Commit Graph

227 Commits

Author SHA1 Message Date
Jason Fielder
57a3ab29cc Metal: EEVEE Next: Optimize Virtual shadow maps for Apple Silicon
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.

This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
2023-10-05 19:02:39 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Campbell Barton
e8c812a307 Cleanup: spelling in comments, update dictionary 2023-09-03 21:35:07 +10:00
Campbell Barton
3082037743 Cleanup: spelling in comments 2023-09-03 16:15:01 +10:00
Miguel Pozo
3d7db929a4 Draw: draw_debug improvements
Allow using the drw_debug API in any shader file.
Remove the drw_debug API from Release builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/111710
2023-09-01 15:40:42 +02:00
Campbell Barton
eec449ffe8 Cleanup: correct spelling, comments
Hyphenate words in GLSL code-comments.
2023-08-29 15:55:09 +10:00
Gilberto Rodrigues
1f4c7a36df Wireframe color option for all shading modes
Enables three options of wireframe color for all shading modes: theme color, object color
and random color.  Previously this was exclusive to the wireframe shading mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/111502
2023-08-28 11:04:40 +02:00
Campbell Barton
3de8900ed6 Cleanup: spelling in comments 2023-08-25 09:40:42 +10:00
Campbell Barton
4492742487 License headers: manually integrate existing copyright into SPDX text
Some GLSL files already contained copyright information,
manually merge this into existing SPDX headers.

Ref !111247
2023-08-24 10:57:19 +10:00
Campbell Barton
0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00
Clément Foucault
65f91bd53a Fix: DRW: Broken debug decimal display
This is a temporary fix. A better fix
that display the non-scientific notation
would be better.
2023-08-20 17:52:48 +02:00
Clément Foucault
b4b5977aed DRW: Guard debug lib using defines
This allows adding debug calls to library
sources and not trigger an error for
all shaders that reference the lib.
The particular shader that need to use
it can set `drw_debug_print_enable` and
`drw_debug_draw_enable` in their main file
and it will trigger the injection of the
debug functions.
2023-08-20 17:52:48 +02:00
Campbell Barton
63c1a26069 Cleanup: move GLSL comments to the file start
This has the benefit that leading comments may be stripped,
reducing the binary size (not yet supported).
2023-08-19 17:56:48 +10:00
Campbell Barton
add2a656da Cleanup: spelling, use C-style in GLSL 2023-08-19 17:13:05 +10:00
Falk David
0bc755face Fix #109403: GP doesn't render selection outline
The issue was that there was a change in the shader that expected
a specific flag to be set. The current grease pencil code did not
set these flags.

This fix separates the old and new shader code so that
the old way of rendering the strokes remains untouched.

Pull Request: https://projects.blender.org/blender/blender/pulls/111227
2023-08-17 18:09:04 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Hans Goudey
5e9ea9243b Mesh: Rename "polys" to "faces"
Implements part of #101689.

The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.

To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/109819
2023-07-24 22:06:55 +02:00
Campbell Barton
caf0024463 Cleanup: add degrees UTF8 symbol, prefer ascii over unicode in comments 2023-07-16 21:54:58 +10:00
Miguel Pozo
e48d0c3cda EEVEE Next: Point Clouds
Add support for point cloud rendering in EEVEE Next.

Update `point_cloud_sub_pass_setup` to retrieve texture based
attributes, since that's the way they're actually meant to be used.

Pull Request: https://projects.blender.org/blender/blender/pulls/109832
2023-07-14 17:23:29 +02:00
Clément Foucault
93d2a202b2 DRW: Fix wrong integer type for drw_view_id 2023-07-14 12:32:03 +02:00
Clément Foucault
a1faf4d678 Metal: Address some mixed integer type warnings 2023-07-14 11:09:46 +02:00
bonj
70b05249cb Fix #109040: Don't calculate homogenous offset if viewspace offset is 0
Users were reporting offset issues when the retopology overlay
was disabled. The reason those issues were happening is because of
`vs_offset = min(vs_offset, vs_z * -0.5);`.
That line is necessary for proper functioning of the retopology
overlay, but causes issues at lower offset values (such as zero, when
the retopology overlay is disabled).

Fixes #109640

Pull Request: https://projects.blender.org/blender/blender/pulls/109657
2023-07-11 11:44:15 +02:00
Clément Foucault
8fa8f1ca78 Cleanup: DRW: Remove uneeded point cloud vertex inputs 2023-07-03 11:51:53 +02:00
Miguel Pozo
903f9ad178 Workbench Next: Point Clouds
Point Cloud support for the new Draw Manager and Workbench Next.

