Commit Graph

7260 Commits

Author SHA1 Message Date
Campbell Barton
6bba008325 Cleanup: format 2023-11-09 09:34:49 +11:00
Martijn Versteegh
596aab27bd Merge branch 'blender-v4.0-release' 2023-11-08 21:32:30 +01:00
Martijn Versteegh
aaf6937631 Fix #112697: Skip non-existing UV maps on VBO upload
Fix #112697: Skip unavaliable UV maps on VBO upload

The list of available UV maps is generated for the evaluated object,
however if any modifier generates UV maps (for example Geometry
Nodes) it is possible the evaluated object contains UV maps which are
not present in the base mesh. So when only the base mesh is uploaded,
for example in the UV editor, UV maps present in the list are not
guaranteed to exist.

Pull Request: https://projects.blender.org/blender/blender/pulls/114558
2023-11-08 21:31:22 +01:00
Miguel Pozo
f2a7145a57 Fix #114404: EEVEE-Next: Render region enforced even when disabled 2023-11-08 19:13:26 +01:00
Hans Goudey
ece4b6e84d Cleanup: Remove unused functions
See 7b89a0a580, ae1b4a6a28
2023-11-08 10:18:37 +01:00
Sergey Sharybin
7b89a0a580 Cleanup: Mark unused arguments as such
Pull Request: https://projects.blender.org/blender/blender/pulls/114619
2023-11-08 09:44:58 +01:00
Omar Emara
474b6fa070 Realtime Compositor: Support full precision compositing
This patch adds support for full precision compositing for the Realtime
Compositor. A new precision option was added to the compositor to change
between half and full precision compositing, where the Auto option uses
half for the viewport compositor and the interactive render compositor,
while full is used for final renders.

The compositor context now need to implement the get_precision() method
to indicate its preferred precision. Intermediate results will be stored
using the context's precision, with a number of exceptions that can use
a different precision regardless of the context's precision. For
instance, summed area tables are always stored in full float results
even if the context specified half float. Conversely, jump flooding
tables are always stored in half integer results even if the context
specified full. The former requires full float while the latter has no
use for it.

Since shaders are created for a specific precision, we need two variants
of each compositor shader to account for the context's possible
precision. However, to avoid doubling the shader info count and reduce
boilerplate code and development time, an automated mechanism was
employed. A single shader info of whatever precision needs to be added,
then, at runtime, the shader info can be adjusted to change the
precision of the outputs. That shader variant is then cached in the
static cache manager for future processing-free shader retrieval.
Therefore, the shader manager was removed in favor of a cached shader
container in the static cache manager.

A number of utilities were added to make the creation of results as well as
the retrieval of shader with the target precision easier. Further, a
number of precision-specific shaders were removed in favor of more
generic ones that utilizes the aforementioned shader retrieval
mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113476
2023-11-08 08:32:00 +01:00
Gilberto Rodrigues
3fddfb48be Fix #114571: Retopology Overlay Face Color Regression
Fix #114571: Retopology Overlay Face Color Regression

Missed in dfd1b63cc7

Pull Request: https://projects.blender.org/blender/blender/pulls/114589
2023-11-07 21:43:01 +01:00
Miguel Pozo
7c68e9a94c Fix #114524: EEVEE-Next: Wrong normal map node result
The new draw manager stores the object scale as a regular flag.
Update `node_normal_map` to read it correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/114587
2023-11-07 18:58:31 +01:00
Miguel Pozo
d64e9759ef Fix #114377: Workbench: Support None and Channel Packed alpha modes 2023-11-07 15:51:45 +01:00
Miguel Pozo
b4316445a8 EEVEE-Next: Add Max Displacement option
Add a Max Displacement option to Material settings, so frustum culling
can work correctly with vertex displacement.

