Caused by 617858e453.
These formats should use types aligned to 4 bytes. That's generally
required by modern GPUs. Uploading with these types also avoids
automatic conversion by the Vulkan backend which is something
we're hoping to remove fully.
In the end this PR removes a bunch of code related to supporting
the older single-byte formats.
Pull Request: https://projects.blender.org/blender/blender/pulls/138836
Similar to 93be6baa9c.
It doesn't make sense to store the type as part of the request
since we upload any generic attribute, and the vertex buffer
type is just chosen depending on the attribute's type in the
geometry anyway.
The code in `mesh_cd_calc_used_gpu_layers` is unfortunately
still way too complicated to remove the custom data layer lookup,
but this gets us one step closer.
Pull Request: https://projects.blender.org/blender/blender/pulls/138791
Similar to b21cb20eeb.
This time the domain is removed. The idea is that the domain doesn't
change anything about how the attribute is stored on the vertex buffers
so it doesn't make sense as part of the request. If we continue that
logic to also remove the data type, we can avoid searching through the
geometry when creating the requests, instead handling invalid requests
when creating the buffers.
The complexity of the change comes from the fact that the request's
domain was used to determine whether the Curves drawing code needed to
interpolate the attribute to the evaluated points. This is now stored
separately in the curves cache. The change in the sculpt code is also
non-trivial since we delay more of the logic until after we have
looked up the attribute from the geometry.
Pull Request: https://projects.blender.org/blender/blender/pulls/138619
**Problem**
When using Texture Paint mode, the Image Editor will show a UV Wireframe
to display the active object's UVs. In every other mode, this wireframe
is absent. This is currently a big problem for Sculpt Mode since the
Experimental Texture Paint system is a part of that mode, meaning that
the user can't see their UVs while they paint in Sculpt Mode. This is
also troublesome for users that would like to quickly view an object's
UVs without using Texture Paint Mode.
**Solution**
Since it's useful to be able to view an object's UVs at all times, the
Image Editor should display UV Wireframes in all Object Modes regardless
of the Image Editor's mode. This is the best solution since it means
that future Blender features, that would benefit from having a preview
of an object's UV Wireframes, will automatically have that option since
UV Wireframes are supported in all modes. Also, if a user doesn't want
to see UV Wireframes for any reason, it can be disabled with an Overlay
option.
Additionally, when multiple objects are selected, each object should
have its UV Wireframe drawn in the Image Editor. The selected objects
that aren't active should have less opaque wireframes to indicate which
wireframe belongs to the active object. This is the best approach for
having multiple objects selected since it allows the user to quickly
view the UV layout for all selected objects to troubleshoot UV problems,
like texture mapping. This is especially helpful when using a material
for multiple different objects.
An alternative solution would be to only show the UV Wireframe for the
active object, but this would be undesirable because it would make
troubleshooting UV positions tedious when working with multiple objects
since the user would need to select objects individually.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Co-authored-by: Sean Kim <SeanCTKim@protonmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/135102
Add a "dumb vector" storage option for custom normals, with the
"custom_normal" attribute. Adjust the mesh normals caching to
provide this attribute if it's available, and add a geometry node to
store custom normals.
## Free Normals
They're called "free" in the sense that they're just direction vectors
in the object's local space, rather than the existing "smooth corner
fan space" storage. They're also "free" in that they make further
normals calculation very inexpensive, since we just use the custom
normals instead. That's a big improvement from the existing custom
normals storage, which usually significantly decreases
viewport performance. For example, in a simple test file just storing
the vertex normals on a UV sphere, using free normals gives 25 times
better playback performance and 10% lower memory usage.
Free normals are adjusted when applying a transformation to the entire
mesh or when realizing instances, but in general they're not updated for
vertex deformations.
## Set Mesh Normal Node
The new geometry node allows storing free custom normals as well as
the existing corner fan space normals. When free normals are chosen,
free normals can be stored on vertices, faces, or face corners. Using
the face corner domain is necessary to bake existing mixed sharp and
smooth edges into the custom normal vectors.
The node also has a mode for storing edge and mesh sharpness, meant
as a "soft" replacement to the "Set Shade Smooth" node that's a bit
more convenient.
## Normal Input Node
The normal node outputs free custom normals mixed to whatever domain is
requested. A "true normal" output that ignores custom normals and
sharpness is added as well.
Across Blender, custom normals are generally accessed via face and
vertex normals, when "true normals" are not requested explicitly.
In many cases that means they are mixed from the face corner domain.
## Future Work
1. There are many places where propagation of free normals could be
improved. They should probably be normalized after mixing, and it
may be useful to not just use 0 vectors for new elements. To keep
the scope of this change smaller, that sort of thing generally isn't
handled here. Searching `CD_NORMAL` gives a hint of where better
propagation could be useful.
