Commit Graph

3963 Commits

Author SHA1 Message Date
Campbell Barton
2356afc7af Cleanup: format, ensure trailing newlines 2022-09-26 21:52:40 +10:00
Campbell Barton
333e41eac6 Cleanup: replace C-style casts with functional casts for numeric types
Use function style casts in C++ headers & source.
2022-09-26 17:58:36 +10:00
Jeroen Bakker
0210c4df17 GPU: Disable SSBO support from commandline.
In heavy scenes containing many hairs/curves and volumetrics
using SSBO can overwrite the binding information of the volumetric
resolve shader. This has been detected during project Heist and is
only reproducable on NVIDIA platform.

This patch adds an debug option to disable SSBOs from the command
line to replace the --debug-gpu-force-workarounds that has been
used as a workaround on the render farm. Reason is that
force workarounds will also add other limitations as well (number
of texture binds for example)
2022-09-26 09:41:50 +02:00
Campbell Barton
0419ee871f Cleanup: remove redundant parenthesis (especially with macros) 2022-09-25 22:41:22 +10:00
Campbell Barton
21d77a417e Cleanup: replace C-style casts with functional casts for numeric types
Some changes missed from f68cfd6bb0.
2022-09-25 22:31:31 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
c7b247a118 Cleanup: replace static_casts with functional casts for numeric types 2022-09-25 18:31:10 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
Campbell Barton
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
Clément Foucault
1b5c94630e GPU: Disable static compilation for geometry shaders workaround
These shaders are only supported by the Metal backed.
Regression introduced by 1514e1a5b7
2022-09-23 23:27:42 +02:00
Campbell Barton
fbd78a8d78 Cleanup: use ELEM macro 2022-09-23 15:29:21 +10:00
Campbell Barton
add1b6ab3c Cleanup: spelling in comments 2022-09-23 14:33:43 +10:00
Campbell Barton
3edd87f009 Cleanup: format 2022-09-23 14:33:42 +10:00
Campbell Barton
cda2dc721d Cleanup: compiler warnings 2022-09-23 14:33:40 +10:00
Jason Fielder
18b45aabf9 Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.

Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15898
2022-09-22 17:53:56 +02:00
Jason Fielder
1514e1a5b7 Metal: First set of Geometry Shader alternative implementations using SSBO vertex shader fetch.
These implementations remove dependency on the Geometry pass by instead invoking one vertex shader instance for each expected output vertex, matching what a geometry shader would emit. Each vertex shader instance is then responsible for calculating the same output position based on its vertex_id as the logic would in the geometry shader version.

SSBO Vertex fetch enables full random-access into a vertex buffer by binding it as a read-only SSBO. This enables each instance to read neighbouring vertex data to perform contextual calculations as a geometry shader would, for cases where attribute Multiload is not supported.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15901
2022-09-22 17:43:04 +02:00
Thomas Dinges
697b447c20 Metal: MTLContext implementation and immediate mode rendering support.
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.

This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.

The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.

Authored by Apple: Michael Parkin-White

Ref T96261

(The diff is based on 043f59cb3b)

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15953
2022-09-22 17:32:43 +02:00
Thomas Dinges
bb63b98d1f Metal: MTLVertBuf implementation and support for texture creation from vertex buffers.
Metal: MTLVertBuf implementation and support for texture creation from vertex buffers.

Authored by Apple: Michael Parkin-White

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15452
2022-09-22 17:16:22 +02:00
Clément Foucault
1810b1e4c8 GL: Framebuffer: Add support for empty framebuffer (no attachments)
This allows to reduce the memory footprint of very large framebuffers if
there is no need for any attachment.
2022-09-17 10:17:47 +02:00
Campbell Barton
d9930d5fd0 Cleanup: spelling, punctuation & repeated words in comments 2022-09-17 15:08:40 +10:00
Lukas Stockner
44aaa9893b Eevee: Add support for Nishita sky texture
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13522
2022-09-16 15:10:09 +02:00
Campbell Barton
4bbb043bc5 Cleanup: spelling in comments, comment blocks 2022-09-15 10:03:46 +10:00
Hans Goudey
ee23f0f3fb Sculpt: Separate hide status from face sets, use generic attribute
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.

On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.

This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
 - We don't need to allocate either array quite as much.
 - The hide status can be read from 1/4 the memory as face sets.
 - Updates when entering or exiting sculpt mode can be removed.
 - More opportunities for early-outs when nothing is hidden.
 - Separating concerns makes sculpt code more obvious.
 - It will be easier to convert face sets into a generic int attribute.

 Differential Revision: https://developer.blender.org/D15950
2022-09-14 14:37:18 -05:00
Jeroen Bakker
8068b89a68 EEVEE-Next: Cryptomatte render passes.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport
compositor we also improved cryptomatte so it will be real-time. This also allows viewing
the cryptomatte passes in the viewport directly.

{F13482749}

A surface shader would store any active cryptomatte layer to a texture. Object hash is stored
as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte
layer is active to reduce any unneeded work.

During film accumulation the hashes are separated and stored in a texture array that matches
the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering
the samples are sorted and normalized.

NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct
mask when using the viewport compositor.

Reviewed By: fclem

Maniphest Tasks: T99390

Differential Revision: https://developer.blender.org/D15753
2022-09-13 11:07:38 +02:00
Hans Goudey
b5f7af31d6 When these features aren't used, there is no sense in storing the
corresponding data layers and using their values for computations.
Avoiding that should increase performance in many operations that
would otherwise have to read, write, or propagate these values.
It also means decreased memory usage-- not just for sculpt mode
but for any mesh that was in sculpt mode. Previously the mask, face set,
and hide status layers were *always* allocated by sculpt mode.

