Commit Graph

1449 Commits

Author SHA1 Message Date
Jeroen Bakker
4d78f5a4a7 DrawManager: External Engines + Overlays
Do not iterate over degsgraph when overlays are turned off and
rendering via an external engine. External engines sync data
from Blender differently. The external engine
draws the depth buffer, but that is only needed for overlays.

Reviewers: fclem, brecht

Differential Revision: https://developer.blender.org/D4791
2019-05-07 09:26:44 +02:00
Clément Foucault
ddb71e8c20 DRW: Remove is_negative_m4 per draw call
This had some cost in perf and is not needed most of the time. If the
drawcall really needs it, it should use a correct ob pointer.
2019-05-06 22:33:05 +02:00
Clément Foucault
55bf2adbea DRW: Attempt to fix slowdown caused by gizmo drawing 2019-05-06 22:33:05 +02:00
Clément Foucault
fb3b2ab709 Cleanup: Remove unused code in sculpt_mode, workbench and draw manager 2019-05-04 14:11:04 +02:00
Clément Foucault
b2f1a65874 Sculpt: Refactor draw manager sculpt drawing mechanism
Workbench/Eevee now displays multiple multi-materials correctly.

Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.

This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
2019-05-04 14:11:04 +02:00
Clément Foucault
95e052f830 Fix T63997 Weird z-fight during weight paint
PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
2019-05-02 16:51:45 +02:00
Clément Foucault
102daed1f2 Cleanup: Draw Manager: remove DRW_state_invert_facing 2019-05-02 16:51:45 +02:00
George Vogiatzis
a8bdb357b4 UI: move object origin size preference to themes
Differential Revision: https://developer.blender.org/D4657
2019-05-01 18:05:48 +02:00
Clément Foucault
47717060af DRW: Draw checkerboard alpha pattern for Cycles
Add checkerboard alpha pattern like it was in 2.79
2019-05-01 12:09:18 +02:00
Clément Foucault
e6705fad33 DRW: Add DRW_STATE_BLEND_PREMUL_UNDER
Just basic alpha under operation with premultiplied source.
2019-05-01 12:09:18 +02:00
Campbell Barton
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
Dalai Felinto
ae7db030da Stop using deprecated ob->flag & SELECT
We still have base->flag_legacy & BA_WAS_SEL for the few cases we really
need to have a per-object selection check (used in the transform code).
2019-04-30 16:48:07 -03:00
Jeroen Bakker
d1f6ea2793 Sequencer: Scene Strip Performance
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
       DNA_view3d_types: Due to this FSAA always kicked in making the
       rendering slow.
     - Removed `Texture Solid` and `DOF`.
     - Now when chosing Solid rendering the settings
       of the original scene is used.
     - Added a global override to use scene specific shading. In the
       Future we will need to enhanced this so user can change the
       settings.
     - Added support for LookDev. LookDev crashed as it needed the
       `evil_C` what was not set
     - LookDev mode will always show the scene + world lights.

Reviewed By: brecht, fclem

Maniphest Tasks: T62517

Differential Revision: https://developer.blender.org/D4738
2019-04-30 14:01:22 +02:00
Clément Foucault
e8daa61570 DRW: Add debug utility for batch cache requests 2019-04-30 12:55:03 +02:00
Clément Foucault
782917648f Fix T64009 Normal Maps not working on EEVEE
Was missing a flag from recent refactor.
2019-04-30 12:55:03 +02:00
Clément Foucault
413ffd4606 DRW: Batch Cache: Add Loop normals calculation flag and cleanup style
Improve selection time since it bypass BM_loops_calc_normal_vcos when mesh
uses auto-smooth.
2019-04-29 18:51:07 +02:00
Clément Foucault
c7767f1bcf DRW: Improve edit mode selection time when using auto-smooth
Unfortunately it does not concern paint mode.

Related to T63946
2019-04-29 18:51:07 +02:00
Clément Foucault
88e20c663c DRW: Speedup: Improve time to validate batch cache
This is a small improvment but is does scale up with the number of objects.
This improvement *does not* speedup geometry update.
2019-04-29 18:51:07 +02:00
Clément Foucault
8192bcd7c1 Fix T63886 Crash in UV Editing after faces display turn off / on
This patch also improve cache locality of the IBO filling. I did not benchmark if it made
any difference.
2019-04-26 17:03:25 +02:00
Clément Foucault
fe7605b710 Cleanup: Armature 2019-04-26 16:47:26 +02:00
Clément Foucault
7a48e25003 Armature: Speedup by removing unecessary check
drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.

Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.

Also fix the drw_shgroup_bone_custom_wire.
2019-04-26 16:37:15 +02:00
Clément Foucault
50d75cd528 Fix T62880 Severe FPS drop with multiple bone shapes
Fix instancing batches not being reused by custom bone shapes.

Drawing thoses is now faster than 2.79 (40fps instead of  30fps)
2019-04-26 15:33:49 +02:00
Campbell Barton
20c5f677d7 Cleanup: clang-format 2019-04-26 13:04:23 +10:00
Clément Foucault
21aa4d73bf DRW: Cleanup: use iter_flag const for readability 2019-04-25 17:27:21 +02:00
Jeroen Bakker
38a0896f15 Overlay: Mesh Analysis
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4707
2019-04-25 11:25:22 +02:00
Clément Foucault
a14735d11d Fix T61184 linked curves with curve modifiers arent drawn correctly
Force Displist to Mesh conversion if there is any modifier.

