Commit Graph

2544 Commits

Author SHA1 Message Date
Clément Foucault
cc6db8921b GPU: Make viewport not acquireable during rendering
This is a partial fix to the fact that rendering with EEVEE or other GL
render engines is currently blocking the whole UI when asking to redraw
a viewport.

This patch just bypasses the viewport bind (containing the Draw Context
lock) and the following drawing. There is an update tagging to not
loose a viewport update if there was one asked.

Other queries other than view redraw (such as selection depth drawing or
offscreen drawing) will still block the whole UI as they need immediate
data feedback.

Ping @Severin for the change in `WM_draw_region_viewport_bind()`.
I'm assuming this is not an issue because it's highly unlikely to
bring up this operator during rendering. But in this case, it would just
lock as usual.

The bypassing in `DRW_notify_view_update` might be a bit overparanoid.
2022-04-15 17:09:30 +02:00
Clément Foucault
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00
Jason Fielder
b0dc3aff2c Metal: GLSL shader compatibility 3rd pass
Undefined behaviour for divergent control-flow fixes, replacement for partial vector references, and resolution of a number of calculation precision issues occuring on macOS.

Authored by Apple: Michael Parkin-White

Ref: T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14437
2022-04-14 11:49:18 +02:00
Hans Goudey
180163c4e4 Cleanup: Further hair to curves renaming
These were missed in previous passes. Also remove some logic
in `draw_hair.c` that was redundant after f31c3f8114.
2022-04-13 22:52:09 -05:00
Hans Goudey
f31c3f8114 Curves: Split curve EEVEE/workbench functions from particle hair
The GPU evaluation for curves will have to change significantly from the
current particle hair drawing code, due to its more general use cases
and support for more curve types. To simplify that process and avoid
introducing regressions for the rendering of hair particle systems,
this commit splits drawing functions for the curves object and
particle hair.

The changes are just inlining of functions and copying code
where necessary.

Differential Revision: https://developer.blender.org/D14576
2022-04-13 22:07:31 -05:00
Kévin Dietrich
f84f9eb8ed Fix T96563: tangents artifacts with GPU subdivision
When tangent are computed from generated coordinates, the result for GPU
subdivision would be compressed to 16-bit when it shouldn't.
2022-04-14 03:49:44 +02:00
Kévin Dietrich
3e25561d51 Fix part of T96596: wrong generated coordinates with GPU subdivision
Problem is that the orco layer was not taken care of by the GPU
subdivision routines. This only handles the issues for EEVEE/Workbench.
For Cycles, this would need to be handled at the wrapper level somehow.
2022-04-14 03:39:28 +02:00
Kévin Dietrich
3f305b9ab3 Fix T97053: on cage GPU subdivision shows subdivided edges as actual
edges

When wireframe mode is turned on, the subdivision edges not originating
from coarse edges were also drawn as regular edges, which would confuse
users trying to select them. These should not be drawn in edit mode,
only in object mode when optimal display is turned off (matching the CPU
subdivision case).
2022-04-14 03:04:37 +02:00
Germano Cavalcante
9c09e5ba24 Fix some usages of 'GPU_shader_get_uniform_block'
`GPU_shader_get_uniform_block` is marked as deprecated and the value
returned does not match what `GPU_uniformbuf_bind` expects.

Also, small typo fix in python error message.

Differential Revision: https://developer.blender.org/D14638
2022-04-13 10:51:51 -03:00
Sergey Sharybin
25c357124d Cover some DNA files with C++ utility macros
Solves compilation warning with Clang, and moves manipulation with
DNA structures to the designed way for C++.

The tests and few other places are update to the new code by Jacques.

Ref T96847

Maniphest Tasks: T96847

Differential Revision: https://developer.blender.org/D14625
2022-04-13 11:48:12 +02:00
Ray Molenkamp
4f96190122 Fix: Build issue with MSVC
draw_common.h was included in a C++ file
leading to the linker looking for the
decorated name for `G_draw` which lead
to a linker error.

adding an extern "C" for C++ fixes
the issue.
2022-04-08 12:52:35 -06:00
Kévin Dietrich
e15320568a Curves edit mode: show dots for points
This adds support to show dots for the curves points when in edit mode,
using a specific overlay.

