Commit Graph

4624 Commits

Author SHA1 Message Date
Clément Foucault
7b54fce723 EEVEE-Next: Port LUT generation code
This ports the LUT using compute shader.
All LUT are computed by the same compute shader
to avoid boiler plate code to add new LUTs.

As for the generation code itself it is mostly the
same except for the use of `hammersley_2d` instead of
regular grid sampling. Regular grid did not improve
anything and was a bit more cumbersome.

This also bumps the number of samples very high
for more precision.

The new utility class for computing the LUT has
methods to write the content to a PFM image file
or as C++ array header.
2023-09-03 16:42:53 +02:00
Campbell Barton
3082037743 Cleanup: spelling in comments 2023-09-03 16:15:01 +10:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Miguel Pozo
3d7db929a4 Draw: draw_debug improvements
Allow using the drw_debug API in any shader file.
Remove the drw_debug API from Release builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/111710
2023-09-01 15:40:42 +02:00
Weizhen Huang
b45dd4cfac EEVEE: change Principled BSDF to match Cycles
Ref: #99447

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111754
2023-09-01 11:28:12 +02:00
Weizhen Huang
be9555d118 EEVEE: change Glass BSDF to match Cycles
changes include:
* Use microfacet normal instead of macronormal. Previously Cycles used
macronormal for Glass BSDF and Transmission component in Principeld
BSDF, leading to artefacts at grazing angles. This has been corrected
in 5f9b518a8b and 89218b66c2. Now change EEVEE to match this behaviour.
* GGX distribution is now darker due to the shadowing-masking term,
while Multiscatter GGX preserves energy. This now matches Cycles too.

Pull Request: https://projects.blender.org/blender/blender/pulls/111687
2023-09-01 10:59:20 +02:00
Clément Foucault
05816e6f7a Fix GPU: MSL sources not considered by make format 2023-09-01 10:40:21 +02:00
Miguel Pozo
f70bb87dd1 Fix #111587: Enable SSBOs for Intel 4400/4600 GPUs 2023-08-31 20:27:55 +02:00
Hoshinova
af54b16778 Nodes: fix Voronoi Noise discontinuities when Lacunarity is 0.0.
When the Lacunarity input is driven by e.g. a Texture discontinuities can
arise because the `for` loop breaks prematurely.

Pull Request: https://projects.blender.org/blender/blender/pulls/111395
2023-08-31 14:20:27 +02:00
Campbell Barton
0026d20c8c Cleanup: quiet compiler warnings, correct doxy section 2023-08-30 10:57:17 +10:00
Campbell Barton
3d607be572 Cleanup: spelling in comments 2023-08-30 10:57:12 +10:00
Miguel Pozo
b9cf854a99 Fix #111466: GPU: Don't add Textures twice to the same FrameBuffer
Avoid Textures running out of fb_ attachments and/or removing
previously added FrameBuffer GPUAttachments during the FrameBuffer
configuration process.

Pull Request: https://projects.blender.org/blender/blender/pulls/111531
2023-08-29 15:49:32 +02:00
Jeroen Bakker
bee3f645d8 Vulkan: Rewrite GHOST_ContextVK
This is a rewrite of GHOST_ContextVK to align with Metal backend as described
in #111389 - solution 3 with the adaptation that GHOST is still responsible
for presenting the swap chain image and a post callback is still needed in
case the swapchain is recreated.

This PR also includes some smaller improvements in stability.

Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/

* Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK
* VKFramebuffer doesn't contain a swap chain image.
* Swapchain images can only be used as a blit destination or present source.
  Not as an attachment.
* GHOST_ContextVK::swapBuffers would call a callback with the image the
  GPU module needs to blit the results to.
* Clearing of depth/stencil attachments when no depth write state is set.
* Enable VK_KHR_maintenance4 to relax the stage interface mapping.
* Removes most vulkan validation warnings/errors.
* Detection of frame buffer changes that needs to be applied before
  performing a command requiring render pass (draw/clear attachment)

**Benefits**

* Late retrieval of a swap chain image results in better overall performance as
  Blender doesn't need to wait until the image is presented on the screen.
* Easier API and clearer state (transitions)
* More control over Image layouts and command buffer states. (Better alignment with
  Vulkan API)

Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
Campbell Barton
eec449ffe8 Cleanup: correct spelling, comments
Hyphenate words in GLSL code-comments.
2023-08-29 15:55:09 +10:00
Campbell Barton
3de8900ed6 Cleanup: spelling in comments 2023-08-25 09:40:42 +10:00
Miguel Pozo
f63a0e670a Workbench-Next: Workaround lack of texture views support
Extract a mask from the stencil buffer and use that texture instead
when texture views are not available.
Needed for supporting the Windows ARM software driver.

