Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
Allows users to override the auto detection for GPU
selection. Normally the GPU selection is done by looping
over the order Vulkan provides and finding the highest
performing device based on its type (discrete, integrated,
software).
However users might have multiple discrete cards and want
to switch between them. Or developers want to validate other
GPUs without rebooting.
This PR adds the ability to override the auto detection
for the vulkan backend.

**Future improvements**:
- This PR does not include a command line option. This can be added
later for render farms.
Pull Request: https://projects.blender.org/blender/blender/pulls/127860
Parallel shader compilation introduced `GPU_shader_cache_dir_clear_old`.
The implementation was specific to OpenGL and could not be overwritten
by other backends. This PR improves the implementation so the backend
can have its own implementation.
This is needed for upcoming changes to the Vulkan backend where we
want to use similar mechanisms to speed up shader compilation and caching.
Pull Request: https://projects.blender.org/blender/blender/pulls/127680
Make sure all printing happens inside render boundaries
since it needs to read a storage buffer which needs to
record some commands inside command buffers.
This PR allows users to select a GPU backend.
In the system tab of the user preferences the GPU backend can be selected in the `Display Graphics` panel.
It will require a restart of Blender before the changes become effective.
During startup minimum requirements are checked. Blender will switch automatically
to OpenGL when no compatible Vulkan device could be detected. A dialog will be shown
to inform the user.
The setting of the in the `Display Graphics` panel are still overridden when blender is started
using the `--gpu-backend` option. When starting blender with `--debug-gpu` the backend
detection will print to the console.
See PR for detailed information and screenshots of the UI.
Implements #126504
Pull Request: https://projects.blender.org/blender/blender/pulls/126545
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
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/126416
The encoded material names used by cryptomatte were incorrect. Reason
was that it used the name including the object type.
NOTE: reference images needs to be updated
Pull Request: https://projects.blender.org/blender/blender/pulls/126267
Blender crashes when adding any Color compositor node when both the
viewport and the interactive compositors are active at the same time.
This is caused by a threading issue where both threads try to compile
the same GPU material at the same time.
To fix this, we protects GPU material pass compilation using a mutex.
Pull Request: https://projects.blender.org/blender/blender/pulls/126084
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
Request one separate compilation batch for each GPUPass so users can
get a better sense of the compilation progress, and to better distribute
texture loading over time.
Pull Request: https://projects.blender.org/blender/blender/pulls/125012
The code has nullptr checks to make sure it doesn't try to use freed or unitiallized variables.
However the when freeing the data, the code doesn't assign the pointer to be null.
Now set them to be null
Pull Request: https://projects.blender.org/blender/blender/pulls/125090
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
Fixes Overlay-Next selection when multiple objects are hit.
To reproduce:
- enable "Ovlay Next" in Preferences>Experimental
- create any Empty object and duplicate it without moving
- try to select by clicking them
Crash occurs because `mixed_bones_object_selectbuffer` in `view3d_select.cc` expects that `view3d_opengl_select_ex` will append results to `buffer`. Depending on situation after several `view3d_opengl_select_ex`calls with decreasing radius it tries to `slice` results from buffer:
```c
has_bones9 = selectbuffer_has_bones(storage.as_span().slice(ofs, hits9));
```
Pull Request: https://projects.blender.org/blender/blender/pulls/124154
With the new closure approach, the code can be simplified and cleaned up quite
a bit.
This also removes four parameters, which is helpful for future additions (!123616)
since the parameter limit appears to be reached.
Pull Request: https://projects.blender.org/blender/blender/pulls/123643
Reference identifiers instead of "above" in code comments as these
tends to become outdated. Even when declarations are removed it's at
least clear that the reference no longer exists instead of referring to
whatever is currently above the declaration.
It's also straightforward to search history for a removed identifier.
Corrected 4 cases of references to things that were no longer above
the doc-strings. Noticed other references which look to be incorrect
but need further investigation.
Update the batch specializations compilation to allow using it in an
async way.
The implementation has 2 main limitations:
- Only one batch at a time can be processed, extra batches will be
added to a queue.
- Binding a specialization variant that is still being compiled will fail.
Pull Request: https://projects.blender.org/blender/blender/pulls/123015
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/123338
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315