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
This removes the legacy Grease Pencil modifiers from the code.
These should have already been inaccessible from the UI and hidden from
the user. The modifiers have been reimplemented for the new GPv3
data structure.
On top of the modifier code, some other related things have been
removed as well:
* Operators related to the legacy modifiers.
* Keymaps for the legacy modifier operators.
* Some bits of code that used modifier functions.
Some code has to be kept, because it is still used:
* The core line art code, which is used by the new line art modifier. It's
moved to `modifiers/lineart`.
* The DNA structs for the legacy modifiers. They are still needed for
conversion.
* A few kernel functions for the modifiers are kept (also for conversion).
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/125102
The viewport compositor slows down complex scenes even if it has very
simple setups. That's because it internally computes previews which
involves a fair bit of CPU computation, however, those previews are
actually never written to the original tree, so previewers weren't
really visible so it is effectively redundantly computations.
To fix this, we double down on disabling previews for the viewport
compositor and avoid any redundant computations in that case.
Grease Pencil objects are not visible when using the viewport
compositor. That's because since the introduction of multi-pass
compositing, the compositor now access the combined pass written by
EEVEE, which does not include GP.
To fix this, we skip writing the EEVEE combined pass, then read the
viewport texture for the combined pass as a special case, which should
include GP.
Request one separate compilation batch for each GPUPass so users can
get a better sense of the compilation progress, and to better distribute
texture loading over time.
Pull Request: https://projects.blender.org/blender/blender/pulls/125012
Replace the `BKE_scene_cursor` functions with member functions
of the `View3DCursor` DNA struct. This makes using the cursor's
transform simpler, especially in newer C++ code.
Pull Request: https://projects.blender.org/blender/blender/pulls/124903
Part of #118145.
These days we aren't really benefiting from making PBVH an opaque type.
As we remove its responsibilities to focus it on being a BVH tree and look
to improve performance with data-oriented design, that will only become
more true.
There are some other future developments the current header structure
makes difficult:
- Storing selections of nodes with `IndexMask` for simpler iteration, etc.
- Specialization of node type for each PBVH type
- Reducing overhead of access to node data as nodes get smaller
- General C++ cleanliness and consistency
This PR moves `PBVH` to `blender::bke::pbvh::Tree` and moves `PBVHNode`
to `blender::bke::pbvh::Node`. Both are classes visible to elsewhere in Blender
but with private data fields.
The difficult part about the change is that we're in the middle of a transition
removing data from PBVH. Rather than making some data truly private I
chose to just give it the `_` suffix, since it will ideally be removed later.
Other things should be class methods or implemented as part of friend
classes. But the "fake" private status is much simpler for now and avoids
increasing the scope of this PR too much. Though that's a bit ugly, there's a
straightforward way to resolve these issues-- it just looks like the sort of
inconsistency you'd expect in the middle of a large refactor.
Pull Request: https://projects.blender.org/blender/blender/pulls/124919
for transmissive closures the color is squared, but Blended square
BEFORE the weight is applied, and Dithered square AFTER the weight is
applied, causing difference in the final color.
This fix aligns the behaviour of Blended with Dithered.
NOTE that this is a partial fix, because Dithered is also behaving
incorrectly. A more proper fix would be !125233.
Pull Request: https://projects.blender.org/blender/blender/pulls/125299
The issue was that some `material_index` were `-1`. This meant that
the rendering code was accessing out-of-bounds memory to read
from the material pool.
The fix adds an assert to the `gpencil_material_resources_get` and
clamps the `material_index` to >= 0 to ensure that the material is
valid. It also changes the default read value for the material indices
in `create_curves_outline` and `retrieve_visible_strokes` to be 0
instead of -1.
Pull Request: https://projects.blender.org/blender/blender/pulls/125309
This patch adds support for multi-pass compositing for EEVEE. This is
done by copying the passes used by the compositor node tree to the DRW
view data, which can then be accessed by the viewport compositor.
The viewport compositor will fallback to the viewport texture or an
invalid output of the passes were not initialized, this is currently the
case for any render engine that is not EEVEE.
A future optimization that we can do is eliminate the film pass copy
shaders and only copy the data that EEVEE rendered, which can be a
subset of the viewport for border rendering. This is not done at the
moment because not all engines support passes at the moment, so the
compositor expects full viewport passes.
