Commit Graph

4576 Commits

Author SHA1 Message Date
Jeroen Bakker
42e3eb8854 Fix T79038: Blender freezes on vertex paint on linked mesh data
This change promotes the work-a-round to the current solution.
There are options to solve this better, but needs more design.
2020-09-09 16:34:53 +02:00
Hans Goudey
842f52d418 Cleanup: Rename public "bUnit" functions
This commit renames the functions in "BKE_unit.h` to be consistent
with the naming in the rest of blenkernel.

bUnit_AsString -> BKE_unit_value_as_string_adaptive
bUnit_AsString2 -> BKE_unit_value_as_string
bUnit_ReplaceString -> BKE_unit_replace_string
bUnit_ApplyPreferredUnit -> BKE_unit_apply_preferred_unit
bUnit_ToUnitAltName -> BKE_unit_name_to_alt
bUnit_ClosestScalar -> BKE_unit_closest_scalar
bUnit_BaseScalar -> BKE_unit_base_scalar
bUnit_IsValid -> BKE_unit_is_valid
bUnit_GetSystem -> BKE_unit_system_get
bUnit_GetBaseUnit -> BKE_unit_base_get
bUnit_GetBaseUnitOfType -> BKE_unit_base_of_type_get
bUnit_GetName -> BKE_unit_name_get
bUnit_GetNameDisplay -> BKE_unit_display_name_get
bUnit_GetIdentifier -> BKE_unit_identifier_get
bUnit_GetScaler -> BKE_unit_scalar_get
bUnit_IsSuppressed -> BKE_unit_is_suppressed

Differential Revision: https://developer.blender.org/D8828
2020-09-09 08:41:15 -05:00
Jeroen Bakker
ab6f59ff3b GPU: Extract GPU Base Test case
The draw manager test case initialized ghost, gpu and draw manager. This
change splits the base test case to GPU specific and draw manager
specific test case.

The GPU test base test case will be used for low level GPU tests.
2020-09-08 13:23:10 +02:00
Jeroen Bakker
0d68f55789 DrawManager: Fixed memory leak in test cases
Memory leak is introduced as test cases reinitializes the GPU stack.
Added a call to GPU_backend_exit to fix this.

In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't
reset for reuse. This patch also clears the pointer to be reused.
2020-09-08 13:23:04 +02:00
Jeroen Bakker
489aeabb9e DrawManager: Move tests in namespace
Using blender::draw::tests as namespaces.
2020-09-08 13:23:04 +02:00
Clément Foucault
a30ad3634d Cleanup: DRW: Replace 0 by NULL in GPU_context_create calls
This was left from a previous refactor.
2020-09-08 04:15:50 +02:00
Clément Foucault
ccc512cc61 GPUImmediate: Make activation / deactivation implicit
This avoids unecessary complexity.

Also makes the GPUImmediate threadsafe by using a threadlocal imm variable.
2020-09-08 04:15:50 +02:00
Clément Foucault
ca8ffc523e fix flush 2020-09-08 04:15:50 +02:00
Clément Foucault
b7a28b315a GPUFramebuffer: Make GPU_framebuffer_read_depth more flexible
This is to make use of it in selection code.
2020-09-08 00:02:04 +02:00
Clément Foucault
6b436b80a4 GPU: Rename gpu_extensions to gpu_capabilities
This makes more sense as this module has more to it than just
GL extensions.
2020-09-07 19:37:05 +02:00
Clément Foucault
a784e90be0 EEVEE: Try to allocate the lightcache and use fallback if failure
This is to remove an explicit opengl dependence to GPU_extension.
2020-09-07 19:37:04 +02:00
Clément Foucault
171b36683a GPUExtensions: GL backend isolation
This is part of the Vulkan task T68990.

This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
  commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
  inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
2020-09-07 19:37:04 +02:00
Pablo Dobarro
0c4b732ef2 Fix T78225: Vertex Colors not showing in edit mode
This should be using the mesh_cd_ldata_get_from_mesh function in
order to get ldata from BMesh in edit mode.

Reviewed By: sergey

Maniphest Tasks: T78225

Differential Revision: https://developer.blender.org/D8818
2020-09-07 17:21:49 +02:00
Campbell Barton
0e5aa49e1d Cleanup: include missing header files in CMake 2020-09-07 23:10:17 +10:00
Jeroen Bakker
7170f7a041 EEVEE: Shaders tests
This will add the remaining static shaders to the eevee shader test suite.

