Commit Graph

11569 Commits

Author SHA1 Message Date
Campbell Barton
8d09a12414 Correct missing doxy-sections in 1269bcce81 2022-06-08 16:19:35 +10:00
Campbell Barton
1269bcce81 Cleanup: use doxy sections for wayland listeners 2022-06-08 16:05:36 +10:00
Campbell Barton
a1d2efd190 GHOST/Wayland: draw a software-cursor when wrapping cursor motion
As Wayland doesn't support moving the cursor, draw a cross-hair cursor
at the location used by Blender.

Without this, the cursor was locked at the location where grab started,
making some actions unusable since the cursor location was invisible.

Resolves T77311.
2022-06-08 13:16:14 +10:00
Campbell Barton
b3e0101a35 GHOST/Wayland: non-wrapping grab no longer locks the cursor
Grab which didn't wrap would lock the cursor, making actions such
as resizing areas lock the cursor in-place.

Confine the cursor to the window instead.

This behavior was also used for X11 when grabbing the cursor was first
supported but could lock the system if Blender froze while grabbing so
it was disabled [0].

For Wayland this shouldn't be a problem as compositors implement grab
in a way that prevents the client from locking the system.

[0]: 3e3d2b7a4c
2022-06-08 11:45:44 +10:00
Michael Jones
4412e14708 Cycles: Useful Metal backend debug & profiling functionality
This patch adds some useful debugging & profiling env vars to the Metal backend:

- `CYCLES_METAL_PROFILING`: output a per-kernel timing report at the end of the render
- `CYCLES_METAL_DEBUG`: enable per-dispatch tracing (very verbose)
- `CYCLES_DEBUG_METAL_CAPTURE_KERNEL`: enable programatic .gputrace capture for a specified kernel index

Here's an example of the timing report with `CYCLES_METAL_PROFILING` enabled:

```
---------------------------------------------------------------------------------------------------
Kernel name                                 Total threads   Dispatches     Avg. T/D    Time   Time%
---------------------------------------------------------------------------------------------------
integrator_init_from_camera                   657,407,232          161    4,083,274   0.24s   0.51%
integrator_intersect_closest                1,629,288,440          681    2,392,494  15.18s  32.12%
integrator_intersect_shadow                   751,652,291          470    1,599,260   5.80s  12.28%
integrator_shade_background                   304,612,074          263    1,158,220   1.16s   2.45%
integrator_shade_surface                    1,159,764,041          676    1,715,627  20.57s  43.52%
integrator_shade_shadow                       598,885,847          418    1,432,741   1.27s   2.69%
integrator_queued_paths_array               2,969,650,130          805    3,689,006   0.35s   0.74%
integrator_queued_shadow_paths_array          593,936,619          379    1,567,115   0.14s   0.29%
integrator_terminated_paths_array              22,205,417          155      143,260   0.05s   0.10%
integrator_sorted_paths_array               2,517,140,043          676    3,723,579   1.65s   3.50%
integrator_compact_paths_array                648,912,748          155    4,186,533   0.03s   0.07%
integrator_compact_states                      20,872,687          155      134,662   0.14s   0.29%
integrator_terminated_shadow_paths_array      374,100,675          438      854,111   0.16s   0.33%
integrator_compact_shadow_paths_array         503,768,657          438    1,150,156   0.05s   0.10%
integrator_compact_shadow_states               37,664,941          202      186,460   0.23s   0.50%
integrator_reset                               25,165,824            6    4,194,304   0.06s   0.12%
film_convert_combined_half_rgba                 3,110,400            6      518,400   0.00s   0.01%
prefix_sum                                            676          676            1   0.19s   0.40%
---------------------------------------------------------------------------------------------------
                                                                 6,760               47.27s 100.00%
---------------------------------------------------------------------------------------------------
```

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15044
2022-06-07 11:08:39 +01:00
Campbell Barton
263371dc4e Cleanup: spelling in comments, additional white space 2022-06-07 15:01:03 +10:00
Nicholas Rishel
e230ccaf8c Fix Wintab button tracking logic.
Shifted flag for buttons changed was incorrectly compared with
unshifted packet flag to determine button press state.

