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
This add the possibility to create a
orthogonal basis around a given unit
vector.
The name was chosen to match the naming
convention already in place and match
the other matrix construction functions.
In other places (ex: renderers), this same
function is commonly named `make_orthonormal`
or `make_basis`.
The function is not given to have a fixed
implementation and might change overtime.
That's why the test only covers the
assumptions and not the raw values.
The implementation is borrowed from
Cycles and adapted to our math API.
Pull Request: https://projects.blender.org/blender/blender/pulls/113218
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.
Pull Request: https://projects.blender.org/blender/blender/pulls/111809
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
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.
Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.
This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/110728
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.
Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.
The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.
Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.
Pull Request: https://projects.blender.org/blender/blender/pulls/110117
Math tests failing in Metal due to non-zero-initialized values
and shader compilation error caused by mutli-component
boolean being implicitly evaluated.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108758
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.
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
Implement GBuffer prepass and deferred lighting (lights only).
This decouple lighting from the material shaders making them lighter,
less expensive and faster to compile.
Trying to keep a nice data flow so we could potentially use the
subpass programable blending feature on tiled GPU arch.
Not everything is covered yet and #105880 is making the GBuffer layout
a bit awkward and not easily extendable.
Pull Request: https://projects.blender.org/blender/blender/pulls/105868
This patch implements the bicubic interpolation option in the transform
nodes. The path merely reuse the code in the shader image texture and
adds bicubic variants to the domain realization shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/105533
Recent changes in our GLSL libraries didn't compile on Vulkan. This
change reverts a compile directive that was removed, but required
in order to compile using the Vulkan backend.
Affecting render output preview when tone mapping is used, and EEVEE scenes such as Mr Elephant rendering in pink due to missing shaders.
Authored by Apple: Michael Parkin-White
Ref T103635
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T103635, T96261
Differential Revision: https://developer.blender.org/D16923
These allow the usage of `atomicMin` and `atomicMax` function with float
values as there is no overload for these types in GLSL.
This also allows signed 0 preservation.
- Matrix normalize overloads needs to have the vector normalize redefined.
- double underscore (anywhere in symbol name) are reserved.
- Some operation yield different result due to float imprecision. Increasing
epsilon threshold for the failing tests.
This implement most of the functions provided by the BLI math library.
This is part of the effort to unify GLSL and C++ syntax. Ref T103026.
This also adds some infrastructure to make it possible to run GLSL shader unit
test.
Some code already present in other libs is being copied to the new libs.
This patch does not make use of the new libs outside of the tests.
Note that the test is still crashing when using metal.
Expands Color Mix nodes with new Exclusion mode.
Similar to Difference but produces less contrast.
Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.
Differential Revision: https://developer.blender.org/D16543
Shader and compositor curve nodes change their inputs even if they are
at identity settings.
That is because shader and compositor curve nodes evaluate their curve
map texture samplers at the normalized input directly, disregarding the
fact that the samplers are evaluated using linear interpolation. This
causes the output to be slightly different that it should be.
This patch remaps the evaluation parameters such that the texture
sampler is evaluated at the center of the pixels.
Differential Revision: https://developer.blender.org/D15811
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Map range node.
- Map value node.
- Math node.
- Normal node.
- Alpha convert node.
- Separate color node.
- Combine color node.
- Separate XYZ node.
- Combine XYZ node.
- Separate RGBA node.
- Combine RGBA node.
- Separate HSVA node.
- Combine HSVA node.
- Separate YCCA node.
- Combine YUVA node.
- Set alpha node.
- Switch node.
- Switch view node.
- RGB to BW node.
- Color ramp node.
Differential Revision: https://developer.blender.org/D15229
Reviewed By: Clement Foucault
This patches rewrites the GPU shaders of curve nodes for easier future
development. This is a non-functional change. The new code avoids code
duplication by moving common code into BKE curve mapping functions. It
also avoids ambiguous data embedding into the gradient vectors that are
passed to vectors and reduces the size of uniforms uploaded to the
shader by avoiding redundancies.
This is needed in preparation for the viewport compositor, which will
utilize and extend this implementation.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14689
This patch moves some of the utility library shaders into a common
directory and makes the necessary renames across shaders. Additionally,
material-specific transform functions were moved outside of math utils
into a separate transform_utils.glsl file.
This is needed in preparation for the viewport compositor, which will
make use of some of those utilities and will require all material
specific bit to be removed out of those files.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14688