Pull Request: https://projects.blender.org/blender/blender/pulls/109568
2023-07-03 11:16:44 +02:00
Miguel Pozo
a639ec3afa Workbench Next: Hair and Curves support
Add Hair and Curves support to the new Draw Manager.
The `sub_pass_setup` functions bind the required data to an already
created sub-pass, and return the batches needed for drawing.

Add Hair and Curves rendering to Workbench Next:
-Refactor MeshPasses so it's possible to retrieve the pass instead of
 letting the class handle the drawing itself.
-Refactor object_sync so the emitter handle can be passed to the
 hair_sync function (needed to avoid outlines between hair and emitter)
-Refactor the ObjectState constructor so it's easier to add support for
 other object types.
-Update get_material so the slot index starts from 1, to match
 BKE_object_material_get_eval.

Pull Request: https://projects.blender.org/blender/blender/pulls/109456
2023-06-30 19:11:18 +02:00
Clément Foucault
57852a6688 DRW: Fix some overlapping UBO bindings
This shuffle around the UBO bindings of EEVEE-Next,
Workbench-Next and DRW internal.

This patch is based under the assumption that all
the target hardwares have at least 12 UBO slots,
which is already required by the GL 4.3 we aim.
2023-06-29 20:25:13 +02:00
Omar Emara
c9e6399fe1 Realtime Compositor: Implement Keying node
This patch implements the Keying node for the realtime compositor. To
ease the implementation, some morphological operators were moved into
algorithms and a mechanism to steal data between results was added to
the Result class.

Pull Request: https://projects.blender.org/blender/blender/pulls/108393
2023-06-24 13:02:33 +02:00
Clément Foucault
ddd88c00b4 EEVEE-Next: Irradiance Cache: Initial Implementation
This is a full rewrite of the irradiance volume baking.
The baking is much faster and doesn't scale linearly with the number
of irradiance samples in the volumes.

Ref #105643

Pull Request: https://projects.blender.org/blender/blender/pulls/108639
2023-06-23 08:39:46 +02:00
Clément Foucault
8d2d2d4620 GPU: Math: Add safe_rcp and safe_normalize to math libs 2023-06-22 22:51:23 +02:00
Jason Fielder
2e8317873f Metal: DrawManager-Next: Fix Object bounds and infos
Ensure float3 data types are marked as packed where appropriate for
ObjectInfos and instead update ObjectBounds during resource
finalization using local resource to reduce global memory thrashing.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/108766
2023-06-08 16:49:42 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Falk David
3aaacd6e30 GPencil 3.0: Initial commit
Adds the initial stage for the grease pencil 3.0 project.

This patch includes:
* New ID and new object type.
* New DNA structures.
* New drawing engine for grease pencil (gpencil-next).
* Tests for the new grease pencil data-type.
* A few operators for conversion, switching modes and (simple) drawing.

Exposed to the user:
* An experimental option to switch to the new grease pencil.
   * This will switch the grease pencil render engine to gpencil-next which can only render the new object type.
     Current grease pencil objects will no longer render.
   * Changing this option currently requires a restart of blender (for the keymap to update).
* A conversion setting in the `Object` > `Convert To` operator.
* A drawing operator in `Draw Mode`.

Pull Request: https://projects.blender.org/blender/blender/pulls/106848
2023-05-30 11:14:16 +02:00
Miguel Pozo
eb0e03bae7 Workbench Next: Volumes
Port of the Workbench volumes to Workbench Next using the new Draw Manager API.

Pull Request: https://projects.blender.org/blender/blender/pulls/105501
2023-05-16 16:56:21 +02:00
Clément Foucault
5a88afeaec DRW: Fix mixed type comparison warning 2023-05-05 12:52:47 +02:00
Clément Foucault
78d2f162e8 Metal: Fix EEVEE-Next shader compilation errors 2023-05-04 17:01:28 +02:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Jason Fielder
25138fd6e0 EEVEE Next: GLSL Metal shader type compatibility
Apply compilation fixes for Metal compatibility.
This includes explicit type casts, packed data types
where vec3 alignment is inconsistent, constructor replacement
with factory function.

The Metal shader generator also needs knowledge of when bound
resources are fundamental data types, so
SHADOWS_TILE_DATA_PACKED must be described as uint in
ShaderCreateInfo.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/107178
2023-04-21 09:55:37 +02:00
Jason Fielder
dda4c0721c EEVEE-Next: Resolve compilation errors in Metal
Shader source requires explicit conversions and shader address
space qualifers in certain places in order to compile for Metal.

We also require constructors for a number of default struct types.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106219
2023-04-20 08:03:31 +02:00
Jeroen Bakker
ce9be92adf Fix 106278: Intel iGPU Crashes When Switching to Eevee
After investigating the crash logs it looked like the macro
unrolling wasn't working on Windows systems with these GPUs.