Also fix button tracking storage; button flags are 32 bits whereas the
member variable was 8.

Differential Revision: https://developer.blender.org/D14915
2022-06-04 09:39:32 -07:00
Brecht Van Lommel
da45c12bef Merge branch 'blender-v3.2-release' 2022-06-03 19:02:46 +02:00
Patrick Mours
34f94a02f3 Fix use of OpenGL interop breaking in Hydra viewports that do not support it
Rendering directly to a resource using OpenGL interop and Hgi
doesn't work in Houdini, since it never uses the resulting resource
(it does not call `HdRenderBuffer::GetResource`). But since doing
that simultaneously disables mapping (`HdRenderBuffer::Map` is
not implemented then), nothing was displayed. To fix this, keep
track of whether a Hydra viewport does support displaying a Hgi
resource directly, by checking whether
`HdRenderBuffer::GetResource` is ever called and only enable use
of OpenGL interop if that is the case.

Differential Revision: https://developer.blender.org/D15090
2022-06-03 18:56:30 +02:00
Dalai Felinto
e7156be86e Merge remote-tracking branch 'origin/blender-v3.2-release' 2022-06-03 16:13:51 +02:00
Brecht Van Lommel
074010ad6d Fix T98570: Cycles AOVs not working in background shader
Must include the AOV writing feature in background shader evaluation.

Differential Revision: https://developer.blender.org/D15114
2022-06-03 15:34:31 +02:00
Sergey Sharybin
284a3431ae Cycles: Fix rendering of packed UDIM tiles with different sizes
The packed image loader was not aware of the fact that UDIM tiles
can be of a different size.

Exposed Python API required to access this information. It has the
same complexity as the "regular" packed files: in both cases the
ImBuf will be acquired and released to access the information.

While the current workflow of packing UDIMs is not very streamlined,
it is still possible and is something what the studio is using here.

Test file:
{F13130516}

Expected behavior achieved with this patch: a bigger checker board
pattern in viewport render

Actual behavior prior to this patch: either memory corruption, or
wrong/black render result on the plane

Differential Revision: https://developer.blender.org/D15111
2022-06-03 14:23:23 +02:00
Patrick Mours
5c6053ccb1 Fix misaligned address error when rendering 3D curves in the viewport with Cycles and OptiX 7.4
Acceleration structures in the viewport default to building with the fast
build flag, but the intersection program used for curves was queried with
the fast trace flag. The resulting mismatch caused an exception in the
intersection kernel. Since it's difficult to predict whether dynamic or static
acceleration structures are going to be built at the time of kernel loading,
this fixes the mismatch by always using the fast trace flag for curves.
2022-06-03 12:24:13 +02:00
Campbell Barton
e87082d8a7 Cleanup: spelling in comments 2022-06-03 15:08:11 +10:00
Brecht Van Lommel
33f5e8f239 Cycles: load 8 bit image textures as half float for some color spaces
For non-raw, non-sRGB color spaces, always use half float even if that uses
more memory. Otherwise the precision loss from conversion to scene linear or
sRGB (as natively understood by the texture sampling) can be too much.

This also required a change to do alpha association ourselves instead of OIIO,
because in OIIO alpha multiplication happens before conversion to half float
and that gives too much precision loss.

Ref T68926
2022-06-02 18:04:38 +02:00
Jacques Lucke
9e43a57d22 Cycles: fix missing attribute update
Differential Revision: https://developer.blender.org/D15102
2022-06-02 16:42:53 +02:00
Campbell Barton
3ca76ae0e8 Cleanup: remove "<pep8 compliant>" from headers
It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.

Also remove note in best practices page & update `tests/python/pep8.py`.

If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py

Or using `# nopep8` for to ignore for individual lines.

Ref T98554
2022-06-02 20:16:20 +10:00
Campbell Barton
61a7e5be18 Cleanup: '*' prefix C-comment blocks 2022-06-01 15:38:48 +10:00
Brecht Van Lommel
610619c203 Merge branch 'blender-v3.2-release' 2022-05-31 17:35:16 +02:00
Brecht Van Lommel
f2cd7e08fe Fix Cycles MNEE not working for Metal
Move MNEE to own kernel, separate from shader ray-tracing. This does introduce
the limitation that a shader can't use both MNEE and AO/bevel, but that seems
like the better trade-off for now.