Depends on: #123685, #123817, #123815.
Pull Request: https://projects.blender.org/blender/blender/pulls/123378
This patch moves the Cryptomatte weights normalization from The
Cryptomatte sorting shader to the film shader.
This is needed to support multi-pass viewport compositing because up
until now, Cryptomatte passes were only sorted and normalized for final
rendering after all samples were accumulated. So it assumed no further
accumulation of samples would take place. But for compositing, we need
to sort and normalize them for every sample, and applying normalization
multiple times will produce wrong results.
Needed by #123378.
Pull Request: https://projects.blender.org/blender/blender/pulls/123685
Add fast image writing and reading variants for film shader passes.
These variants do not perform range checking on values
and should only be used in cases where the written texel is
guaranteed to be in range. This eliminates additional
branching and simplifies shader logic.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/121114
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.
Currently the only Blender project which uses the TBB headers directly
is `blenlib`. However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].
This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`. All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.
[1] blender/blender@05241f47f5
Pull Request: https://projects.blender.org/blender/blender/pulls/124916
This PR removes the "Widget Label" text style, found in Preferences /
Themes / Text Style. This results in both labels and the text found in
input boxes sharing settings. This results in a slight loss of
customization but it isn't that useful to have these things separate
and results in code complication and errors.
Pull Request: https://projects.blender.org/blender/blender/pulls/122898
somehow the compiler is struggling with `default:` in `switch`, even if
it's never reached.
This fixes the discrepancy in the `principled emission alpha` test.
Pull Request: https://projects.blender.org/blender/blender/pulls/124889
This fixes a few issues and clear up some confusion
in the code.
Note that this changes the behavior of render region;
they now reduce the internal render size. This is
matching the new design documentation.
- Data passes have correct accumulation.
- Adhere to naming conventions for extents, film and render pixels.
- Jitter over final pixels first before doing random sampling
in order to speed up convergence.
- Ensure enough sample to cover at least all the film pixels once.
- Always include the four neighbor pixels in case one is nearer.
- Fix projection matrix computation to align overscan pixels.
Pull Request: https://projects.blender.org/blender/blender/pulls/124735
This was originally fixed in 8ecccddf1c but for some reason
the merge to main didn't include those changes
merge commit: 2e03ca4a5b
The issue was that the wire width was not passed to the shader when using curve objects.
This PR is just the cherry picked changes from the original commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/124774
color was not taken into consideration when picking a closure using
reservoir sampling, giving closures with dark color much higher weights
than they should have.
This fix multiplies the weight by the average color when picking the
closure, similar as what has been done in principled BSDF.
Pull Request: https://projects.blender.org/blender/blender/pulls/124730
The vector pass and potentially other vectors that store 4 values are
stored wrongly, in particular, the last channel is ignored. To fix this
we identify if a vector pass is 4D and store the information in the
result meta data, then use this information to either save a 3D or a 4D
pass in the File Output node.
This is a partial fix for the GPU compositor only. The complete fix for
the CPU compositor will be submitted separately as it is not
straightforward and will likely require a refactor.
Pull Request: https://projects.blender.org/blender/blender/pulls/124522
When render border is active the default framebuffer view is changed
and results to rendering the HDRI previews inside the render border
and not in the bottom right corner of the 3d viewport.
This PR fixes it by resetting the viewport when drawing the HDRI
previews.
Also tried to pass the DRW default view during submission, but that
didn't fixed the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/124402
When render border is active the default framebuffer view is changed
and results to rendering the HDRI previews inside the render border
and not in the bottom right corner of the 3d viewport.
This PR fixes it by resetting the viewport when drawing the HDRI
previews.
Also tried to pass the DRW default view during submission, but that
didn't fixed the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/124402
Uses the OpenXR extension XR_FB_PASSTHROUGH_EXTENSION_NAME,
compatible mainly with the Meta Quest family of devices.
Currently, passthrough support over OpenXR is disabled by default
in the Quest Link app, and must be manually enabled in its settings
to use this feature.
The performance of the passthrough render varies with the quality
of the connection between the headset and the PC. For better results,
connecting the headset directly through USB to the PC, or at least
connecting the PC to the local network over ethernet, is recommended.
Thanks a lot to [KISKA](https://kiska.com/)
for their support in the development of this feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/124204