Here are a few basic tests when masking and face sets are not used:

| Test | Before | After |
| Subsurf Modifier | 148 ms | 126 ms |
| Sculpt Overlay Extraction | 24 ms every redraw | 0 ms |
| Memory usage | 252 MB | 236 MB |

I wouldn't expect any difference when they are used though.

The code changes are mostly just making sculpt features safe for when
the layers aren't stored, and some changes to the conversion to and
from the hide layers. Use of the ".hide_poly" attribute replaces testing
whether face sets are negative in many places.

Differential Revision: https://developer.blender.org/D15937
2022-09-12 12:48:42 -05:00
Omar Emara
f4e5a86544 Realtime Compositor: Implement bokeh blur node
This patch implements the bokeh blur node for the realtime compositor.
The patch is still missing the Variable Size option because it depends
on the Levels node, which is yet to be implemented. In particular, it
requires the computation of global texture properties like the maximum
color.

Differential Revision: https://developer.blender.org/D15768

Reviewed By: Clement Foucault
2022-09-09 14:32:58 +02:00
Omar Emara
04ae0fe46b Realtime Compositor: Implement blur node
This patch implements the blur node for the realtime compositor. The patch is
still missing the Variable Size option because it depends on the Erode/Dilate
node, which is yet to be implemented. Furthermore, there are a number of
optimizations that can be implemented, the most important of which is the IIR
implementation of the Fast Gaussian filter, as well as the use of hardware
filtering and thread local memory. The latter of which was attempted but was
not robust enough, so it will be submitted as separate patch.

Differential Revision: https://developer.blender.org/D15663

Reviewed By: Clement Foucault
2022-09-09 13:58:54 +02:00
Omar Emara
77a4bb02cc Fix T100697: Curve nodes change colors at identity settings
Shader and compositor curve nodes change their inputs even if they are
at identity settings.

That is because shader and compositor curve nodes evaluate their curve
map texture samplers at the normalized input directly, disregarding the
fact that the samplers are evaluated using linear interpolation. This
causes the output to be slightly different that it should be.

This patch remaps the evaluation parameters such that the texture
sampler is evaluated at the center of the pixels.

Differential Revision: https://developer.blender.org/D15811

Reviewed By: Clement Foucault
2022-09-09 13:03:53 +02:00
Campbell Barton
fb07bbb751 License headers: use SPDX identifiers 2022-09-09 15:44:03 +10:00
Campbell Barton
274dc024f6 Cleanup: format, trailing space 2022-09-09 15:38:27 +10:00
Campbell Barton
bd2b50dfa8 Cleanup: sort cmake file lists 2022-09-07 15:14:50 +10:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00
Germano Cavalcante
c226c48007 Update DRW tests
And remove retest of `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR`.
2022-09-06 08:43:40 -03:00
Clément Foucault
b23fceff7d GPU/DRW: Fix test
Regression introduced in rB755e728a9840
2022-09-06 13:20:54 +02:00
Clément Foucault
397e5c5526 GL: Require a minimum of 8 ssbo slot per shader stage
Otherwise we disable this feature. This is because some driver
does not support any vertex storage buffers but still support
8 ssbo in fragment shader.
2022-09-06 11:12:38 +02:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Jeroen Bakker
077ba5ac38 ShaderBuilder: Fix compilation error due to recent changes.
Added CustomData_get_layer to stub.
2022-09-06 08:18:04 +02:00
Germano Cavalcante
f0a3659900 GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.
2022-09-05 19:01:02 -03:00
Germano Cavalcante
755e728a98 GPU: remove 'GPU_SHADER_3D_IMAGE_MODULATE_ALPHA'
`GPU_SHADER_3D_IMAGE_MODULATE_ALPHA` can be seamlessly replaced by
`GPU_SHADER_3D_IMAGE_COLOR` with no real harm done.
2022-09-05 18:11:35 -03:00
Germano Cavalcante
5763918651 GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3D
3D shaders work in both 2D and 3D viewports.

This shader is a good candidate to be exposed in Python.
2022-09-05 17:34:10 -03:00
Germano Cavalcante
4536de98d1 GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
Germano Cavalcante
0c3953d545 GPU: remove 'GPU_SHADER_2D_IMAGE'
The only real difference between `GPU_SHADER_2D_IMAGE` and
`GPU_SHADER_3D_IMAGE` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_IMAGE' and '3D_IMAGE'
is 'IMAGE', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
Germano Cavalcante
baf2835ff7 GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
Germano Cavalcante
223665b994 GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.

Differential Revision: https://developer.blender.org/D15836
2022-09-05 16:34:05 -03:00
Hans Goudey
05952aa94d Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.

The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.

Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).

The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.

**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.

Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).

Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
Germano Cavalcante
89abc14d6c Fix T81002: Images drawn with the Python gpu module no longer draw on top in the Image Editor
This reverts commit 32d4a67017 thus fixing T81002 again.

And in order not to break T81212 (again) a different fix was implemented.


Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15840
2022-09-05 12:35:42 -03:00
Brecht Van Lommel
44619eaa32 Cleanup: make format 2022-09-05 17:25:05 +02:00
Clément Foucault
472d8f8e92 Merge branch 'blender-v3.3-release' 2022-09-05 10:06:31 +02:00
Clément Foucault
3ae996c293 Fix T100649: Regression: Environment texture is stretched when added to mesh
The new code was not using the correct default attribute. Add access to
`g_data.P` through `node_tex_coord_position()` to replace the old
`GPU_builtin(GPU_VIEW_POSITION)` which was used before.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15862
2022-09-05 09:21:02 +02:00
Clément Foucault
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00