PR Introduces GPU_storagebuf_sync_to_host as an explicit routine to
flush GPU-resident storage buffer memory back to the host within the
GPU command stream.
The previous implmentation relied on implicit synchronization of
resources using OpenGL barriers which does not match the
paradigm of explicit APIs, where indiviaul resources may need
to be tracked.
This patch ensures GPU_storagebuf_read can be called without
stalling the GPU pipeline while work finishes executing. There are
two possible use cases:
1) If GPU_storagebuf_read is called AFTER an explicit call to
GPU_storagebuf_sync_to_host, the read will be synchronized.
If the dependent work is still executing on the GPU, the host
will stall until GPU work has completed and results are available.
2) If GPU_storagebuf_read is called WITHOUT an explicit call to
GPU_storagebuf_sync_to_host, the read will be asynchronous
and whatever memory is visible to the host at that time will be used.
(This is the same as assuming a sync event has already been signalled.)
This patch also addresses a gap in the Metal implementation where
there was missing read support for GPU-only storage buffers.
This routine now uses a staging buffer to copy results if no
host-visible buffer was available.
Reading from a GPU-only storage buffer will always stall
the host, as it is not possible to pre-flush results, as no
host-resident buffer is available.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113456
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465
Mainly to simplify code and also add some add type safety, replace
`GSet` with `blender::Set` for the storage of BMesh triangles and
vertices on each PBVH node. Some initial tests point to better
performance too, but the numbers are hard to verify so far.
Because of the larger `PBVHNode`, memory usage slightly increases
(observed a 2% increase with a 1M face grid) for regular Mesh sculpting,
but it seems `Set` is more memory efficient than `GSet`, because I also
observed a 10% decrease in memory usage for dynamic topology.
In the future nodes can be split in a more data-oriented fashion to
reduce memory usage overall.
This also makes it simpler to switch to another type in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/113907
Resolves#113422.
The depth buffer was rendered to, but not correctly merged
with the scene depth buffer. This lead to, e.g. the object appearing
behind the grid.
This fixes the issue by rendering a "merge" pass.
Pull Request: https://projects.blender.org/blender/blender/pulls/113779
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.
This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.
This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
Avoid the need to iterate over every curve, and only iterate over the
cyclic attribute if it exists. This removes the check that avoided
creating cyclic segments for curves with only two points. If that
was necessary, some of the complexity would return, but the
new `array_utils` function wouldn't be necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/113814
Previously, Grease Pencil used a radius convention where
1 "px" = 0.001 units. This "px" was the brush size which would be
stored in the stroke thickness and then scaled by the point pressure
factor. Finally, the render engine would divide this thickness value by
2000 (we're going from a thickness to a radius, hence the factor of
two) to convert back into blender units.
Store the radius now directly in blender units. This makes it
consistent with how hair curves handle the radius.
* Removes the scaling in the render engine.
* Makes sure the grease pencil primitives use the correct radii
* Changes the drawing tool to work with screen space radius
* Draws the drawing tool cursor in screen space
* Makes sure the scaling is done when converting from legacy
grease pencil objects
* Makes sure the scaling is done when loading previous files
Consequences for the draw tool:
* Since the tool has a radius input in pixels, it now works in screen space. This is a pretty big change to how it works by default before, so a new option will have to be added that allows the brush to be in "Scene" space. This is similar to how it works in sculpt mode. But this is a bigger change, so I would like to split that into a separate PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/113770
Replaces all usage by the the gpu_shader_math
equivalent. This is because the old shader
library was quite tangled.
This avoids dependency hell trying to
mix libraries.
Changes are split into isolated commits until
I had to do mass changes because of inter-
dependencies.
Pull Request: https://projects.blender.org/blender/blender/pulls/113631
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.
This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.
This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
This adds `GreasePencilEditHints` and correctly implements
`crazyspace::get_evaluated_grease_pencil_drawing_deformation`
to support querying the deformation of points after evaluation.
This is needed for users to properly select points in edit mode while
seeing the effects of the modifiers.
Pull Request: https://projects.blender.org/blender/blender/pulls/113586
Pass the mesh to the drawing functions so it doesn't have to be
retrieved from the PBVH. It's nice to rely less on the PBVH `me`
pointer, since it's a fairly ugly "back pointer" which isn't necessarily
good design.
This traces planar lightprobe captures just like
the screen-space tracing does.
This is implemented as a separate shader that
loads the ray before the screen trace and
check if it can be traced against any available
planar probe. If it does it marks the ray as
traced (negative pdf) so that the screen tracing
pass does not override the result or try to
trace it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113453
The selection engine has some complex tricks that improve performance.
These are:
- Only draws objects whose bounding box intersects the selection
threshold;
- If the viewport or objects are not "dirty", it does not clean the
texture IDs and only adds objects that have not yet been drawn;
- Only updates the depth buffer if a new object is drawn;
- Skip drawing if no object is found;
These tricks were initially implemented so that this engine could be
used for snapping.
But this initial idea has changed and now the engine is only used to
select Vertices, Edges or Faces.
Due to this limited use, these tricks bring no real benefit.
In fact, it's even worse with the Retopology Overlay, as it forces the
Depth buffer to be redrawn.
This commit removes these tricks and only keeps those that indicate
whether the drawing needs to be updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/113308
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.
No functional change expected here.
Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/113343
This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.

For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.

Related to #112966
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203
Instead of using a lambda with a FunctionRef argument, just write the
loops explicitly. This results in a bit more boilerplate code and a bit
more repetition, but the overall design and flow is much simpler. Based
on the results in f10965dcb8, it can improve performance too.
The assert was assuming that the attribute request is properly
initialized and that was not the case: the "special" data layers
like coordinates, normals, masks, and face sets did not initialize
domain in the attribute request.
The domain is now properly initialized. As well as there is an
assert added in other PBVH types for the face sets. It is possible
to add asserts in more places, but it is not directly related to
this CL.
Pull Request: https://projects.blender.org/blender/blender/pulls/113354
Two aspects to this change:
- Do not clear face sets when enabling dynamic topology
- Draw face sets in viewport when dynamic topology is enabled
Newly added faces in the dynamic topology will have face
sets properly assigned. It is only edge collapse which can
potentially lead to undesired results w.r.t face set boundaries.
That will be worked on further as follow up development.
Pull Request: https://projects.blender.org/blender/blender/pulls/113348
Previously the colors were just uploaded as white, the default value.
Even if they aren't interpolated properly, it is still helpful to see
the colors. At worst, the unaffected parts of the mesh will still look
right.
A previous commit made vertex colors interpolate properly, but
face corner colors will still reset to their default value.
As a reminder, only color and byte color attributes are currently
supported for the specialized PBVH drawing.
Pull Request: https://projects.blender.org/blender/blender/pulls/113333
This PR implements an initial drawing tool that can already be used for testing.
While this is not fully feature complete (compared to the current grease pencil draw tool) the following is already implemented:
* Pressure support for radius and opacity.
* Material color and vertex color support.
* New active smoothing algorithm based on curve fitting.
* Simplify algorithm as a post-process step.
Some deliberate limitations include:
* The drawing plane is always the front plane. Drawing on surfaces is also not supported.
*
The current approach has not been optimized for performance yet. The goal was to have a straightforward implementation
first and then focus on performance later.
There are numerous parameters in the code that are hard-coded for now. These should be exposed at some point, potentially as user settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/110093
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
Enable tests for EEVEE Next.
As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.
Notes:
- `get_gpu_device_type` always fails with error:
> GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
only make sense for Cycles, and many EEVEE Next features that are
not actually tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/112161