Commit Graph

1229 Commits

Author SHA1 Message Date
Campbell Barton
5a561c6aeb Cleanup: spelling in comments 2024-10-16 21:10:49 +11:00
Campbell Barton
10960b99c9 Merge branch 'blender-v4.3-release' 2024-10-16 21:08:15 +11:00
Falk David
30adc33730 Fix #128827: GPv3: Bucket fill doesn't work on macOS
The issue was that the shader `gpu_shader_gpencil_stroke_vert_no_geom.glsl`
assumed a wrong format of the color attribute (`uchar4`  instead of `float4`).

The fix uses `vertex_fetch_attribute` with `float4`.

Pull Request: https://projects.blender.org/blender/blender/pulls/129072
2024-10-16 10:29:07 +02:00
Clément Foucault
d712be0662 GPU: Change global scope variable to defines to avoid overhead on Metal 2024-10-15 20:06:46 +02:00
Clément Foucault
62826931b0 GPU: Move more linting and processing of GLSL to compile time
The goal is to reduce the startup time cost of
all of these parsing and string replacement.

All comments are now stripped at compile time.
This comment check added noticeable slowdown at
startup in debug builds and during preprocessing.

Put all metadatas between start and end token.
Use very simple parsing using `StringRef` and
hash all identifiers.

Move all the complexity to the preprocessor that
massagess the metadata into a well expected input
to the runtime parser.

All identifiers are compile time hashed so that no string
comparison is made at runtime.

Speed up the source loading:
- from 10ms to 1.6ms (6.25x speedup) in release
- from 194ms to 6ms (32.3x speedup) in debug

Follow up #129009

Pull Request: https://projects.blender.org/blender/blender/pulls/128927
2024-10-15 19:47:30 +02:00
Jeroen Bakker
318d61756f Merge branch 'blender-v4.3-release' 2024-10-10 12:17:11 +02:00
Jeroen Bakker
9bcba25bc2 Fix #128282: EEVEE: Unable to compile displacement
When using vertex displacement EEVEE didn't compile the generated
functions into the vertex shader. This could result in errors when
compiling materials.

**Notes**

- Should be back-ported to Blender 4.2

Pull Request: https://projects.blender.org/blender/blender/pulls/128525
2024-10-10 12:16:28 +02:00
Campbell Barton
2e881eacd1 Cleanup: spelling in comments 2024-10-08 09:54:29 +11:00
Clément Foucault
9c0321ae9b Metal: Simplify MSL translation
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.

Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.

Additionally reduce the amount of code duplication
inside the compatibility code.

Pull Request: https://projects.blender.org/blender/blender/pulls/128634
2024-10-07 12:54:10 +02:00
Clément Foucault
42e8cbb921 GPU: Make use of the C++ stubs in some shaders 2024-10-07 12:35:47 +02:00
Clément Foucault
e4c802e53e GPU: Use macros for create infos
Mass rename create info function to use the new macros.
This allows to define resources in C++ inside IDEs'
precompilation system for linting purpose.

This applies the following script and format afterwards:
https://projects.blender.org/blender/blender/pulls/128602#issuecomment-1310597

Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128602
2024-10-04 19:04:40 +02:00
Clément Foucault
dcd80dbe15 GPU: GLSL C++ stubs
Allows to compile GLSL code using a C++ compiler. The end result is that
IDE features such as autocompletion and error detection can work with
the GLSL codebase.

Rel #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128598
2024-10-04 17:44:24 +02:00
Clément Foucault
7e5bc58649 GPU: Change GLSL include directive
This changes the include directive to use the standard C preprocessor
`#include` directive.

The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`

This allow C++ linter to parse the code and allow easier codebase
traversal.

However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.

This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.

This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.

These requirements are actually already enforced by our code-style
in practice.

On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.

Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
2024-10-04 15:48:22 +02:00
Chris Clyne
5a27280916 EEVEE: Light & Shadow linking
This adds feature parity with Cycles regarding light and shadow liking.

Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.

For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
2024-10-03 18:41:06 +02:00
Alexandre Cardaillac
0315eae536 Cycles: Add more scattering phase functions
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.

Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.

These phase functions can be combined using Mix nodes as usual.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
2024-10-02 11:12:53 +02:00
Jason Fielder
57f7d6380c Fix #126542 Fix UV Edge overlays in Metal
Takes into account any offset that must be added to the vertex index
(usually supplied as baseVertex or startVertex in the Metal draw call)
in the code that emulates the SSBO vertex fetch.

