Like other runtime structs, it doesn't make sense to write this
data to files. And moving it out of DNA to an allocated C++ struct
means we can use other C++ features in it, like the new Mutex
type which I switched to in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138551
This patch removes the Premultiplied option from the Alpha Over node.
The reasoning is as follows:
- The option mixed between alpha being straight and premultiplied, a
state which doesn't happen in practice.
- The option conflicts with the Convert Premultiplied option, if it is
not zero, then Convert Premultiplied does nothing.
- The option is implemented in a lossy way. It premultiplies the alpha
assuming it is straight, then converts the result to straight again,
then mixed between both results. This is as opposed to mixing the
original straight input with the premultiplied input. The successive
alpha conversion causes data loss in transparent regions.
Pull Request: https://projects.blender.org/blender/blender/pulls/138428
This patch removes the Convert Premultiplied option from the Brightness
and Contrast node. The reasoning is that it is the only node that has
the option to operate on straight alpha, while not being particularly
different. Adding alpha conversion nodes around it is also very easy.
Furthermore, alpha conversion is a lossy operation, so the option looses
data in emissive pixels, and since it is enabled by default, users not
familiar with the exact mechanism of the option wouldn't know how to fix
this.
Pull Request: https://projects.blender.org/blender/blender/pulls/138318
Enable optimizations on Debug builds for executables used for the build
process (datatoc and glsl_preprocess) and enable unity builds for
shader preprocessing targets.
Debug: From 28.9s to 5.7s
Release: From 4.9s to 3.5s
Pull Request: https://projects.blender.org/blender/blender/pulls/138274
This patch turns the options of the Bilateral Blur node into inputs.
In the process, the Sigma Space and Iterations were joined into a single
Size input, previously they were just added together then ceiled to get
the blur size. Furthermore, Sigma Color was renamed to threshold and now
represents the average color difference, not the sum, so it was
previously multiplied by 3.
Versioning and RNA compatibility is not perfect due to joining the two
size options.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138249
This patch turns the options of the Directional Blur node into inputs.
In the process, the node now allows scaling down, not just scaling up.
The transformation options were renamed to Translation, Rotation, and
Scale as opposed to Distance, Spin, and Zoom. Finally, scaling is now
defined as a scale instead of a delta. So 1 is identity, 2 means scale
up two times, and so on. While previously, 0 was an identity scale, 1
means scale up by two types.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138198
See #129009 for context.
The preprocessor parses metadata and writes a header file containing
an inline function that inits the `GPUSource` with the metadata.
These header files are then included inside `gpu_shader_dependency.cc`.
This still keep the usage of the `metadata` enums and classes to avoid
pulling the whole blender module inside the preprocessor executable.
This speeds-up startup time in Debug build:
`gpu_shader_dependency_init`
- Before : 37ms
- After : 4ms
I didn't measure release, but it is unlikely to be noticeable (in the
order of 4ms > 1ms).
Pull Request: https://projects.blender.org/blender/blender/pulls/138070
This patch removes the Alpha option in the Map UV node. That's because
it currently only has a marginal effect on the result of the node and is
unnoticeable to the user.
The alpha option was supposed to darken the edges of the object that has
the UVs by attenuating the result according to the Laplacian of UV
coordinates. But the attenuation factor was too small to be noticeable.
This option was probably added when UV passes had no anti-aliased alpha
and was therefore needed to smooth the transition at the edges probably.
We asked for user feedback and got feedback from the studio, and it seem
the option is mostly unused.
Pull Request: https://projects.blender.org/blender/blender/pulls/138116
Blender crashes when rendering a scene that has a file output node with
no inputs. That's because the preview code assumes that nodes would
always have inputs. So we simply guard against this case.
This patch turns the options of the Color Spill node into inputs.
In the process, the Ratio option was renamed to Limit Strength, the
unspill option was renamed to Spill Strength.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137848
This patch turns the options of the Chroma Key node into inputs.
In the process, the minimum and maximum angles were renamed to Minimum
and Maximum for consistency with other matte nodes.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137812
Boolean sockets were not handled in shader nodes, so they were assigned
a NONE GPU type which causes crashes later on. No such sockets exist
yet, so this is a fix for future work.
Do this only when applicable.
This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.
After investigation the `const` keyword in GLSL has the same
semantic than C/C++.
Rel #137333 and #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137497
While testing some distortion options, I noticed that the Movie Distortion node
would crash when used with e.g. (0.0, 0.0, 0.5) as the lens parameters.
This appears to be caused by 00ee917fd. Turns out that even though the input was
512x384, the extended size ended up being around 600000x500000, which obviously
caused some issues.
Therefore, this patch a) clamps the margin to be at most as wide as the input
(so 9x the pixels in the worst case) and b) fixes the indexing calculations to
not overflow the int32 values in case the input is legitimately huge.
Pull Request: https://projects.blender.org/blender/blender/pulls/137440
This makes accessing these properties more convenient. Since we only ever have
const references to `CPPType`, there isn't really a benefit to using methods to
avoid mutation.
Pull Request: https://projects.blender.org/blender/blender/pulls/137482
This unify the C++ and GLSL codebase style.
The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.
Note that this is going to break pretty much all PRs
in flight that targets shader code.
Rel #137261
Pull Request: https://projects.blender.org/blender/blender/pulls/137369
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).
So I think it is safe to do and improves convergence of codestyles.
