip is too narrow to fit
rounding, then rounding is turned off).
This is achieved with a dedicated GPU shader for drawing most of VSE
strip widget, that it could do proper rounded corner masking.
More details and images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/122576
This handles the transition to EEVEE-Next (now EEVEE).
This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties
The remaining legacy properties will be removed later
on to avoid python API breakage.
We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.
Thank you EEVEE-Legacy, you served us well.
Pull Request: https://projects.blender.org/blender/blender/pulls/122433
The setting adds the "Custom Shape Wire Width"
option to the "Viewport Display/Custom Shape" section of a pose bone.
As the setting says, this controls how thick the wire is drawn in the viewport.
This is done by adding a geometry shader that makes two triangles out of a line.
The Anti-Aliasing is controlled by the setting
Viewport->Quality->Smooth Wires->Overlay in the user preferences.
## Artifacts
When increasing the line width, the lines start to separate at their vertices.
This comes from extruding each edge along the normal of its direction.
This could be solved by adding round caps in a later PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/120176
The mesh triangulation data is stored in CPU memory with the same format
as the triangles GPU index buffer. Because of that we can skip creating a
temporary copied owned by the GPU API. One way to do that is to just
upload the data directly and avoid keeping a reference to it. However, we
can only upload GPU data from the main thread with OpenGL, so instead
reference the data and keep track of whether to free it.
When drawing a mesh with a single material and 1.8 million faces, this
change gives a 12-15% improvement in framerate, from about 32 to 37 FPS.
Part of #116901.
Pull Request: https://projects.blender.org/blender/blender/pulls/122175