Authored by Apple: James McCarthy

Pull Request: https://projects.blender.org/blender/blender/pulls/127864
2024-09-25 15:22:30 +02:00
Clément Foucault
c82ddedb9b Overlay-Next: Image Space
Port all Image editor overlays.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127366
2024-09-11 18:26:34 +02:00
Weizhen Huang
77035192c9 Fix #126799: undefined behavior of shader node Arctan2 at (0, 0)
`atan2(0, 0)` is undefined on many platforms. To ensure consistent
result across platforms, we return `0` in this case.

Note only the behavior of the shader node `Artan2` is changed here.
During shading, we might still produce `atan2(0, 0)` internally and
cause different results across platforms, but that usually happens with
single samples and is not obvious, plus checking this condition all the
time is costly. If later we find out it's indeed necessary to change all
the invocation of `atan2(0, 0)`, we could change the wrapper functions
in `metal/compat.h` and `mtl_shader_defines.msl`.

Pull Request: https://projects.blender.org/blender/blender/pulls/126951
2024-09-03 11:44:59 +02:00
Aras Pranckevicius
4c8f22447f VSE: Faster timeline thumbnail drawing
VSE timeline, when many (hundreds/thousands) of thumbnails were visible, was
very slow to redraw. This PR makes them 3-10x faster to redraw, by stopping
doing things that are slow :) Part of #126087 thumbnail improvements task.

- No longer do mute semitransparency or corner rounding on the CPU, do it in
  shader instead.
- Stop creating a separate GPU texture for each thumbnail, on every repaint,
  and drawing each thumbnail as a separate draw call. Instead, put thumbnails
  into a single texture atlas (using a simple shelf packing algorithm), and
  draw them in batch, passing data via UBO. The atlas is still re-created every
  frame, but that does not seem to be a performance issue. Thumbnails are
  cropped horizontally based on how much of their parts are visible (e.g. a
  narrow strip on screen), so realistically the atlas size is kinda
  proportional to screen size, and ends up being just several megabytes of data
  transfer between CPU -> GPU each frame.

On this Sprite Fright edit timeline view (612 visible thumbnails), time taken
to repaint the timeline window:

- Mac (M1 Max, Metal): 68.1ms -> 4.7ms
- Windows (Ryzen 5950X, RTX 3080Ti, OpenGL): 23.7ms -> 6.8ms

This also fixes a visual issue with thumbnails, where when strips are very
tall, the "rounded corners" that were poked right into the thumbnail bitmap
on the CPU were showing up due to actual bitmap being scaled up a lot.

Pull Request: https://projects.blender.org/blender/blender/pulls/126972
2024-09-03 08:25:15 +02:00
Clément Foucault
25b2c5f170 BLI: Add reduce_mul 2024-08-28 09:48:17 +02:00
Alaska
6ccb33e9fe Shader: Add Metallic BSDF Node
Add Metallic BSDF Node to the shader editor.

This node can primarily be used to create more realistic looking
metallic materials than the existing Glossy BSDF node.

This commit does not add any new closures to Cycles, it simply exposes
existing closures that were previous hard to access on their own.

- Exposes the F82 fresnel type that is currently used by the
metallic component of the Principled BSDF. Results should match
between the Metallic BSDF and Principled BSDF when using the same
settings.
- Exposes the Physical Conductor fresnel type that was previously
limited to custom OSL scripts. The Conductor fresnel type accepts
IOR and Extinction coefficients to define the appearance of the
material based off real life measurements.

EEVEE only supports the F82 fresnel type with internal code to convert
the the physical conductor inputs in to a colour format for F82,
which can lead to noticeable rendering differences with
some configurations.

Pull Request: https://projects.blender.org/blender/blender/pulls/114958
2024-08-27 17:20:46 +02:00
Omar Emara
075bdbcd63 Nodes: Improve isotropic Gabor noise UI controls
This patch improves the isotropic Gabor noise UI controls such that
variations happen in both directions of the base orientation, as opposed
to being biased in the positive direction only.

Thanks to Charlie Jolly for suggesting this improvement.
2024-08-14 15:26:03 +03:00
Omar Emara
ce89d7949c Nodes: Optimize Gabor noise variance estimation
This patch optimizes the Gabor noise standard deviation estimation by
computing the upper limit of the integral as the frequency approaches
infinity, since the integral is mostly constant for the relevant
frequency range. The limits are 0.25 for the 2D case and 1 / 4 * sqrt2
for the 3D case.