Pull Request: https://projects.blender.org/blender/blender/pulls/137352
Add a "Pixel Density" sub-panel to render output settings which
can be used to set the density (as pixels per inch for example).
This is then written to images that support pixel density.
Details:
- The scene has two values a PPM factor and a and base unit.
- The base unit defaults to pixels per inch as this is the most
common unit used.
- Unit presets for pixels per inch/centimeter/meter are included.
- The pixel density is stored in the render result & EXR cache.
- For non 1:1 aspect renders, the density increases on the axis
which looks "stretched", so the PPM will print the correct
aspect with non-square pixels.
Ref !127831
The GPU compositor crashes if 1D Voronoi is used. That's because the
vector input is unavailable in that mode, but the GPU material compiler
considers all inputs, even unavailable ones. So we need to link those
sockets to some arbitrary constant value.
This patch supports GPU OIDN denoising in the compositor. A new
compositor performance option was added to allow choosing between CPU,
GPU, and Auto device selection. Auto will use whatever the compositor is
using for execution.
The code is two folds, first, denoising code was adapted to use buffers
as opposed to passing in pointers to filters directly, this is needed to
support GPU devices. Second, device creation is now a bit more involved,
it tries to choose the device is being used by the compositor for
execution.
Matching GPU devices is done by choosing the OIDN device that matches
the UUID or LUID of the active GPU platform. We need both UUID and LUID
because not all platforms support both. UUID is supported on all
platforms except MacOS Metal, while LUID is only supported on Window and
MacOS metal.
If there is no active GPU device or matching is unsuccessful, we let
OIDN choose the best device, which is typically the fastest.
To support this case, UUID and LUID identifiers were added to the
GPUPlatformGlobal and are initialized by the GPU backend if supported.
OpenGL now requires GL_EXT_memory_object and GL_EXT_memory_object_win32
to support this use case, but it should function without it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136660
This patch adds a new interpolation option to the Scale node to control
how pixels are sampled during scaling. For constant sizes, this stores
the interpolation for later realization, while for variable sizes, the
interpolation takes effect immediately.
Pull Request: https://projects.blender.org/blender/blender/pulls/135989
The issue is caused by the fact that when both compositors are used,
`fftwf_plan_dft_r2c_2d` can end up being called in parallel, which is
only thread-safe if `fftwf_make_planner_thread_safe` is called before.
This is done by `fftw::initialize_float`, but only if the FFTW threading
support library is available. Said library was not detected correctly on
Windows because of a typo, which this change addresses. This should also
make the fog glow faster on Windows because it'll now use multithreaded
FFT as intended.
This change also moves the call to `initialize_float` to the main
function because the FFTW functions it calls are not thread-safe and
because FFTW is also used by Audaspace, which cannot call it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136557
Set the flags on the image buffer when loading an EXR file, so they can be
used when saving.
This also removes IB_halffloat and replaces it by the file options flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/135656
This patch makes it such that the compositor fallback to using the
order of the inputs to infer the domain priority if no domain priority
is specified. This is more robust since some nodes do not declare their
domain priorities and indirectly rely on the order of insertions in some
containers and thus might fail in the future.
We opt for this as opposed to requiting all nodes to declare their
priorities for code brevity.
This patch adds initial support for implicit inputs in pixel operations.
This is currently a non-functional change but will be used in the
future to support implicit inputs in texture nodes or so.
This works by exposing extra inputs to pixel operation for each of the
supported implicit input types if needed, and linking those inputs to
instances of the ImplicitInputOperation operation.
Only a single implicit input exist for now and we do not differentiate
between any of the implicit inputs type. In order to do that, we need to
refactor how input declarations for implicit inputs happen, since they
are now tied to the Geometry Nodes specifically.
Blender crashes in older versions when loading files saved from v4.5 and
contain nodes like Mix in the compositor. That's because those nodes do
not exist in older versions, that is, this is a forward compatibility
issue.
The compositor already has protections in place to not crash when
loading files from future versions containing new nodes. However, for
nodes like Mix which existed in other node trees, the node is not new,
it is just new to the compositor, so it goes undetected and the
compositor tries to execute it leading to a crash.
To fix this, we also check the poll method of the node when verifying
compositor node trees. This should be backported to the corrective
release, as well as LTSs. But for v4.5, a change will later follow to
make the compositor execute such undefined/unsupported nodes using a
default operation that initializes the output with default values.
Pull Request: https://projects.blender.org/blender/blender/pulls/136438
The newly added Mix node causes the compositor to assert and misbehave.
That's because its has unavailable sockets, and the compositor code base
was not designed to handle unavailable sockets. To this patch fixes that
by handing unavailable sockets everywhere that matters.
This patch adds support for boolean sockets in the compositor. This
involves adding a new Bool ResultType and handling it in relevant code.
For shader operations, booleans are passes as floats since GPUMaterial
does not yet support boolean types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136296
The compositor asserts when sharing data with different precision, but
this is fine, since it can be thought of as precision promotion. So
remove the assert.
This patch uses the socket type as opposed to the result type in the
switch case that initialize the values of the single input value
results, since that makes more sense as we are retrieving the values
from the sockets. This also matches the implementation in pixel
operations.
This patch adds support for Int2 and Float2 types in shader operations.
They are already supported for multi-function procedures. They are not
used in practice, but implementing them makes adding new types easier
since we don't have to think about types that are supported and those
that aren't. They are both encoded as vec3 due to limited supported for
those types in the GPUMaterial implementation.