This also adds `DRW_curves_batch_cache_create_requested` which for now
only creates the point buffer for the newly added `edit_points` batch.
In the future, this will also handle other edit mode overlays, and
probably also replace the current curves batch cache creation.

Maniphest Tasks: T95770

Differential Revision: https://developer.blender.org/D14262
2022-04-08 18:23:40 +02:00
Campbell Barton
a776385b26 Cleanup: zero initialize VColRef before setting members
Ensures new members will be zeroed, the compiler is able to optimize
this into identical compiled output.
2022-04-06 09:40:13 +10:00
Joseph Eagar
eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00
Clément Foucault
4de704a6df Overlay: Fix edit mode shader compilation after recent commit
This was caused by rBd889762590a4f068aa312879976e98dbd0ee93fc
2022-04-05 18:56:31 +02:00
Hans Goudey
b84255f590 Curves: Port legacy curve viewport drawing to the new data-block
Instead of using `CurveEval` to draw the curve wire edges, use
the new `Curves` data-block, which is already built as part of
an object's evaluated geometry set whenever there is a
`CurveComponent`.

This means that we can remove `Curve`'s temporary ownership
of `CurveEval` for drawing (added in 9ec12c26f1),
which caused a memory leak as described in T96498.

In my testing this improved performance by around 1.5x during
viewport playback, back to the performance of 3.1 before the
curve data structure transition started.

The next step of using the GPU to do the final curve evaluation
for the viewport is described in T96455, but is unrelated.

Differential Revision: https://developer.blender.org/D14551
2022-04-05 11:36:12 -05:00
Hans Goudey
edcbf741df Refactor: Evaluate surface objects as mesh components
This commit furthers some of the changes that were started in
rBb9febb54a492 and subsequent commits by changing the way surface
objects are presented to render engines and other users of evaluated
objects in the same way. Instead of presenting evaluated surface objects
as an `OB_SURF` object with an evaluated mesh, `OB_SURF` objects
can now have an evaluated geometry set, which uses the same system
as other object types to deal with multi-type evaluated data.

This clarification makes it more obvious that lots of code that dealt
with the `DispList` type isn't used. It wasn't before either, now it's
just *by design*. Over 1100 lines can be removed. The legacy curve
draw cache code is much simpler now too. The idea behind the further
removal of `DispList` is that it's better to focus optimization efforts
on a single mesh data structure.

One expected functional change is that the evaluated mesh from surface
objects can now be used in geometry nodes with the object info node.

Cycles and the OBJ IO tests had to be tweaked to avoid using evaluated
surface objects instead of the newly exposed mesh objects.

Differential Revision: https://developer.blender.org/D14550
2022-04-05 11:31:18 -05:00
Clément Foucault
d889762590 Cleanup: Change globalBlock members to snake case
This avoid conflicting defines in GLSL

Fix T96998 Blender 3.2.0 Alpha crashes on startup
2022-04-05 14:36:53 +02:00
Campbell Barton
5dbd6968a6 Cleanup: clang-tidy 2022-04-04 15:43:25 +10:00
Campbell Barton
0ef96cd392 Cleanup: ensure space after file named in headers
Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
2022-04-04 13:34:42 +10:00
Campbell Barton
27fea7a3a5 Cleanup: clang-format
Add ccl_gpu_kernel_postfix as a statement macro to prevent the following
declarations from being indented.
2022-04-04 12:35:33 +10:00
Hans Goudey
5387d33e5f Cleanup: Further use of const for object bounding boxes
Also solves two warnings from the previous similar commit,
f688e3cc31. The change to the grease pencil
modifier is quite suspicious, but doesn't change the behavior,
which was already broken.
2022-04-01 18:30:09 -05:00
Clément Foucault
42853bacc9 GPencil: Fix regression with dots uvs
This was introduced by rBeccb0b222e3465baa71430223c5ee2f0206a7b02.
2022-03-31 19:14:31 +02:00
Clément Foucault
2f7171622d DRW: Rename DRW_shgroup_uniform_vec4_array_copy to mat4_copy
This function was not used for anything other than mat4. This
was because of a limitation of the DRW module/
This makes it cleaner for the GLSL and also less tempting to use
it for other unconventional purpose.
2022-03-31 13:48:17 +02:00
Clément Foucault
ca37654b63 Fix T96920 DRW: Regression: Hair strands are drawn in wrong place
This was caused by the recent changes made to the way we handle matrix
copies. The matrix copy assumed that the uniform iteration was the same
as creation order. But this was far from true. The reality was that
the iterator was reverse for `unichunk` but not for `unichunk->uniforms`
so this was recreating wrong matrix.

