Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
These buffers are bound as texture buffers and will have
their backend object created whether or not the subsequent
drawcall is emited.
Ensuring a minimum size fixes the issue.
This PR introduces the concept of primitive expansion draws.
This allows to create a drawcall that will generate N amount of new
primitive for an original primitive in a `gpu::Batch`. The intent is to
phase out the use of geometry shader for this purpose.
This adds a new `Frequency::GEOMETRY` only available for SSBOs.
The resources using this will be fed the current `gpu::Batch` VBOs
using name matching.
A dedicated slot is reserved for the index buffer, which has its own
internal lib to decode the index buffer content.
A new attribute lib is added to ease the loading of unaligned attribute.
This should be revisited and made obsolete once more refactor
lands.
It is similar to the Metal backend SSBO vertex fetch path but it is
defined on a different level. The main difference is that this PR is
backend independant and modify the draw module instead of the GPU
module. However, it doesn't cover all possible attribute conversion
cases. This will only be added if needed.
This system is less automatic than the Metal backend one and needs
more care to make sure the data matches what the shader expects.
The Metal system will be removed once all its usage have been
converted.
This PR only shows example usage for workbench shadows. Cleanup PRs
will follow this one.
Rel #105221
Pull Request: https://projects.blender.org/blender/blender/pulls/125782
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
When drawing hair/curves the material shader has a "a" texture slot,
but this slot was never bound to a texture. This PR fixes this by
adding a default texture to it and when available tries to bind
CD_AUTO_FROM_NAME resources.
This part seems to be not implemented when the new curve rendering
was added. `CD_AUTO_FROM_NAME` was never considered and therefore the
layer could not be found and the sampler could not be found.
Fixes#115460
Pull Request: https://projects.blender.org/blender/blender/pulls/121064
Currently, `cache.eval_cache.final.attributes_buf[i] != nullptr` is used as
high level check to see if attributes need to be recomputed. However, this
buffer was not freed when a related buffer was freed that has to be
recomputed.
Adds ".selection_handle_left" and ".selection_handle_right" attributes to
`CurvesGeometry` and their support in curve's select all, pick, box, circle
and lasso select tools.
Pull Request: https://projects.blender.org/blender/blender/pulls/119712
Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825
Currently we have a cache for all combinations of "strand/strip" and
the four subdivision levels. Recomputing this data should be very fast
and doesn't require re-uploading data from the CPU. Because they are
scene settings, they will be the same for all render engines too, so we
won't have a case where we're constantly requesting different values.
The extra caches just complicate code, so better to remove them. Now
the final evaluated cache remembers the settings it was created with,
and it's cleared if they are changed.
Pull Request: https://projects.blender.org/blender/blender/pulls/119804
- Avoid unnecessary redundancy in function and variable names
- Use more consistent variable names in some places
- Avoid duplicate null checks and incorrect "ensure" naming
- Use const in a few places
- Pass more specific arguments besides just the curves
- Remove unnecessary namespace specification
Caused by 1cca960677.
That commit stated that creating the final subdivided attribute didn't
free the "proc" attribute buffer that contains the data from the Curves
control points. However that wasn't the case, given the call to
`GPU_VERTBUF_DISCARD_SAFE` in that function. That caused a crash when
the overlay engine and EEVEE both wanted to access the VBO and it was
discarded the second time. To fix that, only regenerate the
`proc_attributes_buf` when it doesn't already exist.
This matches the "ensure" behavior that already exists for the
`cache.final[subdiv].attributes_buf` buffer, so conceptually it
seems fine.
Pull Request: https://projects.blender.org/blender/blender/pulls/119795
This makes the edit mode drawing for the new curves data more similar
to the old edit mode. Specifically, it draws the evaluated curves now instead
of just a poly curve. Furthermore, it now draws bezier handles as well as
a separate control curve for nurbs curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/119053
The `cache.curves_cache.proc_attributes_buf[i]` is independent of the subdivision level.
Therefore it's not freed when the subdivision level changes currently. However, the
check assumed that when no attribute was changed, the final subdivided buffer is
non-zero, which is not true when the subdivision level changed.
Now directly check whether the attribute is cached already.
Pull Request: https://projects.blender.org/blender/blender/pulls/119216
This optimizes a few loops that become significant bottlenecks during
viewport rendering of scenes with large numbers of curves.
To render a curves object, Blender needs to generate a potentially
very large (but trivial) index buffer. As previously implemented,
this index buffer is generated in an extremely inefficient manner,
with a single-threaded loop and an explicit function call per entry.
The buffer then needs to be pushed onto the GPU, which is also a fairly
slow task.
The PR generates the index buffer directly on the GPU with compute
shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/116617
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.
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
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.
Adds support for generating curve primtiives avoiding the
use of primtiive restarts. This maixmises geometry performance
when using Metal.
Also ensure that the existing index buffer optimization path is
skipped for indirect draw calls where counts are not known at
submission time.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/109972
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Add the ability to retrieve implicit sharing info directly from the
C++ attribute API, which simplifies memory usage and performance
optimizations making use of it. This commit uses the additions to
the API to avoid copies in a few places:
- The "rest_position" attribute in the mesh modifier stack
- Instance on Points node
- Instances to points node
- Mesh to points node
- Points to vertices node
Many files are affected because in order to include the new information
in the API's returned data, I had to switch a bunch of types from
`VArray` to `AttributeReader`. This generally makes sense anyway, since
it allows retrieving the domain, which wasn't possible before in some
cases. I overloaded the `*` deference operator for some syntactic sugar
to avoid the (very ugly) `.varray` that would be necessary otherwise.
Pull Request: https://projects.blender.org/blender/blender/pulls/107059
Use the attribute API for domain and type interpolation instead of doing
it manually. I observed a 3.8x improvement in curve selection mode and
an 18x improvement in point selection mode.
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
This renames `data` and `color` to `selection`. This is better because
it's actually what the corresponding buffers contain. Using this
more correct name makes sharing vertex buffers between different
gpu batches for different shaders easier.
In order to experiment with different storage types for `DRW_Attributes`
and for general cleanup (see #103343). Also move a curves header to C++.
Pull Request #104716
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.
While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
all the arrays we need for a loop first and then do the processing.
Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
because `this` does not have to be dereferenced every time.
This likely doesn't have a noticable impact in practice.
Differential Revision: https://developer.blender.org/D17025
This refactors how devirtualization is done in general and how
multi-functions use it.
* The old `Devirtualizer` class has been removed in favor of a simpler
solution. It is also more general in the sense that it is not coupled
with `IndexMask` and `VArray`. Instead there is a function that has
inputs which control how different types are devirtualized. The
new implementation is currently less general with regard to the number
of parameters it supports. This can be changed in the future, but
does not seem necessary now and would make the code less obvious.
* Devirtualizers for different types are now defined in their respective
headers.
* The multi-function builder works with the `GVArray` stored in `MFParams`
directly now, instead of first converting it to a `VArray<T>`. This reduces
some constant overhead, which makes the multi-function slightly
faster. This is only noticable when very few elements are processed though.
No functional changes or performance regressions are expected.