The workaround is isolated on its own class so it's easy to remove once
it's no longer needed.

Note that while this adds a function to check if texture views are available
(`GPU_texture_view_support`), at the moment this always returns true in
practice, since OpenGL 4.3 is the minimum supported version.
A separate patch will be needed to allow Blender to run using
OpenGL 4.2 + extensions.

Pull Request: https://projects.blender.org/blender/blender/pulls/111402
2023-08-24 15:10:33 +02:00
Jeroen Bakker
bce23aa0f5 Fix: Crash On Exit When Using Vulkan
Vulkan device was deallocated, but when destroying the GHOST context
the GPU context is reactivated and want to allocate buffers lazilly.

This is solved by de-initializing the device on platform exit, resetting
buffer pointers so double free can be detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/111462
2023-08-24 10:23:21 +02:00
Campbell Barton
a56200c1ed Cleanup: sort cmake file lists 2023-08-24 11:38:41 +10:00
Campbell Barton
4492742487 License headers: manually integrate existing copyright into SPDX text
Some GLSL files already contained copyright information,
manually merge this into existing SPDX headers.

Ref !111247
2023-08-24 10:57:19 +10:00
Campbell Barton
0148293520 License headers: add SPDX licenses for '*.glsl' files
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
2023-08-24 10:57:03 +10:00
Leon Schittek
899d723da8 Fix: Display nodelinks consistently across different UI scales
Adjust the width, dash length and amount of anti-aliasing of node links
so they look the same independent of the UI scaling.

Adding another parameter to the shader exceeded the limit of 16
attributes. Therefore the parameters to describe the dashes (length,
factor, alpha) are passed in together as a vector.

Ref  #102919

Pull Request: https://projects.blender.org/blender/blender/pulls/111270
2023-08-22 19:24:07 +02:00
Jeroen Bakker
47b431d3b6 Fix: Use correct byte size for GPU_DEPTH_COMPONENT24
Every depth component has a trailing byte for alignment.
So it should be 4 bytes, not 3 bytes.
2023-08-22 14:41:55 +02:00
Jeroen Bakker
d9ae608c87 Fix: Crash when using Vulkan backend.
Command buffer was not availble at the time dummy buffers are
initialized. Resulting in undefined behavior.
2023-08-22 13:46:48 +02:00
Jeroen Bakker
4ebd7d84d1 Vulkan: Bind Dummy Vertex Attributes
Batches don't always provide all required resources for a shader.
This can happen when the resource is defined in the shader, but
not used in a specific variant. The definition is still there and
needs to be filled.

This PR adds a dummy buffer to fill the missing attributes.
It also fixes an issue when using vertex attributes that
uses multiple binding locations (mat4).

Pull Request: https://projects.blender.org/blender/blender/pulls/111350
2023-08-22 13:35:01 +02:00
Jeroen Bakker
2af2a11651 Vulkan: Use Correct Image Aspects
Depending on the usage of an image/image view different image aspect
requirements need to be used. When changing the layout of an image
all aspects needs to be included. When using it as a sampler or
framebuffer attachment only one aspect can be used.

This change also remove duplicated code when creating image views.

Pull Request: https://projects.blender.org/blender/blender/pulls/111349
2023-08-22 11:00:43 +02:00
Alaska
7f65080ab4 Fix #111277: NaN in Vector Displacement leading to render errors
Fixes NaN in Vector Displacement node caused by the normalization of
0, 0, 0 vectors.

This fixes both visual rendering issues and an "illegal address" error
on the GPU. The "illegal address" error came from the Light Tree
Sampling code not handling the NaN normals well, leading to weird code
paths being taken, eventually leading to a kernel_assert and a
user facing illegal address error.

