Commit Graph

5528 Commits

Author SHA1 Message Date
Hans Goudey
8466fd4bd1 Cleanup: Curves draw cache renaming, use references
Also change some remaining cases of "hair object" to "curves object".
2022-03-30 18:25:06 -05:00
Jason Fielder
922d53a791 Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal backend.
- Metal uniform array compatibility in DRW module.
- Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop.

Authored by Apple: Michael Parkin-White

Ref: T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14438
2022-03-30 20:31:12 +02:00
Jason Fielder
49bc640b76 Metal: GLSL Shader compatibility 5
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as:

#define roughness shaderinst->roughness.

Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors.

A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14452
2022-03-30 19:53:22 +02:00
Jason Fielder
7c9e128bbf Metal: GLSL Compatibility - explicit mat4_to_mat3 conversion
Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded.

Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14418
2022-03-30 19:47:00 +02:00
Kévin Dietrich
ba28c10199 Fix T96344: edit mode GPU subdivision crashes with X-ray mode and modifiers
The crash happens because the origindex layers created as part of
the modifier stack evaluation are not set in the `MeshRenderData` when
they should have been.

This is because when selecting in X-ray mode, a subdivision wrapper
is created to ensure that selection happens with a subdivided
geometry, and this replaces the `MDATA` wrapper which is also used to
setup the `MeshRenderData`.

As we do not seemingly have an `MDATA` wrapper, the draw code decides
that we can extract draw buffers directly from the BMesh, instead of
the mapped Mesh with origin indices layers.

To fix this, we should also consider to use mapped extraction if a
subdivision wrapper exists on the mesh.

Differential Revision: https://developer.blender.org/D14485
2022-03-30 17:31:40 +02:00
Clément Foucault
9b9fda2122 Overlay: Port Armature shader to ShaderCreateInfo
Should have no regression.
2022-03-30 15:50:06 +02:00
Clément Foucault
05a77bb0d8 Overlay: Port Edit Mode shaders to ShaderCreateInfo
This should have no regression.
2022-03-30 15:50:05 +02:00
Clément Foucault
4cd409ca98 DRW: Port draw_common.c to use shared definition with GLSL
# Conflicts:
#	source/blender/draw/intern/draw_common_shader_shared.h
#	source/blender/draw/intern/shaders/draw_view_info.hh
2022-03-30 15:50:05 +02:00
Kévin Dietrich
2aa49107a2 Fix T96356: artefacts with GPU subdivision and vertex paint mask
The lines paint mask IBO extraction was not implemented for GPU subdivision.
For it to work, we also now need to preserve the subdivision loop to
subdivision edge map, which until now was overwritten to store coarse edges
(the map to coarse edges is still preserved).

Also the paint flag stored in the 4th dimension of the loop normal buffer
was not properly set for flat shaded faces, leading to other kind of
artefacts and render issues.
2022-03-29 12:04:51 +02:00
Clément Foucault
23bbc0d748 DRW: Port draw_common.c to use shared definition with GLSL 2022-03-26 13:16:01 +01:00
Hans Goudey
6e72e3fdb2 Cleanup: Further renaming in new curves code
A follow-up to e253f9f66d. Follow the policy from T85728
completely (using "num" as a prefix) and rename another function.
2022-03-24 20:48:08 -05:00
Campbell Barton
4d46fac65d Cleanup: use count or num instead of nbr
Follow conventions from T85728.
2022-03-25 12:04:20 +11:00
Campbell Barton
bbd787275f Cleanup: spelling in comments, strings 2022-03-25 12:04:16 +11:00
Campbell Barton
1d2dfc5e9e Cleanup: sort cmake file lists 2022-03-25 12:04:14 +11:00
Jesse Yurkovich
07846b31f3 Cleanup: Optimize viewport view data creation
Each time the user clicks the viewport 2 sets of engine views are
created. Each set is currently composed of 8 view objects, each of size
592 bytes.

Because space is not reserved in the vector that holds them, several
unnecessary re-allocation/copy cycles occur as the vector resizes and
the total allocation load is 8880 bytes. This happens twice.

