Commit Graph

5919 Commits

Author SHA1 Message Date
Omar Emara
79953d5482 Realtime Compositor: Fix clang tidy warnings
Fix a number of warnings reported by Clang Tidy in the realtime
compositor's code.

Differential Revision: https://developer.blender.org/D15654

Reviewed By: Clement Foucault
2022-08-10 13:04:36 +02:00
Omar Emara
624b0ac656 Realtime Compositor: Add evaluator and engine
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.

This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.

See T99210.

Differential Revision: https://developer.blender.org/D15206

Reviewed By: Clement Foucault
2022-08-10 09:14:22 +02:00
Campbell Barton
77f41da5f1 Cleanup: spelling 2022-08-10 16:23:11 +10:00
Campbell Barton
72f388c85e Cleanup: format 2022-08-10 16:15:45 +10:00
Clément Foucault
a9a7460570 DRW: DebugDraw: Fix unguarded drw_debug_draw()
This might create nullptr dereference in some cases.
2022-08-09 23:05:07 +02:00
Hans Goudey
c15a63d21e Cleanup: MIscellaneous improvements to pointcloud draw cache
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
2022-08-09 12:37:09 -05:00
Hans Goudey
1e8e70a90c Cleanup: Remove file mistakenly kept in C++ conversion 2022-08-09 11:15:59 -05:00
Hans Goudey
4ab6baefb1 Cleanup: Move draw_cache_impl_pointcloud.c to C++ 2022-08-09 11:10:44 -05:00
Clément Foucault
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.

The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.

However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
2022-08-09 15:45:46 +02:00
Campbell Barton
c7a7aee004 Cleanup: use own username in code-comment tags 2022-08-09 14:18:18 +10:00
Campbell Barton
26b9c54b01 License headers: add missing license headers 2022-08-09 13:25:11 +10:00
Clément Foucault
91250022d0 EEVEE-Next: Depth Of Field: Avoid Framebuffer setup cost for each redraw
Using 2 framebuffer, if the temp textures are the same across redraws,
we can avoid the setup cost.
2022-08-05 14:45:49 +02:00
Clément Foucault
f6ce2c1f78 EEVEE-Next: Depth Of Field: Add comment about failed optimization attempt 2022-08-05 14:45:39 +02:00
Clément Foucault
c944dca127 EEVEE-Next: Depth Of Field: Fix black tiles when max blur radius is low
There was a missing clamp in `dof_slight_focus_coc_tile_get()`
and a couple of wrongly handled corner cases.
2022-08-05 14:45:39 +02:00
Clément Foucault
2a4cc0c81c EEVEE-Next: Depth Of Field: Use random sampling in slight focus gather
This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.

This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.

The number of samples is adaptative and is scaled by the search area (max
CoC).

The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
2022-08-05 14:45:39 +02:00
Clément Foucault
3690dad40a EEVEE-Next: Depth Of Field: Fix reduce pass
The indexing during mipmap downsampling was wrong, leading to incorrect
bilateral downsampling.
2022-08-05 14:45:39 +02:00
Clément Foucault
72cdb0ed2d EEVEE-Next: Depth Of Field: Improve image stability
This adds anti-flicker pass to the slight focus region by using the
temporaly stable output from stabilize pass.

This also fixes the bilateral weight factor which was reversed.
2022-08-05 14:45:09 +02:00
Clément Foucault
897aa777c5 EEVEE-Next: Depth Of Field: Fix glitch on foreground scattered bokeh
This was caused by a missing synchronization.
The background gather pass was writting to the same occlusion texture
before the end of the scatter draw.
2022-08-05 14:45:09 +02:00
Clément Foucault
49d85dc8b5 EEVEE-Next: Depth Of Field: Improve Temporal stability
This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.

Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.

There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.

Also this implementation uses a LDS cache to speedup the TAA computations.
2022-08-05 14:45:09 +02:00
Clément Foucault
8659e62d1e EEVEE-Next: Depth Of Field: Make slight focus max coc more accurate
This moves the slight focus max in tile from the setup pass to the
resolve pass. This reduces complexity as there is no need for an extra
component in the tile textures.

This also avoids skipping any pixels and makes sure the local max matches
the dispatched local group size. This should make the resolve pass a little
bit faster.
2022-08-05 14:45:09 +02:00
Clément Foucault
c5526dc6f4 DRW: GPU Wrapper: add possibility to swap Texture and TextureFromPool
Ownership is transfered from the pool to the `Texture` and vice versa.
This allows to have history buffers with only 1 persistent texture.
2022-08-05 14:45:09 +02:00
Clément Foucault
1ae767be9f Cleanup: DRW: Remove void function argument 2022-08-05 14:45:09 +02:00
Hans Goudey
4c340f9bd4 Cleanup: Remove outdated comment 2022-08-04 23:41:57 -05:00
Hans Goudey
fd0c27944f Cleanup: Reduce indentation 2022-08-04 23:35:37 -05:00
Hans Goudey
359aca8d4c Cleanup: Spelling, remove double negative 2022-08-04 23:02:02 -05:00
Campbell Barton
6089a96be2 Cleanup: spelling, code-blocks 2022-08-04 07:54:29 +10:00
Brecht Van Lommel
cc12f3e0ba Cleanup: fix various typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15588
2022-08-03 19:28:05 +02:00
Clément Foucault
f4fe3fb09b EEVEE-Next: Depth Of Field: Port implementation to compute shader
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.