- Downsampling
- GGX LUT generation
- Mist
- Motion Blur
- Ambient Occlusion
- Render Passes
- Screen Raytracing
- Shadows
- Subsurface
- Volumes

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8779
2020-09-07 08:21:41 +02:00
Campbell Barton
267b8e1a5c Cleanup: spelling
Also correct wrapped lines of example code in threads.cc.
2020-09-07 16:19:42 +10:00
Clément Foucault
d268a43b25 Cleanup: GPUVertBuf: Replace GPU_vertbuf_create by GPU_vertbuf_calloc
This is a simple cleanup to make naming consistent with the rest of the
module.
2020-09-06 22:13:06 +02:00
Clément Foucault
7ffff04e49 GPUVertBuf: Make GPUVertBuf private to the GPU module
This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
2020-09-06 22:13:06 +02:00
Clément Foucault
4ea93029c6 GPUIndexBuf: GL backend Isolation
This is part of the Vulkan backend task T68990.

There is no real change, only making some code re-organisation.
This also make the IndexBuf completely abstract from outside the
GPU module.
2020-09-06 22:13:06 +02:00
Campbell Barton
3a8d9198b3 Cleanup: spelling 2020-09-06 02:19:58 +10:00
Clément Foucault
ab95cdaba9 GPUTexture: Change texture creation API
This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.

This is a cleanup commit, there is no functional change.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
Clément Foucault
bac4606937 Cleanup: GPUTexture: Remove use of GPU_texture_create_nD
Use creation + update function instead.
2020-09-05 17:49:14 +02:00
Clément Foucault
cc0410193d GPUTexture: Implement back 3D texture resize
But this time implement it outside the texture module.
This makes more sense as only the volume textures need this feature.
2020-09-05 17:49:14 +02:00
Clément Foucault
22a84a673a Cleanup: EEVEE: Use correct array size and use equals_v2v2_int 2020-09-05 17:49:14 +02:00
Clément Foucault
f72c1c4547 GPUTexture: Remove bind to edit calls
This is going to be unecessary after the GPU opengl texture backend refactor.

For now add a save/restore mechanism to leave the state untouched.

Also remove some calls where the caller would bind to particular binding
point and set the shader uniform.
2020-09-05 17:49:14 +02:00
Sebastian Parborg
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
Brecht Van Lommel
e7d3d0219b Fix T79718: Eevee OpenVDB render error when frames miss part of the grids
Improved fix that handles the distinct cases of missing grids and zero
size grids.
2020-09-03 16:12:30 +02:00
Brecht Van Lommel
f0c376a52a Fix T80332: principle volume shader not working for world in Eevee
The handling of missing volume grids for the principled volume shader was
incomplete, different inputs need different default values.
2020-09-03 15:49:41 +02:00
Philipp Oeser
f00cb93dbe Fix T63125: Gpencil: bones cannot be selected in weightpaint mode
Some underlying functionality was not ready for greasepencil:
- BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist)
- BKE_modifiers_is_deformed_by_armature
- checks in drawing code
- checks in (pose) selection code

A couple of changes to make this work:
- `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`)
- `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) --  (now use new `OB_MODE_ALL_WEIGHT_PAINT`)
- `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint`

This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode)

Reviewed By: campbellbarton

Maniphest Tasks: T63125

Differential Revision: https://developer.blender.org/D8483
2020-09-03 15:01:50 +02:00
Jeroen Bakker
feb4b645d7 EEVEE: Shader tests for Depth of Field
This patch moves the EEVEE depth of field shaders to eevee_shaders.c and
adds them to the eevee shaders test suite.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8771
2020-09-02 13:03:06 +02:00
Clément Foucault
53a806f6df GPU: Move UBO binding validation to GL backend
This also make the validation quicker by tracking the currently
bound slots.
2020-09-01 12:03:52 +02:00
Clément Foucault
ccf476f8af EEVEE: Volumetric: Fix missing UBO
This is undefined behavior on certain system.
2020-09-01 12:03:52 +02:00
Jeroen Bakker
1449ae042e Cleanup: EEVEE bloom shaders
- moved to eevee_shaders
- added to test suite

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8763
2020-09-01 10:57:20 +02:00
Clément Foucault
058d29ed9a GHOST: Enable debug context on offscreen context too
This was a long standing TODO. This was also preventing debug callbacks
form other context than the main window.
2020-09-01 00:30:36 +02:00
Clément Foucault
a1df2fc443 Cleanup: GPU: Remove unused attr_binding and primitive code 2020-08-31 15:15:04 +02:00
Clément Foucault
8527d84d35 GPUState: Move Scissor and Viewport state to framebuffer
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.

