Commit Graph

100 Commits

Author SHA1 Message Date
Clément Foucault
2892b494bd Cleanup: DRW: Remove some global access to DRWContext
Rel #136090
2025-03-18 17:48:54 +01:00
Clément Foucault
8c7cb9d3c7 Cleanup: DRW: Flatten global access to DRWContext
Rel #136090
2025-03-18 17:28:00 +01:00
Clément Foucault
0105b33a5f Refactor: DRW: Move some functions to DRWContext
This reduces the API and make it more clear where there
is the global access.

This also removes some of these global access by merging
the `DRW_context_get()` calls.
2025-03-17 17:19:13 +01:00
Campbell Barton
5aec1308e6 Cleanup: quiet missing-declarations warnings 2025-03-17 21:44:08 +11:00
Clément Foucault
92968c23fe Refactor: DRW: Make DrawEngine a virtual class
This removes the old `DrawEngineType` and use the new `DrawEngine`
virtual class instead.

This removes a lot of boilerplate functions that were only there for
legacy reason.

To this end, some engines that were based on static functions have been
refactored into `Instance` classes. This was particularly cumbersome
for the Grease pencil engine which needed some more refactoring.

The `Engine` class that is in each namespace is a workaround to isolate
the internal implementation (i.e. the `Instance`) to the engine
modules. Without this, the whole engine is getting included in each
compile unit that includes the `Instance` class. Eventually, if we get
rid of these intricate dependencies, we could remove the `Engine` class.

Pull Request: https://projects.blender.org/blender/blender/pulls/136001
2025-03-17 10:31:22 +01:00
Clément Foucault
94c7c84bcd Refactor: DRW: Simplify the DRWContext classes and methods
This refactor part of `draw_manager_c.cc` to make it more understandable
and less bug prone.

- Splits the context handing to `draw_gpu_context.cc`
- Rename `draw_manager_c.cc` to `draw_context.cc`
- Merge `DRWContextState` into `DRWContext`
- Merge lots of static functions into `DRWContext` to avoid global access
- Deduplicate code between entry point functions
- Move context init logic to `DRWContext` constructor
- Move resource init logic to `DRWContext::acquire_data`
- Move extraction `TaskGraph` out of `DRWContext`
- Reduce / centralize complexity of enabling draw engines
- Reduce the amount of `drw_get` calls
- Remove unused code

Pull Request: https://projects.blender.org/blender/blender/pulls/135821
2025-03-13 13:47:02 +01:00
Clément Foucault
f7e4fbc636 DRW: Add different mutex for GPUShader critical section
This removes the use of `system_gpu_context_mutex`
which was making render command submission threadsafe.

The only issue is the concurent usage of GPUShader objects.
To fix this, we only guard the submission section which
are the only parts that uses the GPUShaders.

Removing this critical section all together requires some changes
in the GPUShader. See #135406

Rel #134690

Pull Request: https://projects.blender.org/blender/blender/pulls/135595
2025-03-11 12:06:11 +01:00
Clément Foucault
2131ef0a20 DRW: Use depsgraph update count to replace view_update
This avoid having to flush explicitely and the need for syncing.
It also removes a lot of complexity in the process.

These updates are not granular and do not need to so much
boiler plate code.

The depsgraph update counter now becomes atomic to avoid
undefined behavior when a depsgraph is being destroyed and
its memory reused (same thinking as the non-copy-on-eval IDs).

I tested some use cases (object update, sculpt update,
shading update) and they are all working.

Pull Request: https://projects.blender.org/blender/blender/pulls/135580
2025-03-06 19:15:29 +01:00
Clément Foucault
7d5ec51d26 Refactor: DRW: Remove access to global context for instance data
Pass the `ObjectRef` in a few more places.
Remove the now unused functions.
2025-03-03 16:12:16 +01:00
Clément Foucault
d5871be8dd Refactor: DRW: Pass ObjectRef directly to engine object sync
Reduces API bloat.
2025-03-03 16:12:16 +01:00
Dalai Felinto
1584cd9aa5 Cleanup: Rename point cloud to pointcloud / POINT_CLOUD to POINTCLOUD
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.

This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:

* is_type_point_cloud
* use_new_point_cloud_type

Pull Request: https://projects.blender.org/blender/blender/pulls/134803
2025-02-19 17:11:08 +01:00
Clément Foucault
7a3ef6a8ab Cleanup: DRW: Remove draw_manager_c from DRW_gpu_wrapper.hh dependencies
This makes dependency on the draw manager clearer and improve
build time.
2025-02-18 12:50:30 +01:00
Brecht Van Lommel
4786fbe774 Refactor: Remove extern "C" from most headers
The only remaining code in source/blender that must be compiled as C
is now datatoc generated code and the DNA defaults that use designated
initializers.

