Commit Graph

6862 Commits

Author SHA1 Message Date
Miguel Pozo
567a2e5a6f EEVEE Next: Overscan support
Add overscan support for both viewport and final renders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110313
2023-08-03 16:19:08 +02:00
Clément Foucault
8e33b20de9 EEVEE-Next: Irradiance Bake: Add validity based dilation
Implement invalid sample points filling. Improves invalid regions
but introduce light leak.

Grid sample points are considered invalid if they have a ratio of
front-face ray hit under the given threshold. This is a post-processing
pass on the baked lighting that fills dark regions produced by
invalid sample location (e.g.: inside walls) with valid neighbor
samples data.

Two new parameters are added:

- Dilation Threshold: Validity threshold under which grid samples are
considered invalid. Invalid samples will gather valid lighting data
from valid neighbors inside the dilation radius.
- Dilation Radius: Radius of the dilation process. Expressed in grid
sample distance.

The validity of each point is progressively refined just like the
lighting data during the baking process.

The dilation process is implemented as a post-processing pass during
the loading of the grid data into the irradiance atlas. This allows
live tweaking the dilation parameters.

Pull Request: https://projects.blender.org/blender/blender/pulls/110386
2023-08-03 15:48:33 +02:00
Clément Foucault
17db856686 EEVEE-Next: Ray-tracing Denoise Pipeline
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.

Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.

The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.

Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.

Pull Request: https://projects.blender.org/blender/blender/pulls/110117
2023-08-03 15:32:06 +02:00
Miguel Pozo
9db289924f EEVEE Next: Motion Blur fixes
Fix motion blur for viewport re-projection and final image renders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110114
2023-08-03 12:48:12 +02:00
Jason Fielder
ee96947abc Fix #110372: Curve edit handles fixed in Metal backend
There were two separate issues occurring here:

With some other recent changes to curve handles, an early exit was
added when the handles should not display, however, this early exit
was not discarding geometry in the Metal implentation, but leaving
values undefined. Resulting in random geometry flickering on screen.
This may not previously have happened in certain modes if the vertex
buffers were zero-initialised up-front (which only happens with certain
debug flags).

Curve handle geometry generation would render incorrectly when
outputting triangleStrips IF the transparent border was disabled.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/110719
2023-08-03 11:34:52 +02:00
Jason Fielder
0f39e46914 DRW: Support optimal prim type for indirect curves in Metal
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
2023-08-03 11:19:48 +02:00
Campbell Barton
de391cf811 Cleanup: use nullptr instead of zero 2023-08-03 19:17:43 +10:00
Campbell Barton
c6f3f19648 Cleanup: reduce variable scope when removing in a while loop 2023-08-03 19:17:43 +10:00
Pratik Borhade
1cf4bc2719 Fix #110694: Edit bones draw as they were in pose mode
During the refactor 4aef0204ac, assignment of overlay color for edit
mode was removed from get_bone_wire_color.

Pull Request: https://projects.blender.org/blender/blender/pulls/110715
2023-08-03 11:03:39 +02:00
Hans Goudey
a049f3b5df Cleanup: Use references for mesh extraction render data and cache 2023-08-02 23:59:31 -04:00
Hans Goudey
55970fa367 Cleanup: Simplify mesh triangle material counting
Use `parallel_for` instead of the C threading API, extract some
constant checks from hot loops, and use `EnumerableThreadSpecific`
for thread-local storage.

Pull Request: https://projects.blender.org/blender/blender/pulls/105940
2023-08-03 05:02:36 +02:00
Campbell Barton
8c8ff6b85b Cleanup: spelling in comments, use C-style comments 2023-08-03 09:44:28 +10:00
Hans Goudey
8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Campbell Barton
7cc3ef3260 Cleanup: use C++ includes, various non-functional changes for C++ 2023-08-02 20:30:02 +10:00
Sergey Sharybin
63e2832057 Color management: Remove old name-based exceptions
Historically, the OCIO based color management implementation in Blender
had exceptions to treat specific configurations differently. It was a
compatibility with the legacy "No color management" option.

