Commit Graph

5673 Commits

Author SHA1 Message Date
Brecht Van Lommel
bdab538b30 Fix Eevee blackbody wrong with non-default scene linear color space
* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
  required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
  Since it's variable now easiest to just always read from the texture
  than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.

Ref T68926
2022-05-23 22:09:44 +02:00
Clément Foucault
bce37bc52a Cleanup: GPU: Remove gpu_shader_common_obinfos_lib.glsl
This has been replaced by `draw_object_infos`.
2022-05-23 17:19:37 +02:00
Clément Foucault
7542dc460f Fix T98251: EEVEE: Regression: Wrong normalmaps on scaled objects
This was caused by a missing `normalize`.
2022-05-23 17:16:15 +02:00
Johannes J
f4d31fbf6c DRW: Fix signed/unsigned mismatches in shader code
Fix the following error messages on Blender startup
since commit 308a12ac64.

This commit fixes T98194.

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15007
2022-05-23 16:30:18 +02:00
Clément Foucault
aea59428eb Fix T98128: EEVEE: Regression: Inverted surface normal on MacOS Intel GPU
This seems to be caused by the `!` used in conjunction with a macro.
Using the macro directly as condition does not exhibit this issue.
2022-05-23 16:23:50 +02:00
Brecht Van Lommel
0609b4bb49 Fix T98052: Eevee / Workbench background render crash with GPU subdivision
The problem is that depsgraph evaluation happens before the OpenGL context
is initialized, and so modifier evaluation happens without GPU subdivision.
Later the BKE_subsurf_modifier_can_do_gpu_subdiv test in the draw code gives
a different result.

This just checks if the mesh has information for GPU subdivision in the draw
code, and if so uses it. This is only set if the test for supported GPU
subdivision passes in the modifier evaluation.

Additionally it may be good to perform OpenGL context initialization earlier
so background render can take advantage of GPU subdivision, but this is more
complicated.

Differential Revision: https://developer.blender.org/D14969
2022-05-17 16:14:15 +02:00
Kévin Dietrich
fa9e878e79 Fix T97330: UV points missing with some modifiers
When extracting UV point indices, only the vertex points coming from the
original geometry should be drawn. For this, the routines (for subdivision
and coarse meshes) would only consider a vertex to be real if the extraction
type is `MAPPED`, and that an origin index layer on the vertices exist
with a valid origin index for the current vertex.

However, if the extraction type is `MESH`, which can happen with for
example an empty Geometry Node modifier, or with deferred subdivision,
this would consider every vertex to not be "real" and therefore hidden from
the UV editor.

This reworks the condition for "realness" to also consider a vertex to be
real if there is no origin layer on the vertices. The check on the extraction
type is removed as it becomes redundant.

This only modifies the check in the UV data extraction for point indices,
however similar checks exist throughout the extraction code, these will
be dealt with separately in master.

Differential Revision: https://developer.blender.org/D14773
2022-05-13 09:26:34 +02:00
Clément Foucault
d9effc1cc6 Fix T98071: Overlay: UV selection inverted bewteen vertex and edge select
Self describing title.

Also remove the layout inside the geometry shader as they are now generated
by the backend.
2022-05-12 15:11:07 +02:00
Clément Foucault
092cbacd8f Fix T98026 EEVEE: Refression Crash when rendering Cryptomatte passes
This was because the main `surface_vert.glsl` was changed to accomodate the
needs of the `ShaderCreateInfo` but was still used by the cryptomatte
shader. The fix is to include the same libraries as the material shaders
and bypass `attrib_load()`.
2022-05-12 13:58:14 +02:00
Clément Foucault
f5077e057b Fix T97380 EEVEE: Weird motion-blur on curves
This was caused by the `mb_data->obmat[]` being wrong because they are
now shared between the particle system and the object.
But Hair need the dupli parent matrix instead of the object matrix.
Disabling `Show Emitter` option fixes the bug.

To avoid this problem, request a different `EEVEE_ObjectMotionData`
for particle systems using a different key pointer in the hash.
This is a bit dirty but there is less code polution using this workaround.

Differential Revision: https://developer.blender.org/D14911
2022-05-12 12:45:56 +02:00
Jeroen Bakker
b9d02b9ced Fix T97895: Eevee support for Geometry Nodes Color Attributes.
Geometry nodes can generate color attributes that aren't on point or corner domain.
When not found in these domains it will be processed as a common attribute.
2022-05-11 14:01:47 +02:00
Jeroen Bakker
49173399f3 Fix T97173: Color Attributes shading turns black after switching mode.
Sculpt colors tagged the custom data as already created (cd_used), but
should have been tagged as being requested (cd_needed).
2022-05-11 12:44:04 +02:00
Jeroen Bakker
4ffeb2d449 DrawManager: Hide lock acquire behind experimental feature.
The acquire locking of the draw manager introduced other issues.
The current implementation was a hacky solution as we know that the
final solution is something totally different {T98016}.