Pull Request: https://projects.blender.org/blender/blender/pulls/134469
2025-02-13 18:58:08 +01:00
Clément Foucault
09e7e878e6 Cleanup: DRW: Remove unused legacy DRWViewport*List 2025-02-11 12:58:32 +01:00
Jacques Lucke
2fda20e1db Fix #132099: crash when using same geometry on objects with different material counts
The core issue was that the geometry batch cache (e.g. `MeshBatchCache` or
`PointCloudBatchCache`) was dependent on the object. This is problematic when
the the same geometry is used with multiple different objects because the cache
can't be consistent with all of them.

Fortunately, the only thing that was retrieved from the object was the number of
material slots, so if that can be avoided we should be fine. We can't just use
the number of material slots stored on the geometry because that may have no
material slots but still has material indices which are overridden on the object
level.

The solution is to take make the number of materials for a geometry only
dependent on the actual `material_index` attribute and not on the number of
available slots. More specifically, we find the maximal referenced material
index and handle that many materials. This number does not depend on how many
material slots there are on the object, but it still allows the object to
override materials slots that the mesh references.

A downside is that the maximum material index has to be computed which often
requires an iteration over the mesh. Fortunately, we can cache that quite easily
and the computation can be done in parallel. Also we are probably able to
eagerly update the material index in many cases when it's set instead of
computing it lazily. That is not implemented in this patch though.

The largest part of the patch is making the maximal material index easily
available on all the geometry types. Besides that, the material API is slightly
replaced and the drawing code now makes use of the updated API.

Pull Request: https://projects.blender.org/blender/blender/pulls/133498
2025-01-24 12:05:25 +01:00
Hans Goudey
e07cd2b982 Cleanup: Remove unused and transitive includes in draw module
Especially through DRW_render.hh, there were a lot of unnecessary
includes almost everywhere in the module. This typically makes
dependencies less explicit and slows down compile times, so switch
to including what files actual use.

Pull Request: https://projects.blender.org/blender/blender/pulls/133450
2025-01-22 19:37:38 +01:00
Brecht Van Lommel
920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00
Hans Goudey
11e97bd593 Fix: Assert for material span size after recent cleanup
Caused by 6871fe8415.

The assert was harmless, the array of null pointers was just longer
than necessary.
2024-12-31 15:13:56 -05:00
Hans Goudey
6871fe8415 Cleanup: Use Span for GPU batch array
Pull Request: https://projects.blender.org/blender/blender/pulls/132464
2024-12-30 18:55:23 +01:00
Clément Foucault
f9107c4f25 DRW: Remove legacy instance buffers
No functional change expected.
2024-12-05 20:03:10 +01:00
Clément Foucault
ad770b0359 DRW: Remove more DRWView getters
No functional change expected.
2024-12-05 20:03:10 +01:00
Clément Foucault
880d7170a2 DRW: Remove DRW_view_default_set/get and DRW_view_set/get_active
No functional change expected. But rendering is likely broken since
default view is not set the same way.
2024-12-05 20:03:10 +01:00
Clément Foucault
4a08cda62d Cleanup: DRW: Remove DRWShadingGroup and commands API 2024-12-03 19:32:03 +01:00
Clément Foucault
391bd5e823 Refactor: DRW: Use new API for curve refinement
Instead of allocating the pass globally, get it from the
currently bound viewport data.

Pull Request: https://projects.blender.org/blender/blender/pulls/131330
2024-12-03 19:20:09 +01:00
Hans Goudey
705972e6af Cleanup: Workbench: Follow style guide for public class variable references
_No response_

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/130819
2024-11-24 17:37:17 +01:00
Clément Foucault
d4ac4f7b2d DRW: Make manager and passes allow range of handles
Allow passing range of resources inside the draw manager.

This allows to reduce the overhead of the drawing logic
for group of instances sharing the same drawing state.

The only catch is that we do consider them as having the
same handedness, which seems to be a valid assumption for
now.

For now this is not used and just change the API in a transparent
way to allow incremental changes to the engines code.

Pull Request: https://projects.blender.org/blender/blender/pulls/130290
2024-11-18 17:08:19 +01:00
Clément Foucault
9dbfa1f81c Merge branch 'blender-v4.3-release' 2024-11-08 18:49:52 +01:00
Clément Foucault
03d31a3717 Fix #128712: Workbench: Crash dragging window to another screen
The crash was caused by the texture wrapper being out of date.
This happened after workbench finished rendering AntiAliasing and
going into blit-result-only mode. Doing so was causing a use after
free caught by ASAN.

But this only partially fix the bug as workbench render then becomes
uninitialized (black most likely) after dragging the window to the
second monitor. This is because the TAA texture gets recreated since
the new viewport resolution doesn't match the old one. But this
recreation does not tag as a viewport update so the TAA stays in
blit-result-only mode.

Detecting the viewport resolution change at the engine init level
seems the safest option for now, and it fixes the remaining issue.

To be backported to 4.2.