The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
2020-08-30 13:11:03 +02:00
Clément Foucault
807817c0c4 GPUFrameBuffer: Use debug name support
This is to make it easier to navigate captures in renderdoc.
2020-08-30 13:11:02 +02:00
Clément Foucault
f3a65a1b4a GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990.

This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.

There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.

Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.

This also adds support for naming framebuffers but it is currently not
used.
2020-08-30 13:11:02 +02:00
Jeroen Bakker
0852ecd844 DrawEngine: Shader Test Suite
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some
of eevee. Compilation is still platform dependent, but when run on a test-farm
with different hardware we will be able to detect GLSL compilation
errors early on.

The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS`
are On.

For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders
located inside the submodule. They aren't accessible to the outside and aren't added
to the test case. We should see how we want to add them. For the test cases it is better
to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in
the submodule. Keeping them in the submodule could lead to situations that is harder to test.
as the shader could already have been initialized.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8667
2020-08-28 14:47:27 +02:00
Jeroen Bakker
2654e9c9c1 Fix T80141: Fix Compiling Workbench Volume Shaders (Mesa 20.0.8)
Default mesa driver for ubuntu 20.04 fails when a name is defined twice.
M_PI is defined in both `common_workbench_lib` and `common_math_lib`. This patch
remove the define out of common_workbench_lib

For reference it fails on https://github.com/mesa3d/mesa/blob/mesa-20.0.8/src/compiler/glsl/glcpp/glcpp-parse.y#L1186
during the check if the macros are the same.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8741
2020-08-28 14:41:41 +02:00
Jeroen Bakker
922aac999d Fix T79920: Fix Compiling EEVEE Volume Shaders
There were some missing UBO bindings, what asserted in debug mode.
This patch fixes this by binding the missing UBO's

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8742
2020-08-28 14:40:06 +02:00
Jeroen Bakker
3198fec1fe Fix T80160: Workbench shadows are broken
In recent refactoring {a9f2ebb21508} an issue was introduced that the
opengl rasterizer would be disabled when only writing to a stencil
buffer.

This fix adds stencil writing to the write mask and set it. This makes
the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be
enabled in `GLStateManager::set_write_mask`.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8743
2020-08-28 14:38:33 +02:00
Antonio Vazquez
826bd46e66 GPencil: Hide Boundary strokes in Render
This change hides the boundary strokes used for closing filled areas in render mode (viewport and final render).

Related to T80128
2020-08-26 15:05:54 +02:00
Campbell Barton
c336947dbb Merge branch 'blender-v2.90-release' into master 2020-08-25 23:56:34 +10:00
Campbell Barton
33ac3582bb Fix T77359: Crash adding UV's in edit-mode with linked duplicates
This prevents UV layer mix up in
MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the
extraction method.

One object's mesh can be accessed with MR_EXTRACT_MESH, another object
that uses the same mesh can use MR_EXTRACT_BMESH based on
(Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh
and the mesh aren't always in sync, the custom data layers wont
necessarily match up, causing T77359.

Reviewed by @jbakker, @brecht

Ref D8645
2020-08-25 23:54:26 +10:00
Jeroen Bakker
ac8825621f Merge branch 'blender-v2.90-release' 2020-08-25 11:56:27 +02:00
Jeroen Bakker
263cf2ea94 Enabled workaround to solve threading issues in draw manager
This workaround addresses T79533 and T79038 for Blender 2.90. The
solution isn't clear and needs more research and work. In order to
continue with blender 2.90 release it was proposed to add this work
around.

It has been tested with the test files provided in the reports.

Reviewed By: Dalai Felinto, Clément Foucault

Differential Revision: https://developer.blender.org/D8695
2020-08-25 11:48:48 +02:00
Jeroen Bakker
024a9d17d2 Revert "Enabled workaround to solve threading issues in draw manager"
This reverts commit 141a8ff6b3.
2020-08-25 11:29:20 +02:00
Jeroen Bakker
141a8ff6b3 Enabled workaround to solve threading issues in draw manager
This workaround addresses T79533 and T79038 for Blender 2.90. The
solution isn't clear and needs more research and work. In order to
continue with blender 2.90 release it was proposed to add this work
around.

It has been tested with the test files provided in the reports.

Reviewed By: Dalai Felinto, Clément Foucault

Differential Revision: https://developer.blender.org/D8695
2020-08-25 08:18:25 +02:00
Clément Foucault
39a09b536e Workbench: Fix assert with sculpt in textured color mode 2020-08-24 16:26:29 +02:00