Related issues:
* {T97988}
* {T97600}
2022-05-10 14:01:02 +02:00
Clément Foucault
a4c2060b91 Fix T97545 GPU: Crash caused by uncommented quote char in source string
Some drivers completely forbid quote characters even in unused
preprocessor directives.

This patch adds a debug build check for all `.glsl` files that need to
be manually handled. For shared headers with `#include` directives, we
need to do runtime patching of the source to remove the quote.

Also fix an instance of the quotes check failing in `eevee_next`.
2022-05-10 00:47:44 +02:00
Clément Foucault
7301547ca7 EEVEE: Fix missing CLOSURE_DEFAULT 2022-05-09 23:52:31 +02:00
Clément Foucault
35594f4b92 Fix T97985 EEVEE: Shader mixing not working correctly when reusing shader nodes
This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
2022-05-09 23:52:31 +02:00
Clément Foucault
bfa1c077cb Fix T97983 EEVEE: Tangent Normal of Curves info behaves differently in Eevee
Curve tangent was correctly mistaken with curve normal.

This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).

This also improve the normal computation by making it per pixel to match
cycles.

Also ports the changes to eevee-next.
2022-05-09 20:06:27 +02:00
Hans Goudey
686abf1850 Fix T97853: Crash with edit mode X-ray and subdivision
The mesh drawing code used a different mesh to check whether or not to
draw face dots and to actually retrieve them. The fix is moving the
responsibility of determining whether to use subsurf face dots to the
creation of `MeshRenderData` where the mesh used for drawing is
known, rather than doing it at a higher level.

Differential Revision: https://developer.blender.org/D14855
2022-05-09 17:36:54 +02:00
Clément Foucault
90663acfd5 EEVEE: Fix missing function implementation for volumetric materials
This was leading to linking errors.

Fixes T97779 Regression: World volume noise stopped working
2022-05-07 18:47:48 +02:00
Clément Foucault
9f2e995c3e Fix T97796 EEVEE: Regression: Alpha clipped materials rendered as alpha hashed
This was because the alpha clip thresholding was previously done in the
material nodes codegen. Now it is the responsibility of the engine to
implement it.

This adds a loose uniform that is set by EEVEE itself to control the clip
behavior.
2022-05-07 15:00:37 +02:00
Clément Foucault
3a035a4417 Fix T97881 EEVEE: First Specular and SSS closure not contributing on alpha blended material
This was because the evaluation was still being deferred just like for the
opaque case.
2022-05-07 13:18:16 +02:00
Jeroen Bakker
a7417ba845 DrawManager: Make instance data persistent.
When resizing a viewport all engine instance data was cleared.
This wasn't the intended design and lead to performance regressions
in the image engine.

This patch makes sure that the instance data isn't cleared when
the viewport size changes. When using instance data, draw engines
are responsible to update the textures accordingly.

This could also reduce flickering/stalling when resizing the viewport
in eevee-next.

Fixes T95428.

Reviewed By: fclem

Maniphest Tasks: T95428

Differential Revision: https://developer.blender.org/D14874
2022-05-06 16:17:39 +02:00
Clément Foucault
94533ca4b8 Cleanup: EEVEE: Fix clang-tidy warnings and unused var warning 2022-05-05 11:55:13 +02:00
Clément Foucault
3505d948c6 DRW: Hair: Fix shader compilation of transform feedback shader
Introduced by rBadbe71c3faba.
2022-05-05 11:44:31 +02:00
Germano Cavalcante
adbe71c3fa Fix T97835: crash when creating hair particle system on Mac
Recently `gpu_shader_3D_smooth_color_frag.glsl` had the uniform declarations removed.