2. Free normals are displayed properly in edit mode, but the existing
custom normal editing operators don't work with free normals yet.
This will hopefully be fairly straightforward since custom normals
are usually converted to `float3` for editing anyway. Edit mode
changes aren't included here because they're unnecessary for the
procedural custom normals use cases.
3. Most importers can probably switch to using free normals instead,
or at least provide an option for it. That will give a significant
import performance improvement, and an improvement of Blender's
FPS for imported scenes too.
Pull Request: https://projects.blender.org/blender/blender/pulls/132583
Followup to 9b70851d91.
Return buffers by value rather than creating an empty/uninitialized
buffer first, then initializing it in an extraction function. This generally
makes the code easier to follow. And avoiding these half-created buffers
is an essential step to adding some sort of more global cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/136570
The initial goal of this PR is to avoid creating vertex and index
buffers as part of the "request" phase of the drawing loop. Conflating
requesting and creating index buffers might not sound so bad, but it
ends up significantly complicating the whole process. It is also
incompatible with a future buffer cache that would allow avoiding
re-uploading mesh buffers.
Specifically, this means removing the use of `DRW_vbo_request` and
`DRW_ibo_request` from the mesh batch extraction process. Instead, a
list of buffer types is gathered based on the requested batches. Then
that list is filtered to find the batches that haven't been requested
yet. Overall I find the new process much easier to understand.
A few examples of simplifications this allows are avoiding allocating
`MeshRenderData` on the heap, and the removal of its `use_final_mesh`
member. That's just replaced by passing the necessary information
through the call stack.
Another notable difference is that for meshes, EEVEE's velocity module
now requests a batch that contains the buffer rather than just requesting
the buffer itself. This is just simpler to get working since it doesn't require
a separate code path.
The task graph argument for extraction is unused after this change. It wasn't
used effectively anyway; a simpler method of multithreading extractions is
used in this PR. I didn't remove it completely because it will probably be
repurposed in the next step of this project.
The next step in this project is to replace `MeshBufferList` with a
global cache that's keyed based on the mesh data that compromises each
batch, when possible (i.e. for non edit-mode meshes). This changes above
should be applied to other object types too.
Pull Request: https://projects.blender.org/blender/blender/pulls/135699
Building failed with certain build options disabled, such as in my
extra-lean build.
Bisecting indicates that d0a6189b50 was
the cause, although it's not obvious to me why. But likely some
indirect include that was lost in the refactor.
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
Previously we generally expected CustomData layers to have implicit
sharing info, but we didn't require it. This PR clarifies that we do
require layers with non-null data to have implicit sharing info. This
generally makes code simpler because we don't have to have a separate
code path for non-shared layers. For example, it makes the "totelem"
arguments for layer freeing functions unnecessary, since shared data
knows how to free itself. Those arguments are removed in this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/134578
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
This creates more boilerplate code, but it's easier to extend,
it's follows the same structure as the mesh extraction, and
it's more aligned to planned future performance improvements.
Pull Request: https://projects.blender.org/blender/blender/pulls/132866
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
Avoid rebuilding BVH trees when meshes are copied.
Similar to the other uses of the shared cache system,
this can arbitrarily improve performance when meshes
are copied but not deformed and BVH building is the
main bottleneck. In a simple test file I got a 6x speedup.
The amount of code is also reduced and the system is
much simpler overall-- built out of common threading
patterns like `SharedCache` with its double-checked lock.
RAII is used in a few places to simplify memory management
too.
The downside is storing more `SharedCache` items in the
mesh runtime struct. That has a slight cost when copying
a small mesh many times, but we have ideas to improve that
in the future anyway (#104327).
Pull Request: https://projects.blender.org/blender/blender/pulls/130865
d1049f6082 translated the logic from the `int8` to `float`
conversion incorrectly. Previously the data was extracted to an integer
array (multiplied by 254) first then translated to a float VBO (and
divided by 255). I think conceptually the special `1.0/255` value isn't
necessary because the "optimal display edges" area already taken into
account for the creation of the index buffer. But as a quick fix, just
fix the factor to be the same as before.
Pull Request: https://projects.blender.org/blender/blender/pulls/126290
There were two issues. One was that the normals VBO wasn't created
with the correct size. The other was that there were empty VBOs created
which can apparently also cause crashes.
Pull Request: https://projects.blender.org/blender/blender/pulls/126041
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/123338
I didn't think the BMesh extraction mode could arrive at the case where
only loose edges are requested, but turns out it can because of the
mesh wrapper system where the evaluated mesh is actually a BMesh with
deformed positions.
The mapping was read multiple times from the `map` structure in that time the `map` value could have changed (set to -1). To stop this, the mapping is read once and set to -1 earlier to reduce the possibility to other threads performing the operation and changing the mapping value.
Pull Request: https://projects.blender.org/blender/blender/pulls/123056