Macro unrolling was changed in order to cross compile to Metal and
in the future to Vulkan. The macro unrolling in OpenGL can be removed
by using a different naming scema.

This PR removes the macro unrolling by changing the generated GLSL
code:

**Before**
```
layout(std140) uniform _probe_block
{
  ProbeBlock probe_block;
};
```

**After**
```
layout(std140) uniform probe_block
{
  ProbeBlock _probe_block;
};
```

Some tweaks had to be done to the Eevee-shaders to make sure that
the macro unrolling is done correctly and could be compiled using
legacy opengl drivers.

Fix: #106278
Fix: #106555
(and others)

Pull Request: https://projects.blender.org/blender/blender/pulls/106535
2023-04-06 08:03:25 +02:00
Germano Cavalcante
1380ee74ff Overlay: use edge-connected polygons to calculate wireframe factor
Use the dot product of the normal of the two polygons connected to the
edge to calculate the edge factor.

This fixes #90641 and #102545 and ensures more predictable results for
boundary and non-manifold edges.

Co-authored-by: Germano Cavalcante <mano-wii>
Pull Request: https://projects.blender.org/blender/blender/pulls/105352
2023-04-03 16:22:41 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Omar Emara
2f4a7d67b7 Realtime Compositor: Implement Anti-Aliasing node
This patch implements the Anti-Aliasing node by porting SMAA from
Workbench into a generic library that can be used by the realtime
compositor and potentially other users. SMAA was encapsulated in an
algorithm to prepare it for use by other nodes that require SMAA
support.

Pull Request: https://projects.blender.org/blender/blender/pulls/106114
2023-03-26 16:59:13 +02:00
Brecht Van Lommel
e7ba8247de Merge branch 'blender-v3.5-releas' into main 2023-03-03 16:45:45 +01:00
Brecht Van Lommel
549cc568b0 Fix various issues with modifiers and edge display in edit mode
Consistently use edge draw flag instead of original index to determine if an
edge should be drawn or not.

In GPU subdivision the edge original index was used for both edge optimal
display and selection mapping to coarse edges, but they are not the same.
Now match the CPU subdivision logic and use a separate edge draw flag VBO.

For cage display, match Blender 3.3 behavior more in showing/hiding of edges
in wireframe mode. That is edges without a mapping to an original edge are
always hidden when there is no distinct cage, and drawn otherwise. This is
not ideal for e.g. the bevel modifier where it will always show some edges on
corners despite all edges being hidden by the user. But we currently have
no good information to decide if these should be hidden or not, so err on
the side of showing too much as it did before.

Fie #103706: bevel modifier edges not drawn correctly
Fix #103700: optimal display can't be turned of with GPU subdivision
Fix wrong edge display with GPU subdivision preceded by other modifiers

Pull Request #105384
2023-03-03 16:38:27 +01:00
bonj
dcad51dfc3 DRW: Retopology Overlay
Add overlay option for retopology, which hides the shaded mesh akin to Hidden Wire, and offsets the edit mesh overlay towards the view.

Related Task #70267
Pull Request #104599
2023-03-03 00:35:45 +01:00
Miguel Pozo
2a9f792c9e Draw Next: Fix shader orco computation 2023-03-02 17:57:30 +01:00
Miguel Pozo
59b9bb0849 Draw: Custom IDs
This pull request adds a new tipe of resource handles (thin handles).
These are intended for cases where a resource buffer with more than one
entry for each object is needed (for example, one entry per material
slot).
While it's already possible to have multiple regular handles for the
same object, they have a non-trivial overhead in terms of uploaded
data (matrix, bounds, object info) and computation (visibility
culling).
Thin handles store an indirection buffer pointing to their "parent"
regular handle, therefore multiple thin handles can share the same
per-object data and visibility culling computation.

Thin handles can only be used in their own Pass type (PassMainThin),
so passes that don't need them don't have to pay the overhead.

This pull request also includes the update of the Workbench Next
pre-pass to use PassMainThin, which is the main reason for the
implementation of this feature.

The main change from the previous PR is that the thin handles are now
stored directly in the main resource_id_buf, to avoid wasting an extra
 bind slot.

Pull Request #105261
2023-03-01 21:42:25 +01:00
Clément Foucault
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
2023-02-13 11:22:38 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Jason Fielder
8703db393b Metal: Ensure explicit return after discard to eliminate differences in behaviour between GPUs.
Discard is not always treated as an explicit return and flow control can continue for required derivative calculations. This behaviour is different in Metal vs OpenGL. Adding return after discards ensures consistency in expectation as behaviour is well-defined.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17199
2023-02-07 00:58:06 +01:00