Only the scatter passes is kept as a raster pass for obvious performance
reasons.

Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.

A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.

The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
2022-08-02 21:53:17 +02:00
Clément Foucault
2ea4754109 EEVEE-Next: Cleanup: Remove static references for swapchains
Those are no longer necessary.
2022-08-02 21:53:17 +02:00
Clément Foucault
335dbccc33 EEVEE-Next: Fix GL errors when rendering with transparent materials
For now, we need to always bind the render pass images even if not used.
2022-08-02 21:53:17 +02:00
Clément Foucault
75dda90030 EEVEE: Depth of field: Fix incorrect variance occlusion
The change is likely not noticeable.
2022-08-02 21:53:17 +02:00
Clément Foucault
35762cea91 DRW: common_math_lib.glsl: Fix weighted_sum macro
This avoids issue when the macro is followed by another operator.
Example:
`float result = weighted_sum(a,b,c,d,w) * 5.0;`
2022-08-02 21:53:17 +02:00
Clément Foucault
8a0f804e2b DRW: Add image unbind in debug mode
This allows finding missing binds more easily as the missing binds slots
won't be populated with previous texture binds.
2022-08-02 21:53:17 +02:00
Clément Foucault
24a0015dbd DRW: Add DRW_shgroup_call_procedural_indirect()
Replaces `DRW_shgroup_call_procedural_triangles_indirect`.
This makes the indirect drawing more flexible.
Not all primitive types are supported but it is just a matter of adding
them.
2022-08-02 21:53:17 +02:00
Clément Foucault
9a52f1f720 DRW: Add DRW_shgroup_call_procedural_triangles_indirect
Just like the name suggest, this adds a way to draw a series of proceduraly
positioned triangles using and indirect buffer.
2022-08-02 21:53:17 +02:00
Clément Foucault
710609a2e0 DRW: GPU Wrapper: Fix invalid cached texture view when ensure() reallocs 2022-08-02 21:53:17 +02:00
Clément Foucault
22143b351f DRW: GPU wrapper: Make SwapChain renference work
This make using texture reference easier. But now, it makes it mandatory
for the wrapped type to implement the `swap()` static method.
2022-08-02 21:53:17 +02:00
Clément Foucault
04160ffd12 DRW: GPU wrappers: Expose more ease of use functions and cleanup style 2022-08-02 21:53:17 +02:00
Jeroen Bakker
4e2af28bc7 Merge branch 'blender-v3.3-release' 2022-08-02 13:42:14 +02:00
Jeroen Bakker
78ad9ebed3 Fix T99715: Only force optimal display during on cage editing.
This loosens the current implementation a bit to only force optimal
display when editing on cage. It used to be any editing mode.

Brings GPU based subdivision closer to the CPU version.
2022-08-02 13:38:34 +02:00
Jeroen Bakker
e0603f77af Merge branch 'blender-v3.3-release' 2022-08-01 15:02:31 +02:00
Jeroen Bakker
e9586b14b7 Eevee: Add support of rendering curves with cryptomatte.
There were 2 errors.
1. hair code was used to draw curves
2. vertex shader wasn't aware of curves and failed to compile.
2022-08-01 15:00:47 +02:00
Jeroen Bakker
33e5a66f67 Merge branch 'blender-v3.3-release' 2022-08-01 14:48:44 +02:00
Jeroen Bakker
55c5eb3312 Eevee: Fix compilation error in eevee-next.
Although eevee-next is disabled in Blender 3.3 there is an error that is
visible when compiling shaders using the shader builder.

This is because of an error in a preprocessing directive (defined should
be define).
2022-08-01 14:47:18 +02:00
Julian Eisel
42ccbb7cd1 Cleanup: Move RNA path functions into own C++ file
Adds `rna_path.cc` and `RNA_path.h`.

`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.

Differential Revision: https://developer.blender.org/D15540

Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne
2022-07-29 16:56:48 +02:00
Brecht Van Lommel
19528cfecd Merge branch 'blender-v3.3-release' 2022-07-28 21:31:14 +02:00
Brecht Van Lommel
fb42c5838c Revert "Fix T98773: GPU Subdivision breaks auto selection in UV edit mode"
This reverts commit e2c02655c78b2c669468ae568ddf4b17953cc98d. It was already
reverted in the 3.2 branch, as it caused more serious issues than it solved.

Fixes T99805, T99323, T99296.
2022-07-28 21:20:51 +02:00
Clément Foucault
2b9d4af261 EEVEE-Next: UI: Make Vector pass greyed out when motion blur is enabled
Also clears the render result to 0 to avoid invalid motion vectors.
2022-07-28 17:01:05 +02:00
Clément Foucault
53fc9add51 EEVEE-Next: Cleanup: Isolate render result readback and prototype progress
Still not working but the idea is to read the result and display the
first image sample so that user has a better feedback of the
rendering.
2022-07-28 17:01:05 +02:00
Clément Foucault
1e0aa2612c EEVEE-Next: Motion Blur new implementation
The new implementation leverage compute shaders to reduce the
number of passes and complexity.

The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.

The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.

Some differences with the old implementation can be observed in areas with
complex motion.
2022-07-28 17:01:05 +02:00