For shaders without `ShaderCreateInfo` that require this source this results in the error:
```
ERROR (gpu.shader): hair_refine_shader_transform_feedback_workaround_create FragShader:
      |
   54 |   fragColor = finalColor;
      |
      | gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'fragColor'
      | gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'finalColor'
      |
   55 |   fragColor = blender_srgb_to_framebuffer_space(fragColor);
      |
      | gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
      | gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
```

So port that shader to use `ShaderCreateInfo`.
2022-05-04 21:42:38 -03:00
Kévin Dietrich
fc0f6d19ad Fix T96845: artifacts with GPU subdivision and mirror modifier
The coarse polygon count was set to the one of the BMesh instead of
the the one of the mesh used for subdivision, which caused the
compute shaders to output wrong data.
2022-05-04 19:31:53 +02:00
Campbell Barton
0383047257 Cleanup: quiet strict-prototypes warning 2022-05-04 14:01:18 +10:00
Campbell Barton
2a89509e45 License headers: add missing license headers
Add missing license headers based on files in the same directory.
2022-05-04 13:58:53 +10:00
Kévin Dietrich
281bcc1c1d Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).

As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.

Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.

Differential Revision: https://developer.blender.org/D13730
2022-05-03 22:50:04 +02:00
Kévin Dietrich
947f8ba300 Fix T96338: GPU subdiv crash switching to UV editing
The crash is caused as the data for the UV editor is requested before
the data for the mesh as a separate draw update. Since building the UV
stretch angle buffer requires the position buffer, the latter is not
created yet in this case.

To fix this, create a local position buffer from the subdivision data. An
alternate fix was considered to remove the dependency on the position
buffer by interpolating on the GPU the coarse stretch angle buffer but
this did work. Maybe this will be revisited.
2022-05-03 18:02:10 +02:00
Jeroen Bakker
3d96fd6fd6 Fix T97543: Changing multipass images doesn't update the image.
Code was partial migrated from the previous image engine. Missing multilayered
images.
2022-05-03 09:12:00 +02:00
Clément Foucault
1b0da28038 EEVEE: Fix compiler warning 2022-05-02 11:22:57 +02:00
Clément Foucault
12baea1b8e EEVEE: Fix compilation on MSVC 2022-05-02 10:09:46 +02:00
Clément Foucault
8ece0816d9 EEVEE: Rewrite: Implement nodetree support with every geometry types
This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.

Vertex Displacement is automatically enabled for now.

Lighting & Shading is placeholder.

Related Task: T93220

# Conflicts:
#	source/blender/draw/engines/eevee_next/eevee_engine.cc
#	source/blender/gpu/CMakeLists.txt
2022-05-02 09:35:45 +02:00
Clément Foucault
f0118e9aca GPUShader: Remove GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE
This had only one use and it was for debugging. Remove the shader for now.
This also simplifies the debug drawing even if slower.
2022-05-02 00:57:32 +02:00
Clément Foucault
aa34706aac Fix T97545 DRW: Crash cause by invalid " char in glsl source
Some old compiler do not like this character even if inside an `#error`
directive.
2022-05-01 22:42:07 +02:00
Clément Foucault
3f0c09f6dd GPUShaderCreateInfo: Add validation for overlapping vertex attribute
Those are usually not supported but some driver silently fix them and most
just silently fail (rendering error).
2022-05-01 22:28:38 +02:00
Clément Foucault
631506d9c3 External Engine: Reuse depth only shader from Basic engine
This removes the usage of `GPU_shader_create_from_info_name()`.
2022-05-01 19:35:37 +02:00
Clément Foucault
eba06fee49 Basic Engine: Port depth shader (object selection) to shaderCreateInfo
This should have no functional changes.
2022-05-01 19:35:37 +02:00
Clément Foucault
30d1d4579e Cleanup: Overlay: Remove unused extern datatoc and shader library
These are not needed anymore.
2022-05-01 18:47:51 +02:00
Clément Foucault
6cad9c7964 Overlay: Port particle display shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:40:48 +02:00
Clément Foucault
d02d1129f7 Overlay: Port particle edit shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:17:37 +02:00
Clément Foucault
6861ef62a6 Overlay: Port sculpt mask shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:07:16 +02:00
Clément Foucault
cc268238ea Overlay: Port wireframe shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:39:32 +02:00
Clément Foucault
ba22aa8797 Overlay: Port facing shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:14:30 +02:00
Clément Foucault
e59cc3a814 Overlay: Port gpencil canvas shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:07:20 +02:00
Clément Foucault
d33801e2bf Overlay: Port image empty shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 16:30:51 +02:00
Clément Foucault
1c992cc647 Overlay: Fix non functional outline on wireframe
This was caused by rB6e5877c189df5d6c2dfcaa44ba4c3c9a8b387998.
2022-05-01 15:37:37 +02:00
Clément Foucault
0dfb6eddc0 Overlay: Port motion path shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 15:37:37 +02:00
Clément Foucault
0c44b03b09 Overlay: Port 2D image overlay shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 15:37:37 +02:00