I rewrote this part to always use reverse iteration and fix the
copy destination.

Also I simplified the code making the assumption this won't be used for
anything else than mat4.
2022-03-31 13:36:04 +02:00
Kévin Dietrich
dc73c71b3b Fix T96915: GPU subdivision modifier: Smooth Shade doesn't work
Simple error in an earlier commit, the flags should be or-ed.
2022-03-31 11:52:46 +02:00
Sergey Sharybin
0d223f6aca Cleanup: Unused variable in release build warning 2022-03-31 09:26:46 +02:00
Campbell Barton
3d132ead50 Cleanup: spelling, trailing space for comment-blocks 2022-03-31 13:01:41 +11:00
Hans Goudey
8466fd4bd1 Cleanup: Curves draw cache renaming, use references
Also change some remaining cases of "hair object" to "curves object".
2022-03-30 18:25:06 -05:00
Jason Fielder
922d53a791 Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal backend.
- Metal uniform array compatibility in DRW module.
- Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop.

Authored by Apple: Michael Parkin-White

Ref: T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14438
2022-03-30 20:31:12 +02:00
Jason Fielder
49bc640b76 Metal: GLSL Shader compatibility 5
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as:

#define roughness shaderinst->roughness.

Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors.

A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14452
2022-03-30 19:53:22 +02:00
Kévin Dietrich
ba28c10199 Fix T96344: edit mode GPU subdivision crashes with X-ray mode and modifiers
The crash happens because the origindex layers created as part of
the modifier stack evaluation are not set in the `MeshRenderData` when
they should have been.

This is because when selecting in X-ray mode, a subdivision wrapper
is created to ensure that selection happens with a subdivided
geometry, and this replaces the `MDATA` wrapper which is also used to
setup the `MeshRenderData`.

As we do not seemingly have an `MDATA` wrapper, the draw code decides
that we can extract draw buffers directly from the BMesh, instead of
the mapped Mesh with origin indices layers.

To fix this, we should also consider to use mapped extraction if a
subdivision wrapper exists on the mesh.

Differential Revision: https://developer.blender.org/D14485
2022-03-30 17:31:40 +02:00
Clément Foucault
9b9fda2122 Overlay: Port Armature shader to ShaderCreateInfo
Should have no regression.
2022-03-30 15:50:06 +02:00
Clément Foucault
05a77bb0d8 Overlay: Port Edit Mode shaders to ShaderCreateInfo
This should have no regression.
2022-03-30 15:50:05 +02:00
Clément Foucault
4cd409ca98 DRW: Port draw_common.c to use shared definition with GLSL
# Conflicts:
#	source/blender/draw/intern/draw_common_shader_shared.h
#	source/blender/draw/intern/shaders/draw_view_info.hh
2022-03-30 15:50:05 +02:00
Kévin Dietrich
2aa49107a2 Fix T96356: artefacts with GPU subdivision and vertex paint mask
The lines paint mask IBO extraction was not implemented for GPU subdivision.
For it to work, we also now need to preserve the subdivision loop to
subdivision edge map, which until now was overwritten to store coarse edges
(the map to coarse edges is still preserved).