This is until we find a better way to store the batches per objects.

Also fix draw cache functions that were not returning final mesh edges.
2019-04-24 19:11:36 +02:00
mano-wii
c265e25bb1 Correct switched values in the previous commit. 2019-04-24 13:31:35 -03:00
mano-wii
fa4201f82d Fix T62701: Hair edit mode crashes on some old AMD Radeon drivers.
The crash is related to the format, but the real reason is unknown.
2019-04-24 13:19:02 -03:00
Clément Foucault
148c0aa0fa Fix T63178 Eevee animation render crash
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).

If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.

If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.

I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.

This add very little memory and computation overhead.
2019-04-23 20:35:02 +02:00
Sergey Sharybin
5a144c797a Fix T63816: Crash opening file with multiple view layers
Dependency graph will not be crated for view layers which were never visible.
2019-04-23 14:31:21 +02:00
Alexander Gavrilov
ae054af14f Cleanup: rename the curveInX etc bbone DNA fields to curve_in_x etc. 2019-04-23 13:45:04 +03:00
Alexander Gavrilov
624e93bbef B-Bones: split the Scale In/Out properties into X and Y values.
As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.

Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.

Reviewers: campbellbarton

Subscribers: icappiello, jpbouza

Differential Revision: https://developer.blender.org/D4716
2019-04-23 13:45:03 +03:00
Jeroen Bakker
ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00
Campbell Barton
7d6a9b5517 Cleanup: style, use braces
Add braces for modules already using braces almost everywhere.
2019-04-22 19:48:17 +10:00
Campbell Barton
93c19a5a2c Cleanup: comments (mainly long lines)
Comments after code can cause awkward line breaks.
2019-04-21 14:27:35 +10:00
Campbell Barton
2fb9c8ef12 Cleanup: add missing macros to clang-format 2019-04-21 04:40:16 +10:00
Campbell Barton
bbc5c1e36f Cleanup: quiet extra-semicolon warning 2019-04-20 11:30:19 +02:00
Campbell Barton
44ca116ca2 Cleanup: formatting, unused args 2019-04-20 09:15:06 +02:00
Clément Foucault
3368df4ab6 DRW: Expose VBO garbage collection timings
This adds user side options to tweak the behavior
of the vbo garbage collection.
2019-04-19 18:52:38 +02:00
mano-wii
8f4ba1c046 Fix T63669: Particle editing bypassing occlusion.
The problem occurs because status changes between BackBuffer and Offscreen.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D4703
2019-04-19 11:49:17 -03:00
Clément Foucault
223f7e79f9 DRW: Add batch garbage collection
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.

The collection rate is hardcoded at 60 sec but could be exposed to the user.

This system can be extended and discard most unused batches in the future.

This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-19 15:19:43 +02:00
Clément Foucault
973e64cf9c DRW: Make shaded batch validation more correct
This is in order to support garbage collection of unused Custom data layer uploaded to the GPU.

Actual Garbage Collection is not added by this commit.
2019-04-19 15:19:43 +02:00
Campbell Barton
4439e5d0ba Cleanup: add trailing commas to avoid right shift 2019-04-18 17:19:44 +02:00
Campbell Barton
333cdbb410 Cleanup: comment blocks 2019-04-18 07:59:28 +02:00
Campbell Barton
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
Campbell Barton
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
Campbell Barton
dbc058301b Cleanup: trailing commas 2019-04-16 16:40:47 +02:00
Alexander Gavrilov
51c8a6f491 Fix T37500: implement Bendy bone segment deformation interpolation.
Previously B-Bone deformation mapped every vertex to just one
B-Bone segment. This results in abrupt transformation differences
between the sides of each threshold plane, reducing the quality
of B-Bone deformation and making the use of shape keys impractical.

This commit replaces this approach with a linear blend between
the two closest segment transformations, effectively representing
the B-Bone as two weight-blended plain bones for each vertex.

In order to distribute the interpolation more evenly along the
bone, segment matrices for deformation are now computed at points
between the segments and at the ends of the B-Bone. The computation
also uses the true tangents of the Bezier curve for the orientation.
The nodes at the end of the bone require some special handling to
deal with zero-length Bezier handles caused by a zero ease value.

The Copy Transforms constraint now also smoothly interpolates
rotation and scaling along the bone shape when enabled.

The initial version of the patch was submitted by @Sam200.

Differential Revision: https://developer.blender.org/D4635
2019-04-13 16:27:42 +03:00
Campbell Barton
65b0312904 3D View: move gizmo draw options out of overlays
Gizmo's now have their own popover in preparation
for making transform gizmos accessible without having to use tools

See: T63518
2019-04-13 12:45:02 +02:00
Philipp Oeser
87f07af737 Fix T63464: Multi UV Maps limited to three with eevee
this was very similar to T60684 (and the UV case was actually reported
back then as well), so the fix goes hand in hand with rBbd8039399575

Reviewers: fclem

Maniphest Tasks: T63464

Differential Revision: https://developer.blender.org/D4672
2019-04-11 10:30:33 +02:00