This also improves normalization for low frequencies, possibly due to
the effect of windowing.

Thanks to Charlie Jolly for spotting the optimization.
2024-08-14 14:27:23 +03:00
Omar Emara
847a3a7ea3 Nodes: Optimize Gabor noise with early exit
Optimize the Gabor noise texture code with an early exit for points that
are further away from the kernel center. This was already done for the
kernel, but is now being done earlier before computing the weight, so
its computation is now skipped.

Thanks to Charlie Jolly for the suggestion.
2024-08-14 12:12:34 +03:00
Clément Foucault
2c275aec87 Overlay-Next: Mesh Edit Mode
This includes the port of the edit edge shader to the new
primitive expansion API, removing split codepath and
code duplication.

Some of the shader code is duplicated for keeping the
legacy engine untouched.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/125921
2024-08-09 16:29:59 +02:00
Harley Acheson
b63d691570 UI: Allow Changing Alpha for Multicolor Icons
When we use icons that are multi-color, like for Tool icons, we'll
still need the ability to change their alpha at runtime. We do this
for hover effects, and as a theme setting.

Pull Request: https://projects.blender.org/blender/blender/pulls/126063
2024-08-07 23:28:17 +02:00
Campbell Barton
c071030ac3 Cleanup: spelling in comments 2024-08-04 13:45:06 +10:00
Clément FOUCAULT
d712f91881 DRW: Primitive Expansion
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
2024-08-03 11:06:17 +02:00
Alaska
ba5d76e7e2 Fix: Shader: Align vector math node reflect mode with OSL
Align Cycles SVM and EEVEE's rendering of the vector math node
in reflect mode with OSL when the normal vector is 0,0,0.

This is done by using safe_normalize rather than normalize on the
normal vector. Which also fixes a NaN in the reflect mode in this
specific configuration.

Pull Request: https://projects.blender.org/blender/blender/pulls/125688
2024-08-02 11:20:57 +02:00
Alaska
be50c96c00 Fix #125643: Mismatch between Cycles EEVEE Vector Math Refract
Fixes a mismatch between Cycles and EEVEE when rendering a
Vector Math node in Refract mode with a normal vector of 0,0,0.

This mismatch first appeared after 8650068f0c which changed the
behaviour in Cycles, but not EEVEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/125644
2024-07-30 17:33:39 +02:00
Jacques Lucke
f600d5681b Fix #125346: wrong transparency for dashed node links
This changed accidentally in 3410d0bf3f.
2024-07-26 14:40:03 +02:00
Aras Pranckevicius
527e55239b Fix #125061: VSE timeline pixel rounding/snapping issues at large frames
VSE timeline widget drawing is done in "timeline space" (x: frames,
y: channels), but that can have precision issues at large frames,
when "pixel size features" (outlines, borders) need to get evaluated
inside a shader.

This can lead to inconsistent border sizes between neighboring strips,
e.g. sometimes it would be 2 pixels, but sometiems 3 pixels. I've seen
this mostly happen when frames get into 100'000+ range.

To address this, switch timeline widget drawing to be in window pixel
space. This avoids the issue since coordinates to draw the strip
widgets become "up to several thousand" range, not arbitrarily large.

Pull Request: https://projects.blender.org/blender/blender/pulls/125220
2024-07-22 16:08:07 +02:00
Clément Foucault
d2fdb22b93 GPU: Add support for in shader printf
This allows much easier debugging of shader programs.

Usage is as simple as adding `printf` calls inside shaders.
example: `printf("Formating %d\n", my_var);`

Contrary to the `drw_print`, this is not limited
to draw manager shader dispatch/draws. It is compatible
with any shader inside blender.
Most notably, this doesn't need a viewport to display.
So this can be used to debug render pipeline.

Data formating is currently limited to only `%x`, `%d`,
`%u` and `%f`. This could be easily extended if this is
really needed.

There is no type checking, so values are directly reinterpreted
as specified by the printf format.

The current approach for making this work is to bind a
storage buffer inside `GPU_shader_bind`, making it
available to any shader that needs it. The storage buffer
is downloaded back to CPU after a frame or a render
step and the content printed to the console.

