Commit Graph

1003 Commits

Author SHA1 Message Date
Clément Foucault
c7c3ed9fbf GPU: Shader Preprocess: Assert pragma once in lib
This avoid forgetting to add `pragma once` inside
shader library files and have different include
behavior between C++ and shader code.
2025-05-19 09:20:31 +02:00
Miguel Pozo
ee5185b287 Fix: Workbench: Image Render AA
Regression from 66796ef9d4.
taa_finished is only true after the last sample.
2025-05-12 18:58:00 +02:00
Miguel Pozo
66796ef9d4 Fix: Workbench: Static Viewport Animation Render
Fix viewport animation renders where there has been no scene updates
between frames.
2025-05-08 20:13:16 +02:00
Miguel Pozo
7aeadd397d Workbench: Lazy subpasses initialization
Avoid initializing supbasses (and requesting their shaders) unless
they're actually needed.
Reduces the number of compiled Workbench shaders at startup
from 27 to 9.
Improves startup times.

Pull Request: https://projects.blender.org/blender/blender/pulls/138456
2025-05-05 20:24:16 +02:00
Clément Foucault
74e6d2c575 GPU: Shader: Add support for basic loop unrolling through preprocessor
This adds basic unrolling support for 2 syntax:
- `[[gpu::unroll]]` which does full loop unrolling
- `[[gpu::unroll(x)]]` which unrolls `x` iteration

Nesting is supported.

This change is motivated by the added cost in compilation
and execution time that some loops have even if they have
compile time defined iteration counts.

The syntax is inspired by `GL_EXT_control_flow_attributes`.
However, we might want to have our own prefix to show it is
a blender specific feature and that it differs from the standard.
I propose `[[gpu::unroll]]`.

In the future, we could extend this to support more directives that
can be expanded to backend specific extension / syntax. This would
avoid readability issue an error prone copy paste of large amount
of preprocessor directives.

Currently, given that GL's GLSL flavor doesn't support
any of these attributes, the preprocessor does some copy-pasting
that does the unrolling at the source level. Note that the added
`#line` allow for correct error logging.

For the `[[gpu::unroll]]` syntax, the `for` declaration
needs to follow a specific syntax to deduce the number
of loop iteration.
This variant removes the continue condition between iteration,
so all iterations are evaluated. This could be modified
using a special keyword.

For the `[[gpu::unroll(n)]]` syntax, the usercode needs
to make sure that `n` is large enough to cover all iterations
as the loop is completely removed.
We could add shader `assert` to make sure that there is
never a remaining iteration.
This behavior is usually different from what you see in other
implementation as we do not keep a loop at all. Usually, compilers
still keep the loop if it is not unrolled fully. But given we don't
have IR, this is the best we can do.

`break` and `continue` statement are forbidden at the unrolled loop
scope level. Nested loop and switch can contain these keywords.
This is accounted for by checks in the pre-processor.

Only `for` loops are supported for now. There are no real
incentive to add support for `while` given how rare it is
in the shader codebase.

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137444
2025-05-05 13:37:51 +02:00
Clément Foucault
8dee08996e GPU: Shader: Add wrapper to stage agnostic function
This avoid having to guards functions that are
only available in fragment shader stage.

Calling the function inside another stage is still
invalid and will yield a compile error on Metal.

The vulkan and opengl glsl patch need to be modified
per stage to allow the fragment specific function
to be defined.

This is not yet widely used, but a good example is
the change in `film_display_depth_amend`.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/138280
2025-05-05 09:59:00 +02:00
Jacques Lucke
e8d1491e62 Refactor: Depsgraph: simplify query API further
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138317
2025-05-02 15:08:29 +02:00
Lukas Stockner
bf412ed9dd Cycles: Support for custom OSL cameras
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.

The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.

Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.

A few samples are provided as Text Editor templates.

One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.

Pull Request: https://projects.blender.org/blender/blender/pulls/129495
2025-04-25 19:27:30 +02:00
Clément Foucault
59df50c326 GPU: Refactor Qualifier and ImageType
This allow to use types closer to GLSL in resource
declaration.

These are aliased for clarity in the GPU
module (i.e. `isampler2D` is shortened to `Int2D`).

Rel #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137954
2025-04-24 14:38:13 +02:00
Clément Foucault
3f11d16501 Cleanup: DRW: Make all shader resource snake case
This make sure that the DRW folder is compliant to our codestyle.

Pull Request: https://projects.blender.org/blender/blender/pulls/137673
2025-04-24 12:50:45 +02:00
Miguel Pozo
41ae990b29 Cleanup: Remove StencilViewWorkaround and GPU_texture_view_support()
Texture views should be fully supported everywhere now.

Pull Request: https://projects.blender.org/blender/blender/pulls/137863
2025-04-23 20:57:00 +02:00
Clément Foucault
0f71bb6c71 GPU: Rename shader_shared.h files to .hh
This makes more sense now that everything is C++.
2025-04-16 20:26:48 +02:00
Clément Foucault
a6fa1b5969 DRW: Rename common_*_lib.glsl to follow module prefix 2025-04-16 20:19:09 +02:00
Clément Foucault
f2025f28e7 DRW: Move fullscreen vertex shader to gpu common
This makes no sense to have in the draw namespace.