With time and more development in the area there are better ways of
achieving this goal, if needed.

This commit removes the named-based exception, which also solves confusion
about why certain similar configurations (from OCIO stand point) give
different results. As well as allows to create a cleaner plate for an
upcoming additions in the OCIO configuration such as AgX.

Quite simple and technical change which constant-folds the check for
whether the scene color management enabled or not with "true" value.

Ref #110685

Pull Request: https://projects.blender.org/blender/blender/pulls/110580
2023-08-01 14:39:29 +02:00
Hans Goudey
c126708d69 Fix #110001: Edit mesh overlay text uses final positions instead of cage
Caused by 91b27ab637
2023-07-31 11:18:40 -04:00
Hans Goudey
95b2c252fb Fix: Remove static assert causing build error on macOS 2023-07-31 09:31:15 -04:00
Hans Goudey
f10965dcb8 Sculpt: Improve PBVH draw performance for meshes
Reduce overhead of copying attribute data into GPU buffers when the
PBVH is active. The existing lambda with a FunctionRef callback had
a significant overhead. While that was reduced by 25917f0165
already, even making the `foreach_faces` lambda into a template gave
significant overhead compared to simpler loops. Instead, separate
value conversion and iteration over visible triangles in a way that the
compiler is able to optimize more easily.

According to the GPU module, it's also better to use raw data access
than `GPU_vertbuf_raw_step`, since the data format strides aren't
meant to vary by platform, and the runtime stride can have a
noticeable performance impact.

Also avoid recalculating face normals, since they're already used to
calculate vertex normals anyway (since ac02f94caf).

I tested the runtime of the initial data-upload after entering sculpt
mode with a 16 million vertex mesh. Before, that took 1350 ms, after
it took 680 ms, which is almost a 2x improvement. In my tests, the
performance improvement was only observable for the initial data
upload, theoretically it is a more general change though.

It's possible that a similar optimization could be applied to multires
or dynamic topology sculpting, but that can be looked at later too.

Pull Request: https://projects.blender.org/blender/blender/pulls/110621
2023-07-31 14:40:41 +02:00
Clément Foucault
92be22ff4b Fix: EEVEE-Next: Broken world diffuse irradiance 2023-07-31 14:28:55 +02:00
Campbell Barton
6d2326dabf Cleanup: use function style casts 2023-07-31 19:57:32 +10:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00
Campbell Barton
724755879e Cleanup: spelling in comments, use doxygen doc-strings 2023-07-31 10:18:09 +10:00
Campbell Barton
fd0977284b Cleanup: simplify typedefs
Also remove unused `buffer_struct`.
2023-07-30 16:14:09 +10:00
Hans Goudey
c4ac4ecc4c Mesh: Extract loose edges and vertices in two threads
The process of calculating the caches for loose edges and loose vertices
and extracting their indices are independent and both single threaded.
If the CPU isn't doing anything else, using two threads can half the
total time for both. For example, this saves 40-50ms opening a file
with a 16 million face mesh.
2023-07-29 23:47:13 -04:00
Hans Goudey
38fc111fc9 Cleanup: Clarify string usage in PBVH draw
Use StringRef where possible to avoid copying strings, avoid
redundant string returns, and use std::string for attribute
request names now that all the relevant code is C++.
2023-07-29 23:47:13 -04:00
Hans Goudey
e749599f95 Cleanup: Remove using keyword for std::string in pbvh draw
Typically it's considered questionable to add `using` for `std` types
and functions. With just a few more characters, the type is always
familiar.
2023-07-29 23:47:13 -04:00
Sergey Sharybin
f839c31f6c Fix Blender crash on startup on macOS
The issue was caused by recent C++ transition: the header file is
shared between CPU and GPU. The Metal defines __cplusplus so it is
not enough to check for it to use C linking as it is not a valid
syntax for shaders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110570
2023-07-28 12:42:15 +02:00
Guillermo
82c178a574 Fix #110556, #110546: wrong variable initialization
Fixes attempt to access an overridden variable value.