Pull Request: https://projects.blender.org/blender/blender/pulls/114200
2023-11-07 15:28:07 +01:00
Jeroen Bakker
adb2164191 Draw: Add Region Info Debug Group
Adding a deug group for draw manager region info so it is easier
to find inside tools like renderdoc.

Pull Request: https://projects.blender.org/blender/blender/pulls/114578
2023-11-07 14:53:48 +01:00
Hans Goudey
17b875fccf Fix: Windows build error from missing template argument deduction 2023-11-07 11:19:43 +01:00
Hans Goudey
ae1b4a6a28 Cleanup: Consolidate draw attribute extraction
Use the same attribute conversion class for PBVH and regular
mesh attribute extraction. This makes the GPU formats we use
for each attribute type more explicit and centralizes the conversions
from the attribute types to the GPU types. It's also a bit more aligned
to how we could use implicit sharing for GPU vertex buffer data.

Unfortunately it isn't possible to use this same code for curves
and point clouds because they use textures for their evaluated data,
and 3-wide vectors (e.g. `float3`) aren't supported on GPUs with our
current texture abstraction. For generic attributes, the long term
approach will probably be to use an SSBO instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/114340
2023-11-07 10:05:13 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Campbell Barton
aaf05c2497 Cleanup: various C++ changes (use nullptr, function style casts) 2023-11-07 11:35:16 +11:00
Miguel Pozo
0db6d8a5fc EEVEE-Next: Fix shadow tests
Fix an issue in `find_first_valid` where Nvidia would incorrectly
increment `src` after return.
This should fix the issue where some tiles would stay corrupted
until resetting EEVEE.

Initialize tiles_data in `TestAlloc` so it doesn't fail in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/114550
2023-11-06 20:35:14 +01:00
Miguel Pozo
6d0b5e2ace EEVEE-Next: New shadow settings
Remove `Material > Shadow Mode` and use `Object > Shadow Ray Visibility`
and `Material > Transparent Shadows` instead.

The versioning system auto-updates objects/materials in EEVEE
scenes so their behavior is as close as possible to the previous one.

Update Cycles to use the native `use_transparent_shadow` property.

Note:
Material changes don't set any `recalc` flag on the objects that use
them, so the EEVEE Next shadow maps don't update when changing
settings/nodes.
Fixing this issue is required for 4.1, but it's out of the scope of this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/113980
2023-11-06 15:45:00 +01:00
Campbell Barton
134393e846 Cleanup: spelling in comments 2023-11-04 14:08:13 +11:00
Miguel Pozo
e3d4db5ded Fix: EEVEE-Next: Planar display probe shader compilation 2023-11-03 15:26:19 +01:00
Clément Foucault
60df70b082 EEVEE-Next: Fix empty layers utiltex
This fixes interpolating of invalid data for
very high roughness.
2023-11-03 11:54:18 +01:00
Clément Foucault
0684b68eb4 EEVEE-Next: Make Ambient Occlusion Pass use Horizon Scan
This adds a new way of computing occlusion using visibility bitmask. To
make it more algorithm agnostic, we name it horizon scan.
This cleans-up / simplify the code compared to the Horizon based solution.
There is no more trickery for fading influence of distant samples which
makes the result match cycles closer.

This introduces a new thickness option. Maintaining it relatively low
makes it possible to avoid over occlusion because of in front geometry.
Making it too low will cause under occlusion.

Related #112979

Pull Request: https://projects.blender.org/blender/blender/pulls/114150
2023-11-02 19:22:01 +01:00
Falk David
91db8fc5a0 GPv3: Multi-frame editing
Adds a new scene tool setting `use_grease_pencil_multi_frame_editing`.

The `foreach_*_drawing` functions are moved to the `ed::greasepencil` namespace in the editor, since they are now context sensitive and depend on the toolsetting. They are now named `retrieve_editable_drawings` and `retrieve_visible_drawings` and return
an array of drawings instead of calling a callback function.