Pull Request: https://projects.blender.org/blender/blender/pulls/111294
2023-08-21 15:22:03 +02:00
Jeroen Bakker
785e03b13f Cleanup: Reduce VKDebug Messenger Complexity
Reduces the complexity of VKDebug messenger_callback.
2023-08-21 15:03:33 +02:00
Jeroen Bakker
9df5f2c495 Vulkan: Indirect Drawing
This PR implements indirect drawing for the Vulkan backend. Indirect
drawing is a requirement for workbench-next.

NOTE: that this is one of multiple changes needed to get to the same
support level. With this patch only objects at the center of the world
are drawn correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/111334
2023-08-21 08:55:55 +02:00
Campbell Barton
33a05725be Cleanup: spelling in comments 2023-08-21 10:05:45 +10:00
Campbell Barton
20b4a77872 datatoc: exclude the initial C-style comment from GLSL/MSL/Cuda files
Add optional argument `STRIP_LEADING_C_COMMENTS` to CMake macros:
data_to_c_simple & data_to_c.

Strip leading C-style comments that don't bloat binary size.
Comments are replaced with blank lines so line numbers in error messages
match. Reduces Blender's binary size by ~70kb.
2023-08-19 17:57:12 +10:00
Campbell Barton
63c1a26069 Cleanup: move GLSL comments to the file start
This has the benefit that leading comments may be stripped,
reducing the binary size (not yet supported).
2023-08-19 17:56:48 +10:00
Campbell Barton
04bf0f3eb6 License headers: add SPDX copyright entries for '*.msl' files 2023-08-19 17:41:14 +10:00
Campbell Barton
add2a656da Cleanup: spelling, use C-style in GLSL 2023-08-19 17:13:05 +10:00
Weizhen Huang
6f8011edf7 Cycles: new Principled Hair BSDF variant with elliptical cross-section support
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.

### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).

### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.

Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
Jeroen Bakker
82c1b9f684 Vulkan: Remove Unneeded Workaround for Shader Interfaces
All shaders have been patched and an error will be generated when using
incompatible shaders, no need to have workaround in the code anymore.
2023-08-18 08:57:37 +02:00
Jeroen Bakker
8477f62ba1 Vulkan: Detect Vulkan Incompatibility When Running OpenGL/MTL
Now that all shaders have been converted to be Vulkan Compatible it is
safe to test for incompatibility when running in OpenGL or MTL.

This detection is only done when blender is compiled in debug mode.
2023-08-18 08:48:22 +02:00
Omar Emara
110cb5d0d5 BLI: Add square function
This patch adds the square function for both float and vector math BLI
libraries. It also renames the corresponding GLSL function for
compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/111217
2023-08-17 15:05:52 +02:00
Jeroen Bakker
53396816e4 Vulkan: Make Polyline Shaders Vulkan Compatible
Splitting interface stages based on the interpolation of its
attributes.

Then naming convention that have been used:

* use `interp` as instance name when using smooth interpolation
* use `interp_noperspective` when using no perpective interpolation
* use `interp_flat` when using flat interpolation

The same suffix will be added to the struct names.
The naming convention will be added to the GLSL code style and
applied to other shaders as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111210
2023-08-17 11:31:10 +02:00
Jeroen Bakker
074f10470c Vulkan: Add Workaround for Mixed Interpolation Attributes
shaderc generates an error when a struct containing an int type
isn't qualified as flat. We work around this issue by changing the
interpolation mode to flat during code generation.

Pull Request: https://projects.blender.org/blender/blender/pulls/111211
2023-08-17 10:53:05 +02:00
Jeroen Bakker
f44447a628 Vulkan: Use Correct Interpolation Qualifier in Stage Interfaces
This PR cleans up the Stage Interface code generation and use the
correct interpolation qualifier. This is a cleanup/fix before we can
start converting shaders stage interfaces to be compatible with vulkan.

Ref: #111138 for more information about vulkan compatibility
Pull Request: https://projects.blender.org/blender/blender/pulls/111207
2023-08-17 09:40:34 +02:00
Jeroen Bakker
6f9c3b1bd5 Vulkan: Report Incompatible Shaders
A difference was detected between stage interfaces between OpenGL and Vulkan
that are not compatible with our current API.