Also take the opportunity for making the coordinates
a float2 and rename them to something more descriptive.
2025-04-16 20:09:28 +02:00
Clément Foucault
47d2dffe8c GPU: Shader CodeBase use constexpr instead of const
Do this only when applicable.

This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.

After investigation the `const` keyword in GLSL has the same
semantic than C/C++.

Rel #137333 and #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137497
2025-04-15 11:36:53 +02:00
Clément Foucault
3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00
Clément Foucault
9990273d04 GPU: Change Type enum to use lower case values
This is to help for future resource declaration
using macros.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137367
2025-04-11 22:39:01 +02:00
Clément Foucault
bb52754652 GPU: Use f suffix for float literals
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).

So I think it is safe to do and improves convergence of codestyles.

Pull Request: https://projects.blender.org/blender/blender/pulls/137352
2025-04-11 18:28:45 +02:00
Miguel Pozo
1be036d883 Fix #136346: Workbench: Smoke simulation renders artifacts
Precent division by zero.
Unclear why this wasn't an issue before,
or why is not an issue outside OpenGL.
2025-04-02 17:03:34 +02:00
Miguel Pozo
8b831be87f Fix #136422: Workbench: Missing shadows for backface culled non-manifold meshes
Regression caused by 20d09435ab.
Ensure compute_visibility runs again after updating the mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/136507
2025-03-25 17:51:07 +01:00
Brecht Van Lommel
7cc74e4078 Refactor: Access object data through accessor function in draw module
To prepare for customizing this for Meshes. Do it for everything so
copy-pasting code is more likely to do the right thing.

Pull Request: https://projects.blender.org/blender/blender/pulls/135895
2025-03-19 14:08:37 +01:00
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
Clément Foucault
894c7fa4e2 EEVEE: Remove EEVEE Next mention inside the code
This only changes file and function names.
The EEVEE identifier is still `BLENDER_EEVEE_NEXT`.

No functional changes.
2025-03-17 15:37:04 +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
92df5ba10f Fix #135650: Workbench: Missing update changing shading pop-over settings
This was previously taken care of by the `view_update` callback.
Nowadays, the best way is to manually check for changes inside
the engine.
2025-03-10 13:34:41 +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
bb2d123fbd Cleanup: DRW: Remove ObjectInfos legacy GLSL macros
_No response_

Pull Request: https://projects.blender.org/blender/blender/pulls/135542
2025-03-06 11:06:26 +01:00
Clément Foucault
bacc58b142 Cleanup: DRW: Remove duplicated glsl library 2025-03-05 15:31:35 +01:00
Clément Foucault
9bddb57960 Cleanup: DRW: Relace drw_view macros by function calls 2025-03-05 15:31:35 +01:00
Clément Foucault
a92f6ebf13 Cleanup: DRW: Remove ModelMatrix legacy GLSL macros 2025-03-05 15:31:35 +01:00
Clément Foucault
5916c39fa4 Cleanup: DRW: Simplify resource id and custom id 2025-03-05 15:31:35 +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
Clément Foucault
127a5d6d3a Cleanup: GPU: Shader C++: Avoid #pragma once in main file warning
Pull Request: https://projects.blender.org/blender/blender/pulls/135384
2025-03-03 12:50:47 +01:00
Miguel Pozo
f930d71a1e GPU: Threadsafe shader creation and acquisition
Move the `StaticShader` class from Workbench to `GPU_shader` and make
compilation thread-safe (Shader usage is still not thread-safe).
Use `StaticShader`s for all shader caches.

Subdivision shaders are still not ported.

(Part of #134690)

Pull Request: https://projects.blender.org/blender/blender/pulls/134812
2025-02-27 19:20:33 +01:00
Clément Foucault
3a7d086200 Cleanup: DRW: Remove legacy create info and rename new ones
This is just mass renaming
2025-02-25 23:05:12 +01:00
Clément Foucault
cb7d9222cf Cleanup: DRW: Remove legacy object data create infos
Remove deprecated (and unused) create infos and mass
rename the `*_new` ones.
2025-02-25 18:46:42 +01:00
Hans Goudey
d0a6189b50 Refactor: DRW: Centralize and clean up packed normals conversion
Move the code dealing with converting float3 to GPU normals
out of the vertex format header into a separate header. Use a
proper C++ namespace and remove duplication by only using
the more recently added C++ templated conversions.

Most of the diff comes from the removal of the indirect includes
from GPU_vertex_format.hh. A lot of files ended up mistakenly
depending on that.

Pull Request: https://projects.blender.org/blender/blender/pulls/134873
2025-02-24 16:08:30 +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
1268774fba Refactor: DRW: Move GlobalsUboStorage handling to Overlay::Instance class
Rel #134690
2025-02-18 18:46:08 +01:00
Clément Foucault
da64459aad Cleanup: DRW: Make DRW_viewport_size_get return float2
This simplify a lot of code and remove the usage of the
`DRW_viewport_invert_size_get` function.
2025-02-18 13:58:17 +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
Clément Foucault
28ad3736e8 DRW: Move cube batch generation to GPU module
Avoid access on global DRWShapeCache and still
share the code for batch creation.
Each module is then responsible owner of their
own batch.
2025-02-17 12:36:34 +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
Brecht Van Lommel
c7a33a62a2 Cleanup: Directly include DNA_userdef_types.h and BLI_listbase.h
Instead of relying on them being included indirectly.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00