Pull Request: https://projects.blender.org/blender/blender/pulls/110557
2023-07-28 09:15:31 +02:00
Hans Goudey
25917f0165 Sculpt: Reduce overhead of PBVH draw with blender::FunctionRef
At least on GCC on Linux, it appears std::function has noticeable
overhead compared to blender::FunctionRef. That makes some
sense, as the latter generally handles less, and the performance
difference is mentioned in the function ref header as well.

To test performance, I measured the timing of the first data
upload (`BKE_pbvh_draw_cb`) after entering sculpt mode. For
meshes, I observed a 30% improvement, from 1.7s to 1.3s.
For multires, I observed a change from 290ms to 263ms.
The change should apply to regular draw updates while sculpting,
but that's harder to measure.

This is also cleaner semantically, since the callbacks aren't meant
to own any data, they are just lambdas that capture by reference.
2023-07-27 23:38:28 -04:00
Hans Goudey
82f67a1b58 Cleanup: Use const reference for PBVH draw arguments 2023-07-27 23:38:28 -04:00
Campbell Barton
a478a4cd92 Fix crash drawing armatures in edit-mode
ArmatureDrawContext::bcolor wasn't initialized causing a crash.
Resolve by initialing the whole struct to zero.
2023-07-28 11:36:46 +10:00
Campbell Barton
9a37a206cf Cleanup: remove duplicate struct member comments 2023-07-28 10:04:26 +10:00
Campbell Barton
ea8d985db8 Cleanup: various C++ cleanups
- Use C++ headers.
- Use function style cast.
- Use boolean literals.
- Remove redundant struct, void.
- Remove redundant parenthesis.
2023-07-28 09:38:07 +10:00
Campbell Barton
257cf12439 Cleanup: quiet compiler warnings 2023-07-28 09:38:05 +10:00
Hans Goudey
1be70f22cc Cleanup: Use C++ containers and spans for some PBVH data
One thing to point out is that `PBVH::nodes` is now stored in a `Vector`
which replaces the manual amortized growth. That requires explicitly
setting the defaults of PBVHNode fields for default initialization.

Similar to f0b53777c8
2023-07-27 17:47:34 -04:00
Sybren A. Stüvel
e604f3db91 Refactor: Anim, abstractions for armature layers
Add an API for armature layer access. Instead of accessing `arm->layer`
and friends directly, the code now uses this API. This will make things
easier to replace by bone collections in the future.

The functions are named "bonecoll" (short for "bone collection"), as
that's the soon-to-be-introduced replacement for armature layers. This
API is the first step towards that replacement, and should help to
reduce the changes necessary when functional changes are committed.

This also creates a new module `source/blender/animrig` for Animation &
Rigging code. This will, for example, house the bone collection system
in the near future.

There is a bunch of code currently spread across blenkernel and editors
in a rather ad-hoc way; it is intended that at some point that code gets
moved into `animrig` as well (or at least the subset of that code where
such a move makes sense; brain still required).

Ref: #108941

No functional changes.
2023-07-27 14:57:01 +02:00
Jacques Lucke
1327befc94 DRW/GPU: move .c files to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/110509
2023-07-27 14:16:58 +02:00
Sybren A. Stüvel
3a89ffc99c Refactor: anim, make ArmatureDrawContext *ctx parameters const
In the Armature drawing code, make `ArmatureDrawContext *ctx` parameters
`const` wherever possible.

No functional changes.
2023-07-27 12:29:36 +02:00
Sybren A. Stüvel
4aef0204ac Refactor: anim, drawing code, split up get_pchan_color into three funcs
In the Armature drawing code, split up `get_pchan_color()` into three
separate functions. It was basically one big `switch` with three
`case`s, and there were three calls of the function, each with its own
hard-coded parameter value, one for each `case`.

This now also makes it clear that two of those functions always write to
their return parameter, and thus copying a default color 'just in case'
is no longer necessary, reducing the parameter counts even more.