Reduce to just the allocations necessary and with exactly 4736 bytes
allocated for each set
 - Before: 8 allocations and 8 deallocations totaling 17760 bytes
 - After: 2 allocations and 2 deallocations totaling 9472 bytes

Reviewed By: fclem, jbakker

Differential Revision: https://developer.blender.org/D13782
2022-03-24 21:26:11 +01:00
Hans Goudey
e253f9f66d Cleanup: Adjust naming in new curves code
Rename "size" variables and functions to use "num" instead,
based on T85728 (though this doesn't apply to simple C++
containers, it applies here). Rename "range" to "points" in
some functions, so be more specific.

Differential Revision: https://developer.blender.org/D14431
2022-03-23 23:05:46 -05:00
Brecht Van Lommel
98d4872d7f Cleanup: remove debug prints 2022-03-24 01:35:27 +01:00
Brecht Van Lommel
ad976c0dd7 Fix missing updates for external render engines rendering tiles
For render image buffers to be acquired, a lock must be provided. Also
fixed wrong usage of release, it must always be called regardless if the
returned image buffer is NULL.
2022-03-24 01:03:47 +01:00
Campbell Barton
94b2d83421 Cleanup: move documentation to headers, other minor corrections 2022-03-23 17:18:42 +11:00
Kévin Dietrich
612ec0ecdf Fix T96372: UV editor selection display wrong with GPU subdivision
Vertices were not drawn properly as the logic for mapped mesh was used
in the BMesh case.

Edge display would ignore subdivided edges which would come from coarse
edges when setting display flags.
2022-03-23 04:01:12 +01:00
Campbell Barton
4822153b85 Cleanup: spelling in comments 2022-03-23 12:15:50 +11:00
Campbell Barton
3a038f8a60 CMake: add missing headers to source list 2022-03-23 11:58:59 +11:00
Jason Fielder
19c793af35 Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:

- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14378
2022-03-22 12:54:44 +01:00
Dalai Felinto
3b745f3455 Cleanup: make format + extra parenthesis
Nested ? : get better formatted with some parenthesis around the expressions.
2022-03-22 11:36:10 +01:00
Hans Goudey
976c91cd77 Cleanup: Clang tidy 2022-03-21 17:12:22 -05:00
Hallam Roberts
c5456819ee Fix T96655: Bloom crashes Eevee
This patch fixes T96655, bloom crashing Eevee.

The error occurs because rB472fc0c55848b2e2d428cfb4f7debb80a4e12081 added `vec3 safe_color(vec3 c)` to `common_math_lib.glsl`.

However, `vec3 safe_color(vec3 c)` already exists in `effect_bloom_frag.glsl`.
This means `vec3 safe_color(vec3 c)` is duplicated within `common_math_lib.glsl` and `effect_bloom_frag.glsl`.

{F12938060 size=full}

The duplicate code in `effect_bloom_frag.glsl` can be removed since it's no longer needed.

(I checked the remaining methods, there shouldn't be any additional duplicate code)

Reviewed By: fclem

Maniphest Tasks: T96655

Differential Revision: https://developer.blender.org/D14396
2022-03-21 13:20:06 +01:00
Jacques Lucke
9ed63ebb45 Fix T96572: eevee crash with motion blur and stereoscopy
This was a use-after-free bug due to dangling pointers.
2022-03-21 10:05:39 +01:00
Clément Foucault
eccb0b222e GPencil: Port main object shader to ShaderCreateInfo
This is quite a huge cleanup. Making use of the `common_gpencil_lib.glsl`
to share more codes and use more consistent codestyle.

The gpencil engine specifics are now out of the `gpencil_vertex()`
function making it easier to add more features.

There should be no regression as all workarounds are kept as is.
2022-03-19 22:05:34 +01:00
Clément Foucault
472fc0c558 DRW: Port improvements in common_math_lib.glsl from eevee-rewrite
Mostly quality of life functions and macros.
2022-03-19 22:05:34 +01:00
Clément Foucault
6ae03375b6 DRW: Make use of shader shared header
# Conflicts:
#	source/blender/draw/intern/draw_manager.h
#	source/blender/draw/intern/draw_manager_exec.c
#	source/blender/draw/intern/draw_shader_shared.h
2022-03-19 22:05:34 +01:00
Clément Foucault
3eaf345352 DRW: Introduce GPencil common GLSL library
This library contains the needed functions to render GPencil object
geometry. Centralizing these will make it possible for other draw
engines (EEVEE, Overlay) to reuse the same vertex shader code and
possibly the same fragment rejection methods.
2022-03-19 22:05:34 +01:00
Clément Foucault
84a0e04296 GPencil: Use ShaderCreateInfo for fullscreen shaders
Simple port. Shouldn't break anything.
2022-03-19 22:05:34 +01:00
Clément Foucault
568c453ff3 GPencil: Use ShaderCreateInfo for antialiasing shaders
Simple port. Shouldn't break anything.
2022-03-19 22:05:34 +01:00
Clément Foucault
337343ecc9 GPencil: Use ShaderCreateInfo for vfx shaders
Simple port. Shouldn't break anything.
2022-03-19 22:05:34 +01:00
Clément Foucault
d7ecd4a0f3 DRW: Add new texture from pool acquire/release mechanism
This adds a simple and more manageable temp texture behavior.