We can experiment with bigger kernel organization changes later.

Differential Revision: https://developer.blender.org/D15070
2022-05-31 17:24:43 +02:00
YimingWu
3d66ee8c97 Intern/atomic: Fix const qualifier for atomic_load_ptr. 2022-05-31 21:05:15 +08:00
YimingWu
e37027634b Intern/atomic: Adding atomic_load/store_ptr support.
We need to provide _ptr ones with _z ones on the API level.

Reviewed By: Sergey Sharybin (sergey)

Ref D15076
2022-05-31 20:09:39 +08:00
Kévin Dietrich
9301cc74ee Merge remote-tracking branch 'origin/blender-v3.2-release' 2022-05-31 12:15:37 +02:00
Kévin Dietrich
344a8fb3d4 Fix T97086: corrupted UVs with GPU subdivision
When multiple objects are in edit mode, UVs for the objects, except for
the first one (in rendering order) appear corrupted. The corruption is
because the UVs are not evaluated as the compute shader is not bound,
thus we read unitialized memory.

We keep track of the currently bound shader in the GPU context in order
to avoid unnecessary shader switches in case the same shader is used in
consecutive calls. However, the shader used by the OpenSubdiv evaluator
is not part of Blender and therefore not tracked via the GPU context.

When extracting UVs for multiple objects, we only ever run a single
shader (FVar evaluation). However, between the compute calls, we also
call the OpenSubdiv stencil evaluation shader, which uses `glUseProgram`
modifying the current program, outside of our control, which then also
unbinds the Blender compute shader making the compute dispatch fail ("No
active compute shader").

The fact that extracting the UVs for the first rendered object works is
because another (Blender) shader was bound in the GPU context prior to
our binding of our evaluation shader.

To fix this, we remember, in the OpenSubdiv evaluator, the current
program so that it can be reset after the stencil program is done.

Differential Revision: https://developer.blender.org/D15064
2022-05-31 12:15:02 +02:00
Dalai Felinto
c1277c5d25 Merge remote-tracking branch 'origin/blender-v3.2-release' 2022-05-30 16:44:22 +02:00
Dalai Felinto
a9a4bcc3d1 Fix building: stub for OpenSubdiv
Building problem introduced on 24e74f8bef. It affects `make lite`
and other builds that skip OpenSubdiv.
2022-05-30 16:10:22 +02:00
Campbell Barton
ec8365b9ed Fix building without opensubdiv 2022-05-30 22:29:16 +10:00
Brecht Van Lommel
7f877ee042 Merge branch 'blender-v3.2-release' 2022-05-30 14:09:13 +02:00
Brecht Van Lommel
fbeec91abf Cleanup: fix various typos
Contributed by luzpaz

Differential Revision: https://developer.blender.org/D15057
2022-05-30 14:09:07 +02:00
Brecht Van Lommel
24e74f8bef Fix T98449: Cycles crash changing frame after recent changes
Subdivision did not properly update when evaluating first without and then with
orco coordinates. Now update the subdivision evaluator settings every time, and
reallocate the vertex data buffer when needed.

there is an additional issue in this file where orco coordinates are not
available immediately on the first frame when they should be, and only appear
on the second frame. However that is an old limitation related to the depsgraph
not getting re-evaluated on viewport display mode changes, here we just fix the
crash.
2022-05-30 14:06:03 +02:00
Hans Goudey
86cfc30aac Cleanup: Fix warning from typo in include directive 2022-05-29 11:02:30 +02:00
Campbell Barton
93e4b15767 Cleanup: clang-tidy for GHOST X11/SDL/Wayland/NULL backends
Also early exit in some functions.
2022-05-29 13:25:58 +10:00
Campbell Barton
16166f69be Fix pasting text from Blender in GHOST/Wayland
The nil terminator character shouldn't be included, causing an extra
character to be added in some cases.
2022-05-28 16:06:54 +10:00
Campbell Barton
5dfff02437 Fix switching between different grab types with GHOST/Wayland
Since [0], using the view navigation gizmo crashed with Wayland.
This only worked previously because GHOST_kGrabWrap was ignored.