No functional changes.
2023-07-27 12:14:00 +02:00
Sybren A. Stüvel
725542cf42 Refactor: anim, avoid passing constflag everywhere
Add a `UnifiedBonePtr::constflag()` function to grab the `constflag` from
the bone, so that it doesn't have to be passed as a separate parameter
to every drawing-related function.

No functional changes.
2023-07-27 12:14:00 +02:00
Sybren A. Stüvel
69150a35ba Refactor: anim, small refactor of armature drawing code
- Introduce `UnifiedBonePtr` to avoid having to pass `(EditBone *eBone,
  pPoseChannel *pchan)` everywhere.
- Introduce `eArmatureDrawMode` and store that on the
  `ArmatureDrawContext`, to avoid having to pass `bArmature *arm` and
  then doing `arm->flag & ARM_POSEMODE` everywhere.
- Use the `eBone_Flag` type instead of `int`.
- Deprecate the `ARM_POSEMODE` armature flag. It is no longer necessary,
  and also it was changing DNA data from the draw functions. The flag
  was basically purely runtime-only, to pass some information to
  lower-level drawing code, yet it was stored in DNA. It has been
  replaced by the `eArmatureDrawMode`  on the context.

Note that some comparisons `eBone != nullptr` (often using the implicit
conversion of pointer to boolean) have been replaced by a comparison to
`ctx->draw_mode`. This is used in cases where the pointer comparison was
actually indicative of the draw mode, and to help get the `else if
(draw_mode == ARM_DRAW_MODE_POSE)` symmetrical.

Disclaimer: this `UnifiedBonePtr` can probably be used in many other
places in Blender as well. We might move it somewhere else in the
future, but to keep things simple I just want to see how it behaves
locally first.

Pull Request: https://projects.blender.org/blender/blender/pulls/110424
2023-07-27 11:32:11 +02:00
Campbell Barton
cc892efcd4 Cleanup: use snake case, especially for structs that define callbacks
Use snake case for ShaderFxTypeInfo, ModifierTypeInfo,
GpencilModifierTypeInfo & bConstraintTypeInfo.
2023-07-27 12:21:06 +10:00
Hans Goudey
580833165c Fix #109583: Avoid non-threadsafe writing to custom normals data
Currently, while calculating face corner normals, Blender retrieves
custom normal data with write access. When the the custom normals in a
single smooth corner fan don't match, they are reset to the average
value.

This behavior is very old, but it comes from when Blender didn't have a
strong idea of const correctness. Indeed, modifying custom normal data
while calculating normals isn't threadsafe, which is important because
normals are calculated for viewport drawing, for example. And in the
future, properly caching face corner normals (see #93551) will require
the ability to calculate normals on a properly const mesh.

The fix is to still use the average of custom normals in a fan, but
not write that back to the custom data array. In my testing the results
are the same. Setting custom normals still fills the same value for all
corners in a fan.

Pull Request: https://projects.blender.org/blender/blender/pulls/110478
2023-07-26 17:04:13 +02:00
Clément Foucault
38542ceeda DRW: Make tests pass
These were just changes that changed the test
output but not the behavior.
2023-07-26 12:42:36 +02:00
Clément Foucault
ad2771878d DRW: Add missing defines for tests
Prior to that, the Draw tests would be missing.
2023-07-26 11:45:36 +02:00
Hans Goudey
aebc743bf1 Cleanup: Make format
Sorry for the noise, I thought I ran this in the previous commit.
2023-07-25 15:23:56 -04:00
Hans Goudey
95edff7495 Cleanup: Rename mesh custom data fields
Implements the rest of #101689, after 5e9ea9243b.

- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`

A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/110432
2023-07-25 21:15:52 +02:00
Brecht Van Lommel
aef3d1c95b Fix grease pencil crash with render engines that don't deliver Z pass
Found during Hydra render engine development, could also happen with
render engine add-ons.
2023-07-25 19:19:51 +02:00
Hans Goudey
0e87e25b37 Cleanup: Simplify iteration over mesh faces, use utility functions
Utility functions make accessing the next and previous corner of a face
more obvious, and range based for loops make iterating over corners
or vertices in a face simpler too.
2023-07-25 11:56:01 -04:00