Pull Request: https://projects.blender.org/blender/blender/pulls/114283
2023-11-02 17:10:59 +01:00
Miguel Pozo
b679ea939a EEVEE-Next: Per probe viewport display
* Add viewport display support for Sphere and Plane probes.
* Make all probe display options per object instead of per scene.
  (Uses the already existing `LIGHTPROBE_FLAG_SHOW_DATA`
   and adds a new `data_display_size ` property to the `LightProbe` DNA)
* Python `show_data` property has been deprecated and renamed to
   `use_data_display` (`data_display_size ` has been exposed as well).

Pull Request: https://projects.blender.org/blender/blender/pulls/114176
2023-11-02 17:08:13 +01:00
Bastien Montagne
40a46629a2 Merge branch 'blender-v4.0-release' 2023-11-02 14:35:56 +01:00
Jeroen Bakker
d4262071b1 Fix #114224: Bones Disappear In Pose/Edit Mode
Previous fix partially fixed the issue, there were still some left over
issues where that alpha channel wasn't loaded correctly and therefore
could lead to fully transparent stick bones.

Previous fix: 3da63377fc

Pull Request: https://projects.blender.org/blender/blender/pulls/114393
2023-11-02 13:36:44 +01:00
Gilberto Rodrigues
dfd1b63cc7 UI: improve mesh edge highlighting
Changes to edit mode mesh overlays, use hue shift instead of color
fading/darkening for selection mode visual differentiation, and some
theme changes to improve the display of mesh edges and faces with good
selection visibility.

- Removed "edge" toggle from edit mode overlays panel.
- No longer halves the edge and face alpha depending on selection mode.
  Half the face alpha in wire-frame mode. For better visibility on most
  themes.

Ref !111431
2023-11-02 22:09:17 +11:00
Campbell Barton
6983c14955 Cleanup: spelling in comments, use doxygen doc-strings 2023-11-02 16:43:04 +11:00
Hans Goudey
d6be6339f1 Fix: Incorrect PBVH mask drawing after recent change
The `COMPONENT_LEN_SCALAR` workaround isn't used for
masks which are drawn in a more hard-coded way.
2023-10-31 18:17:26 +01:00
Hans Goudey
acbab3550f Merge branch 'blender-v4.0-release' 2023-10-31 18:12:18 +01:00
Hans Goudey
e05c36f56d Fix #113496: PBVH draw crashes and unsupported attribute types
Use more modern approaches for supporting all generic attribute types,
rather than hardcoding all of the types and mistakenly correlating types
and domains.

A "Converter" template class handles conversion to GPU data and
describing the GPU format. The class is based on recent work in Cycles
attribute upload and is meant to replace the `AttributeTypeConverter`
class in `extract_vbo_attributes.cc`. I will do that as a separate step.
This structure will give build errors if new attribute types are added
but not supported here, preventing the situation described in the
report.

All generic attribute types are supported now, consistently with non
sculpt mode drawing. The edge domain isn't supported though.
Typically edges are more costly and complex to access, and interpolation
is less well defined anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/114334
2023-10-31 17:33:15 +01:00
Nathan Vegdahl
729e29618b Merge branch 'blender-v4.0-release' 2023-10-31 16:07:56 +01:00
Jason Fielder
dde346ca9f FIx #114286: Resolve ghosting artifact in workbench in Metal
Missing GPU flush added between workbench render frames
to ensure GPU command buffer does not submit all frames
in one go.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/114328
2023-10-31 15:53:32 +01:00
Jeroen Bakker
0d861a93a6 Merge branch 'blender-v4.0-release' 2023-10-31 15:46:16 +01:00
Jeroen Bakker
3da63377fc Fix #114224: Bone Disappear in Pose Mode
In certain cases bones can disappear in pose mode. The cause was
that the alpha channel was not set in all cases and might use uninitialized
memory as alpha value.