**OpenGL**

In OpenGL an stage interface struct can have different interpolation qualifiers
per attribute.

```glsl
struct MyStageInterface {
    smooth vec4 color;
    flat int face_flag;
};
layout(..) MyStageInterface interp;
```

**Vulkan**

In vulkan the interpolation qualifier isn't supported on attribute
level and needs to be added to the struct.

```glsl
struct MyStageInterface {
    vec4 color;
};
struct MyStageInterface_flat {
    int face_flag;
};
layout(..) smooth MyStageInterface interp;
layout(..) flat MyStageInterface_flat interp_flat;
```

This patch reports shaders that are incompatible with Vulkan so they can be
patched. Report is only done in debug mode and when using the vulkan backend.
After all shaders are patched an error will be raised so developers will
known immediately when incompatibility are created.

Making the shaders compatible and adding the error will be done in future
patches.

**Python**

Via Python gpu module (gpu.types.GPUShaderCreateInfo) it isn't possible
to construct an incompatible shader as instance names cannot be set
via the API. So this isn't a breaking change.

Pull Request: https://projects.blender.org/blender/blender/pulls/111138
2023-08-17 08:59:03 +02:00
Campbell Barton
b1b20bea7b Fix Shader::print_log not handling warnings
Severity::Error was checked twice.
2023-08-17 16:53:08 +10:00
Jeroen Bakker
bbe4f6cf74 Fix: Compilation Error When Compiling with Vulkan
This PR fixes an compilation error where sstream used to be included
on a higher level, but has been removed and we need to include them
where they are actually used.

This wasn't detected as most developers don't have the vulkan backend
active.

Pull Request: https://projects.blender.org/blender/blender/pulls/111203
2023-08-17 08:24:29 +02:00
Aras Pranckevicius
acbd952abf Cleanup: fewer iostreams related includes from BLI/BKE headers
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.

Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.

This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.

For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.

Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925

It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111046
2023-08-16 09:51:37 +02:00
Hoshinova
0702c24a36 Nodes: Add Lacunarity and Normalize inputs to Noise node
This PR adds the Lacunarity and Normalize inputs to the Noise node
similar to the Voronoi node.

The Lacunarity input controls the scale factor by which each
successive Perlin noise octave is scaled. Which was previously hard
coded to a factor of 2.

The Noise node normalizes its output to the [0, 1] range by default.
The Normalize option makes it possible for the user to disable that.
To keep the behavior consistent with past versions it is enabled by
default.

To make the aforementioned normalization control easer to implement,
the fractal noise code now accumulates signed noise and remaps the
final sum, as opposed to accumulating positive [0, 1] noise.

Pull Request: https://projects.blender.org/blender/blender/pulls/110839
2023-08-15 17:38:45 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jeroen Bakker
616e0c8c1d Vulkan: Set Geometry Shader Capability
Vulkan already used geometry stages, but it wasn't set as backend
capability. This resulted that the shader builder didn't validate
shaders that uses geometry stages.

Pull Request: https://projects.blender.org/blender/blender/pulls/111139
2023-08-15 15:53:56 +02:00
Jeroen Bakker
d20f26aeb6 Fix: Memory Reserve Issue in Vulkan/Std140
This PR solves a memory reserve issue when a nvec3 was followed by
a int, bool, float.

Also adds a debug_print method to the push constants for checking
the structure against data in renderdoc.

Pull Request: https://projects.blender.org/blender/blender/pulls/111109
2023-08-15 14:16:26 +02:00
Jeroen Bakker
ab3ae2be4d Fix: Vulkan Use Resource After Free
When immediate mode is used with a temp texture the
draw command was executed after the texture was freed.

This PR ensures that the draw command is executed before
the texture is freed.

Pull Request: https://projects.blender.org/blender/blender/pulls/111111
2023-08-15 14:15:46 +02:00
Jeroen Bakker
dd4ab50065 GPU: Add Dummy Backend For Unsupported Platforms
With the introduction of metal and vulkan we use a different
GPU backend selection which broke the dialog box for unsupported
platforms.

Blender asserted and segfaulted before the dialog was being shown
to the user.

This patch solves this by introducing a dummy GPU backend in case no
GPU backend was supported by OpenGL, Metal and Vulkan Backend.

It also adds the showMessageBox to GHOST_SystemCocoa.

Related to #110335

Pull Request: https://projects.blender.org/blender/blender/pulls/110919
2023-08-15 14:15:12 +02:00