Pull Request: https://projects.blender.org/blender/blender/pulls/130043
2024-11-08 18:47:20 +01:00
Hans Goudey
0be2535369 Cleanup: Remame PBVH headers to "paint BVH"
The PBVH struct is now called `bke::pbvh::Tree`. Expanding the acronym
in the file name just a little should help developers find things and make
the connection to the "paint" concept that loosely ties sculpt mode and
other painting modes together a little stronger.

This rename also lets us replace the weird `_api.hh` historical part of
the file name without reusing the old `BKE_pbvh.hh` file name, which
would have probably made understanding the git history a bit harder.

Pull Request: https://projects.blender.org/blender/blender/pulls/129684
2024-11-01 17:27:07 +01:00
Clément Foucault
1d264b4589 Overlay-Next: Avoid undefined memory as object handle
Fixes selection
2024-10-16 12:37:46 +02:00
Hans Goudey
d33e708343 Refactor: Sculpt: Use function to access PBVH
Part of #118145.
In the future we want to move the ownership of the BVH tree to the
original mesh rather than `SculptSession`, in order to persist it
across some more general non-topology changing operations like
node tools. The first step of that change is replacing all places
that used `SculptSession::pbvh` for access with a function.
2024-09-05 14:16:40 -04:00
Miguel Pozo
9a3e102853 Fix: Workbench: Disable overlays_enabled optimizations
Since the `overlays_enabled` optimizations were introduced in
fe39456ba5, it has been a constant
source of bugs: #113741, #116403, #120628, #125414
There are many cases where the code expects to have the Workbench
depth available even when overlays are disabled.
So this simply disables the optimization and ensures the depth buffer is
always valid.

Pull Request: https://projects.blender.org/blender/blender/pulls/125447
2024-07-29 12:56:06 +02:00
Hans Goudey
5998bab73f Cleanup: Sculpt: Remove unused PBVH is_drawing variable
The value was set and transfered to `MeshBatchCache`but never
actually used. Even then, this is clearly not a good solution to the
problem the comments mentioned. If that happens if would be
better to solve it in a different way.
2024-06-25 21:51:20 -04:00
Miguel Pozo
b8587c96ec Fix #120628: Transfer mode overlay flickering artifacts
Clear depth from Workbench when overlays are disabled.
Disable alpha blend and enable depth testing in the transfer mode
overlay so it works without a previously rendered depth buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/123729
2024-06-25 16:09:06 +02:00
Miguel Pozo
4f8650d5c2 Fix #122714: Workbench: Missing textures not shown in Texture Paint mode with magenta
Missing feature from the Workbench Next port.

Pull Request: https://projects.blender.org/blender/blender/pulls/123034
2024-06-20 18:08:13 +02:00
Hans Goudey
7c56e16e44 Cleanup: Use references for sculpt PBVH variables 2024-04-29 22:21:23 +02:00
Hans Goudey
9193f4554c Cleanup: Move more PBVH API functions to C++ namespace 2024-04-24 07:54:22 -04:00
Miguel Pozo
cec57e9138 Fix: Draw: EEVEE-Next shadow flickering and other uninitialized bounds fixes
Always check if the DrawManager ObjectBounds are valid.
Initialized invalid bounds to NaN in debug builds for easier debugging.

Pull Request: https://projects.blender.org/blender/blender/pulls/120591
2024-04-16 17:19:13 +02:00
Hans Goudey
893130e6fe Refactor: Remove unnecessary C wrapper for GPUBatch class
Similar to fe76d8c946

Pull Request: https://projects.blender.org/blender/blender/pulls/119898
2024-03-26 03:06:25 +01:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Campbell Barton
6c78f79740 Cleanup: pass matrices by reference instead of value 2024-02-28 17:16:18 +11:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Miguel Pozo
2a2effc0c2 Workbench: Share shader cache across instances
Improve instance creation performance by sharing compiled shaders
across instances. (See #114990)

Pull Request: https://projects.blender.org/blender/blender/pulls/118062
2024-02-13 20:56:54 +01:00
Miguel Pozo
9fb17c1ca4 Workbench: Skip per-sample sync in image renders
Use the same method as viewport image renders.
2024-02-13 16:31:06 +01:00
Bastien Montagne
29fe777445 Cleanup: Make BKE_report.h a full Cpp header. 2024-02-10 18:34:29 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Campbell Barton
617f7b76df Cleanup: comment block formatting 2024-01-08 11:31:43 +11:00
Hans Goudey
ecc3656f72 Cleanup: Move remaining draw geometry extraction code to C++ namespace
Overall the transition to C++ in the draw module is awkwardly half
complete, but moving more code to a C++ namespace makes cleaning up
this code in other ways much easier, and the next C++ cleanup steps
are clear anyway.
2024-01-05 13:26:22 -05:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Hans Goudey
2864f3ad3f Cleanup: Remove unused argument to PBVH draw functions
The attributes weren't used by BKE_pbvh_draw_cb.
2023-11-30 23:24:11 -05:00