The texture is garanteed to be available only between the acquire/release pair.
This makes the same engine able to reuse the textures and even overlap the acquire
& release calls.
2022-03-19 22:05:34 +01:00
Clément Foucault
dbf1e7c07f DRW: GPU wrappers: Some quality of life improvements
- Add name support to storage buffers
- Delete view functions for TextureFromPool
- Add support for different size acquire and assert on mulitple acquire
- Allow multiple release
2022-03-19 22:05:34 +01:00
Brecht Van Lommel
7fed213ba4 Revert "Compositor: Support backdrop offset for the Viewer node"
This reverts commit 33409f9f1c, as it breaks
panning in the image editor.

Fixes T96543
2022-03-19 00:37:30 +01:00
Clément Foucault
2297db5c49 DRW: gpu wrappers: Fix compilation in release mode 2022-03-18 20:59:48 +01:00
Clément Foucault
16dd382f06 GPUTexture: Add Cube view as 2D array
This is useful to read/write to the textures directly using compute
shaders and imageLoad/Store.
2022-03-18 20:59:44 +01:00
Clément Foucault
c509a12fd8 DRW: Expose stencil view in gpu_wrapper 2022-03-18 20:59:40 +01:00
Clément Foucault
daa26ac0f5 Cleanup: DRW: Fix comments in DRW_gpu_wrapper 2022-03-18 20:59:37 +01:00
Clément Foucault
e5c2bfb341 DRW: Add support for compute indirect command.
This just expose the GPU API through DRW.
2022-03-18 20:59:33 +01:00
Clément Foucault
0f08453ea9 DRW: Add simple texture view wrappers to draw::Texture 2022-03-18 20:53:41 +01:00
Clément Foucault
2580869901 DRW: Add support for GPUStorageBuf in wrappers
# Conflicts:
#	source/blender/draw/engines/eevee/eevee_light.cc
#	source/blender/draw/engines/eevee/eevee_shadow.cc
2022-03-18 20:50:25 +01:00
Clément Foucault
8c93f8c6cc DRW: Add support for GPUStorageBuf 2022-03-18 20:49:45 +01:00
Clément Foucault
59f53f5802 EEVEE: Add new experimental "EEVEE Next" option
This is supposed to hold the latest improvement from the EEVEE rewrite branch.
Note that a restart is necessary in order for the engine to appear.

The registration code is a bit convoluted as it needs to be after the WM_init.
2022-03-18 20:49:09 +01:00
Jeroen Bakker
fe9e7036b0 Fix UV's not aligning with image.
This reverts a part of {rB33409f9f1cd42e899f2706fe7878e5e89b50d617}.
2022-03-18 14:17:19 +01:00
Hans Goudey
0835996cc9 Cleanup: Rename "spline" variables to "curve"
Ref T95355
2022-03-17 17:08:36 -05:00
Habib Gahbiche
33409f9f1c Compositor: Support backdrop offset for the Viewer node
This is only part of the experimental "Full Frame" mode (disabled
by default). See T88150.

Currently the viewer node uses buffer paddings to display image offset
in the backdrop as a temporal solution implemented for {D12466}.
This solution is inefficient memory and performance-wise. Another
issue is that the paddings are part the image when saved.

This patch instead sets the offset in the Viewer node image
as variables and makes the backdrop take it into account
when drawing the image or any related gizmo.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D12750
2022-03-16 23:28:36 +01:00
Campbell Barton
9df27e7f00 Fix object centers & geometry selecting meta-elements in edit-mode 2022-03-16 19:57:47 +11:00