Now the previous grab state is disabled before switching to a new
grab state.

[0]: da9e14b0b9
2022-05-28 15:56:09 +10:00
Jesse Yurkovich
3f1f4df3fd Fix unreported misuse of Win32 clipboard API
An ASAN build highlighted a longstanding bug during ctrl+c operations
inside various text widgets. The existing code had mismatched memory
lock/unlock calls and was using the wrong allocator.

Fix the code surrounding `SetClipboardData` to be correct per MSDN:
https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setclipboarddata

Differential Revision: https://developer.blender.org/D15039
2022-05-27 20:52:52 -07:00
Brecht Van Lommel
712b0496c1 Merge branch 'blender-v3.2-release' 2022-05-27 20:22:12 +02:00
Brecht Van Lommel
967f96ee2e Fix T98270: Cycles shows black with color values > 65K in GPU render
After recent changes to Nishita sky to clamp negative colors, the pixels ended
up a bit brighter which lead to them exceeding the half float max value. The
CUDA float to half function seems to need clamping.
2022-05-27 20:14:15 +02:00
Brecht Van Lommel
bd2f9a16fb Merge branch 'blender-v3.2-release' 2022-05-27 17:06:58 +02:00
Brecht Van Lommel
3a4f2131c2 Fix Cycles not rendering byte precision vertex domain colors
Code was not yet updated to use generic attributes for vertex colors. This also
makes generic attributes work for adaptive subdivision.
2022-05-27 16:55:49 +02:00
Sybren A. Stüvel
abf8750dbc Cleanup: Cycles, fix "parameter unused" warning
Fix "parameter unused" warning that shows up when building without NanoVDB.

No functional changes.
2022-05-27 13:01:01 +02:00
Campbell Barton
da9e14b0b9 Fix GHOST_kGrabHide in Wayland
Dragging number buttons wasn't grabbing the cursor and would stop
when the pointer reached the screen edge & wasn't setting the cursor
visible on completion.
2022-05-27 16:48:20 +10:00
Campbell Barton
46456a59c4 GHOST/Wayland: support mouse buttons 4-7 2022-05-27 15:55:56 +10:00
Campbell Barton
7aad4d459e Cleanup: unused argument warnings 2022-05-27 14:51:48 +10:00
Campbell Barton
6d4f16a776 Fix non-square cursor creation in GHOST/SDL
Currently all cursors are square, so this didn't show up as a bug.
2022-05-27 14:39:21 +10:00
YimingWu
fdc2b7bfa4 Intern: Adding atomic_load/store support for different types.
Mostly using built-in `__atomic` functions, with a special code path
using `MemoryBarrier()`on windows.

Authored By: Sergey Sharybin (sergey)

Reviewed By: Sergey Sharybin (sergey), Ray molenkamp (LazyDodo)

Ref D15020
2022-05-26 23:06:36 +08:00
Campbell Barton
ceff1c2f65 Cleanup: spelling, unbalanced doxy sections 2022-05-25 12:46:55 +10:00
Jacques Lucke
25d216724b Cleanup: make format 2022-05-24 15:53:16 +02:00
Brecht Van Lommel
770510915c Merge branch 'blender-v3.2-release' 2022-05-23 22:26:27 +02:00
Brecht Van Lommel
a22ad7fbd3 Fix T98036: Cycles blackbody inaccurate for low temperature and wide gamut
Regenerate blackbody RGB curve fit to not clamp values, and extend down to
800K since it does now change below 965K.

Note that as before, blackbody is only defined in the range 800K to 12000K
and has a fixed value outside of that. But within that range there should
be no more unnecessary gamut clamping.
2022-05-23 22:07:59 +02:00
Patrick Mours
a8c81ffa83 Cycles: Add half precision float support for volumes with NanoVDB
This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.

Differential Revision: https://developer.blender.org/D10023
2022-05-23 19:08:01 +02:00