Also the paint flag stored in the 4th dimension of the loop normal buffer
was not properly set for flat shaded faces, leading to other kind of
artefacts and render issues.
2022-03-29 12:04:51 +02:00
Clément Foucault
23bbc0d748 DRW: Port draw_common.c to use shared definition with GLSL 2022-03-26 13:16:01 +01:00
Hans Goudey
6e72e3fdb2 Cleanup: Further renaming in new curves code
A follow-up to e253f9f66d. Follow the policy from T85728
completely (using "num" as a prefix) and rename another function.
2022-03-24 20:48:08 -05:00
Campbell Barton
bbd787275f Cleanup: spelling in comments, strings 2022-03-25 12:04:16 +11:00
Jesse Yurkovich
07846b31f3 Cleanup: Optimize viewport view data creation
Each time the user clicks the viewport 2 sets of engine views are
created. Each set is currently composed of 8 view objects, each of size
592 bytes.

Because space is not reserved in the vector that holds them, several
unnecessary re-allocation/copy cycles occur as the vector resizes and
the total allocation load is 8880 bytes. This happens twice.

Reduce to just the allocations necessary and with exactly 4736 bytes
allocated for each set
 - Before: 8 allocations and 8 deallocations totaling 17760 bytes
 - After: 2 allocations and 2 deallocations totaling 9472 bytes

Reviewed By: fclem, jbakker

Differential Revision: https://developer.blender.org/D13782
2022-03-24 21:26:11 +01:00
Hans Goudey
e253f9f66d Cleanup: Adjust naming in new curves code
Rename "size" variables and functions to use "num" instead,
based on T85728 (though this doesn't apply to simple C++
containers, it applies here). Rename "range" to "points" in
some functions, so be more specific.

Differential Revision: https://developer.blender.org/D14431
2022-03-23 23:05:46 -05:00
Campbell Barton
94b2d83421 Cleanup: move documentation to headers, other minor corrections 2022-03-23 17:18:42 +11:00
Kévin Dietrich
612ec0ecdf Fix T96372: UV editor selection display wrong with GPU subdivision
Vertices were not drawn properly as the logic for mapped mesh was used
in the BMesh case.

Edge display would ignore subdivided edges which would come from coarse
edges when setting display flags.
2022-03-23 04:01:12 +01:00
Campbell Barton
4822153b85 Cleanup: spelling in comments 2022-03-23 12:15:50 +11:00
Jason Fielder
19c793af35 Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:

- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14378
2022-03-22 12:54:44 +01:00
Clément Foucault
eccb0b222e GPencil: Port main object shader to ShaderCreateInfo
This is quite a huge cleanup. Making use of the `common_gpencil_lib.glsl`
to share more codes and use more consistent codestyle.

The gpencil engine specifics are now out of the `gpencil_vertex()`
function making it easier to add more features.

There should be no regression as all workarounds are kept as is.
2022-03-19 22:05:34 +01:00
Clément Foucault
472fc0c558 DRW: Port improvements in common_math_lib.glsl from eevee-rewrite
Mostly quality of life functions and macros.
2022-03-19 22:05:34 +01:00
Clément Foucault
6ae03375b6 DRW: Make use of shader shared header
# Conflicts:
#	source/blender/draw/intern/draw_manager.h
#	source/blender/draw/intern/draw_manager_exec.c
#	source/blender/draw/intern/draw_shader_shared.h
2022-03-19 22:05:34 +01:00
Clément Foucault
3eaf345352 DRW: Introduce GPencil common GLSL library
This library contains the needed functions to render GPencil object
geometry. Centralizing these will make it possible for other draw
engines (EEVEE, Overlay) to reuse the same vertex shader code and
possibly the same fragment rejection methods.
2022-03-19 22:05:34 +01:00
Clément Foucault
d7ecd4a0f3 DRW: Add new texture from pool acquire/release mechanism
This adds a simple and more manageable temp texture behavior.

The texture is garanteed to be available only between the acquire/release pair.
This makes the same engine able to reuse the textures and even overlap the acquire
& release calls.
2022-03-19 22:05:34 +01:00