Commit Graph

10 Commits

Author SHA1 Message Date
Kévin Dietrich
3bb4597b2d Disable GPU subdivision if the maximum number of SSBO binding is reached
Some old platforms and drivers have limited amount of SSBO binding per
compute shader. This disables GPU subdivision if we cannot possibly
bind all required buffers within this limit.

For now the maximum number of buffers used by the GPU code is hardcoded,
but will be programmatically detected when shader creation is automated.

Ref D14337
2022-03-15 16:07:32 +01:00
Campbell Barton
5777bd719b Cleanup: use doxygen comments, correct spelling
Also move eDupli_ID_Flags doc-string to it's declaration.
2022-03-01 09:36:25 +11:00
Hans Goudey
1598ab9639 Merge branch 'blender-v3.1-release' 2022-02-25 17:23:14 -05:00
Kévin Dietrich
72a286760f Fix compile warning from earlier commit. 2022-02-25 22:01:17 +01:00
Kévin Dietrich
bdf4e1596d Merge remote-tracking branch 'origin/blender-v3.1-release' 2022-02-25 21:36:09 +01:00
Kévin Dietrich
c8b4e0c0b5 Disable GPU subdivision if autosmooth or split normals are used
These features are complicated to support on GPU and hardly compatible
with subdivision in the first place. In the future, with T68891 and
T68893, subdivision and custom smooth shading will be separate workflows.
For now, and to better prepare for this future (although long term
plan), we should discourage workflows mixing subdivision and custom
smooth normals, and as such, this disables GPU subdivision when
autosmoothing or custom split normals are used.

This also adds a message in the modifier's UI to indicate that GPU
subdivision will be disabled if autosmooth or custom split normals are
used on the mesh.

Differential Revision: https://developer.blender.org/D14194
2022-02-25 21:28:13 +01:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Clment Foucault
263f862ba5 Add workaround for broken interface query functions on Intel HD Graphics 4400 and 4600
Fixes T93680

For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier).

Reviewed By: fclem, jbakker

Maniphest Tasks: T93680

Differential Revision: https://developer.blender.org/D13806
2022-01-24 18:48:16 +01:00
Campbell Barton
20df402adc Cleanup: move docs to definition 2022-01-18 14:13:58 +11:00
Kévin Dietrich
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00