Pull Request: https://projects.blender.org/blender/blender/pulls/114324
2023-10-31 15:40:28 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Julian Eisel
b659595ab2 Merge remote-tracking branch 'origin/blender-v4.0-release' 2023-10-30 20:26:09 +01:00
Clément Foucault
b26f176d1a Fix #114096: Workbench: Broken thumbnail shadows on Mac
This is the same as 5d06632565
but ported to the no-geometry shader version.

However the rendering is still broken for another reason.
See #114286.
2023-10-30 19:46:09 +01:00
Miguel Pozo
2fc17f5afc FIx: Workbench: Shadow debug mode 2023-10-30 19:15:31 +01:00
Jeroen Bakker
5ba661b706 EEVEE-Next: Fix Infinite Loop With Reflection Probe
When a spherical reflection probe is in the scene and the viewport
is set to a lookdev world the scene was constantly being updated.

The cause for this was that the reflection probes where updated when
the lookdev shader was compiled, but that is almost always the case.

This PR fixes this by checking the compile status and compile status
change. Only the first time the world has been compiled the world
reflection probe will be marked dirty.

Pull Request: https://projects.blender.org/blender/blender/pulls/114276
2023-10-30 16:00:17 +01:00
Jeroen Bakker
fcb26fe72d EEVEE: Update UI Names
This PR will use "EEVEE (Legacy)" for the legacy EEVEE and renames
"EEVEE Next" to "EEVEE".

When starting Blender EEVEE Legacy will still be the default. We
will change the default to EEVEE when all missing features have been
addressed.

After that we can cleanup idnames and panels etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/114272
2023-10-30 15:04:13 +01:00
Campbell Barton
e8d532a9b6 Merge branch 'blender-v4.0-release' 2023-10-29 16:55:22 +11:00
Jason Fielder
b0a032e2eb Fix: EEVEE export CMDBuf out of memory in Metal
Previous commit 9333336a73f9e116771a52a2caa96455ea345c71
broke export rendering in Metal due to the command
submission not being flushed between samples.

This would lead to ghosting in export images due
to memory synchronization issues and GPU
scheduling dependency graph problems.

The in-flight memory could also get
extremely high if exporting high numbers
of samples due to all commands being
enqueued within a single submission.

Patch resolves this by flushing for
each render frame sample and
ensuring intermediate in-flight
memory remains controlled.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/114174
2023-10-27 15:13:49 +02:00
Campbell Barton
d31c61edee Cleanup: spelling in comments 2023-10-27 12:13:48 +11:00
Miguel Pozo
247491ef0f Merge branch 'blender-v4.0-release' 2023-10-25 18:58:22 +02:00
Miguel Pozo
5d06632565 Fix #114096: Broken thumbnail shadows 2023-10-25 18:57:41 +02:00
Clément Foucault
e1bad49abf Fix #113862: EEVEE-Next: Flicker with AO or shadow pass
This was caused by wrong alpha values.
2023-10-25 12:49:32 +02:00
Jeroen Bakker
b0b46b1c59 EEVEE-Next: Fix Updating Reflection Probes
Due to missing logic reflection probe updates where not always
performed. There were multiple artifacts:

* Lookdev Worlds where Black Until the Scene world was rendered.
  Issue was that the lookdev world didn't initialized its atlas
  coordinates.
* Lookdev world should only retrigger reflection probe update when
  material is compiled
* When world is updated, reflection probes should be updated; this
  might require a redraw when reflection probe draw passes aren't
  updated this sample.

Pull Request: https://projects.blender.org/blender/blender/pulls/114064
2023-10-24 13:43:10 +02:00
Clément Foucault
aa917282a7 Fix EEVEE-Next: NaN in refraction
Refraction direct light is not implemented yet.
2023-10-23 17:07:40 +02:00
Clément Foucault
98fcb8573c Fix EEVEE-Next: Raytrace: NaN in bilateral denoising
This was caused by the last frame's tile_mask being
sampled instead of the current one.
2023-10-23 16:14:32 +02:00