This scheduling means that you cannot rely on these printfs
to detect crashes. We could add a mode to force flushing
at shader binding to avoid this limitation.

The values are written from the shaders in binary form and
only formated on the CPU. This avoid issues with manual
printing like with `drw_print`.

Pull Request: https://projects.blender.org/blender/blender/pulls/125071
2024-07-19 15:48:00 +02:00
Harley Acheson
6145920a0d UI: Allow Use of Full-Color UI Icons
Allow the optional use of SVG UI icons shown in full color by
changing their definition from DEF_ICON to DEF_ICON_COLOR.

Pull Request: https://projects.blender.org/blender/blender/pulls/124696
2024-07-17 20:13:17 +02:00
Weizhen Huang
c7c55894e4 Fix: EEVEE principled coat has tint when the weight is zero
caused by 26eb5d9899

Pull Request: https://projects.blender.org/blender/blender/pulls/124856
2024-07-17 13:54:26 +02:00
Iliya Katueshenock
9a2ff022a7 Fix: Nodes: Lack of dash on fields links
Regression after 24dc9a21b1.

Pull Request: https://projects.blender.org/blender/blender/pulls/124740
2024-07-16 09:47:15 +02:00
Weizhen Huang
3fcd80db68 Fix #124621: EEVEE closure reservoir sampling not considering color weight
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
2024-07-15 17:00:51 +02:00
Campbell Barton
8fdb190278 Cleanup: typos in comments (duplicate words) 2024-07-14 18:55:43 +10:00
Jeroen Bakker
14fb537eca Merge branch 'blender-v4.2-release' 2024-07-12 15:41:39 +02:00
Jeroen Bakker
8ac023da61 Fix #124530: EEVEE: Math wrap function not working
Due to incorrect check the result was always returning the min
parameter.

Found issue by comparing the implementation with cycles.
Regression introduced by 7fe7b2eed0

Pull Request: https://projects.blender.org/blender/blender/pulls/124604
2024-07-12 15:40:12 +02:00
Richard Antalik
af1a6d048d VSE: Simplify outline parameters definition and usage
Function `strip_data_outline_params_set()` was simplified, so setting
color and outline parameters are not mixed and overwriting as code flows
and so the function is better readable.

Shader code is changed, so that when strip overlaps other strip, it gets
2 px red outline regardless of whether it is active or selected. This
makes it more consistent when strip is not active or selected.

Pull Request: https://projects.blender.org/blender/blender/pulls/124442
2024-07-11 07:38:02 +02:00
Jacques Lucke
24dc9a21b1 Geometry Nodes: support attaching gizmos to input values
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.

We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.

The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.

The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.

If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.

Backpropagation does not work for all nodes, although more nodes can be
supported over time.

This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
  a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
  rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.

In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.

All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.

The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.

Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.

The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
  clicking the gizmo icon next to the value.

Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
Richard Antalik
20eb70ee18 Merge branch 'blender-v4.2-release' 2024-07-10 02:22:22 +02:00
il4n
e13b2f3774 Fix: VSE: Overlap after moving a retiming key was not handled
Moving a strip retiming key at the end of a strip, so that a strip
overlaps another one would leave them overlapped. The expected
behavior is that it acts according to the Overlap Mode, like it does
when moving a strip.

Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/124424
2024-07-10 02:21:14 +02:00
Clément Foucault
acf7eab3b5 Merge branch 'blender-v4.2-release'
# Conflicts:
#	tests/data
2024-07-09 14:52:34 +02:00
Clément Foucault
7fe7b2eed0 Fix: EEVEE: Hardware discrepancy with math wrap function
The math render tests were not passing on the AMD hardware.
This was due to some compiler behavior not returning 1
on the `floor((a - c) / (b - c))` calculation even if
`a` and `b` were equal.
2024-07-09 14:13:32 +02:00
Campbell Barton
cd1dbab348 Cleanup: spelling in comments 2024-07-07 00:29:39 +10:00
Sebastian Parborg
75959af2ed Merge branch 'blender-v4.2-release' 2024-07-05 17:25:03 +02:00
Sebastian Parborg
f853d097a5 Fix: GLSL error in the sequencer when running mesa
It would error out with "illegal use of reserved word 'active'"
Rename the boolan value to not use the reserved word.
2024-07-05 17:22:52 +02:00
Aras Pranckevicius
eafcd66c0a Merge branch 'blender-v4.2-release' 2024-07-05 12:35:59 +03:00