Commit Graph

2430 Commits

Author SHA1 Message Date
Kévin Dietrich
993839ce85 Fix T95177: GPU subdiv crashes mirror modifier in edit-mode
The issue has two causes: on one hand origin indices were not handled
properly, on the other hand the extraction type (Mesh, BMesh, or mapped)
was not detected correctly.

For the second case reuse the MeshRenderData creation from the coarse
code path so that we make the same decisions. Loose geometry extraction
had to be updated to properly handle the BMesh cases.

For the origin indices, in some cases (for edges and faces), the arrays
used by the subdivision code already have the origin indices baked into
them, so mapping them a second time through the origin index layer is
wrong, and could cause out of bounds accesses.

For vertices especially, we would use two arrays: one for mapping
subdivision vertices to coarse vertices, and another one to map coarse
vertices to subdivision loops used for the selection index buffer. The
second one is now removed (which saves a bit of memory) as it is did not
have the proper data setup for use with the origin indices and we can
easily compute it using the first array anyway.
2022-02-14 14:48:44 +01:00
Peter Kim
675f38aca7 Fix excessive re-creation of VR viewport textures
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.

This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.

Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).

Reviewed By: jbakker, fclem

Differential Revision: https://developer.blender.org/D14059
2022-02-11 20:46:55 +09:00
Sergey Sharybin
94f0230230 Fix T95666: Crash when attempting multires linear subdivide
The crash was happening when the mesh had loose edges.

Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
2022-02-10 15:51:19 +01:00
Jeroen Bakker
b03fb70eff Silence draw manager warning.
This message isn't useful for users so silenced it.
2022-02-01 13:50:19 +01:00
Jeroen Bakker
f8713aae5e Cleanup: Remove unused datatoc definitions. 2022-02-01 12:14:52 +01:00
Jeroen Bakker
146618fb22 Fix T95376: Fix crash when switching to UV workspace.
Can also happen in other places when the overlay engine is active. Some
parts of the overlay engine uses builtin shaders, but disable the color
space conversion to the target texture.

Currently there the overlay engine has its own set of libraries it could
include and defined a macro to pass-throught the color space conversion.

The library include mechanism currently fails when it couldn't find the
builtin library in the libraries of the overlay engine. This only
happened in debug mode.

This change will not fail, but warns the developer if a library could
not be included. In the future this should be replaced by a different
mechanism that can disable the builtin library. See {T95382}.
2022-02-01 08:38:34 +01:00
Campbell Barton
9f6b19526d Cleanup: spelling in comments
Also minor wording improvements.
2022-01-28 14:52:47 +11:00
Clément Foucault
a21f1e81e0 DRW: Fix some issues with DRW_gpu_wrapper.hh
- Fix assert on size.
- Fix void * casting.
- Pass extent by values.
- Add swap function to avoid letting the types copyable.
- Add back the GPUTexture * operator on TextureFromPool.
2022-01-27 18:46:01 +01:00
Clément Foucault
658ae5d63f DRW: Fix DRW_gpu_wrapper.hh
The UBYTE datatype is not supported by the clear fallback. Also fix vector
types headers.
2022-01-27 17:05:02 +01:00
Clément Foucault
aa2164da33 Cleanup: Fix const correctness warning 2022-01-27 15:26:43 +01:00
Clément Foucault
6f1ab97c53 Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict
const correctness.
2022-01-27 14:59:37 +01:00
Clément Foucault
5abab0a41a GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
2022-01-27 08:54:24 +01:00
Clément Foucault
57dfec79f4 DRW: Fix builtin uniform name mismatch
This lead to severe unreported regression, like volume rendering broken
in workbench.
2022-01-26 19:09:05 +01:00
Clément Foucault
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
2022-01-26 12:46:37 +01:00
Brecht Van Lommel
c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00
Jeroen Bakker
3f42417cd4 Draw: Migrate hair refine compute shader to use create info.
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13915
2022-01-25 14:46:45 +01:00
Sergey Sharybin
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
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
Kévin Dietrich
e2337b5342 GPU subdiv: reduce memory usage for point IBO
The point IBO should only have data for coarse vertices (or in general,
the vertices in the original mesh). As it used for displaying the
vertices for selection in edit mode, and as it indexes into the VBOs for
the positions and edit data, it is itself only indexed by coarse/
original vertex index.

For the subdivision case, this would allocate space for the final
subdivision vertex and reallocate to make room for loose geometry,
although only the first coarse vertex count amount of data would be.

Now just allocate for the required memory. Also reuse index buffer APIs
instead of doing manual work.
2022-01-24 18:42:37 +01:00
Kévin Dietrich
90d61600fc GPU subdiv: fix unitialized data 2022-01-24 18:27:05 +01:00
Campbell Barton
4b1f243e4d Cleanup: sort struct forward declarations 2022-01-24 21:16:06 +11:00
Campbell Barton
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
Kévin Dietrich
4425e0cd64 Subdivision: add support for vertex creasing
This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.

For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.

The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.

For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).

Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.

For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.

Reviewed By: brecht, fclem, sergey, sybren, campbellbarton

Differential Revision: https://developer.blender.org/D10145
2022-01-20 12:21:34 +01:00
Jeroen Bakker
9d3f35a0bf Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17 14:46:32 +01:00
Jeroen Bakker
edee5a947b Revert "GPUShaderCreateInfo for interface abstraction"
This reverts commit 8fb2ff458b.
Missing some files.
2022-01-17 14:34:28 +01:00
Jeroen Bakker
8fb2ff458b GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.

A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.

- Clear source input (only one file). Cleans up the GPU api since we can create a
  shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.

This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).

This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.

There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.

What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.

Reviewed By: jbakker

Maniphest Tasks: T94975

Differential Revision: https://developer.blender.org/D13360
2022-01-17 14:32:28 +01:00
Kévin Dietrich
bc66cd9868 Fix T94865: GPU subdiv crash switching to texpaint area
The crash is due to the fact that GPU subdivision extraction routines
for edit data (including UVs) only worked for BMesh. However, a Mesh
based version is still needed for texture painting. This adds the
missing components. This also ensures all data are properly initialized
(at least the ones revealed by the bug).
2022-01-16 08:40:38 +01:00
Kévin Dietrich
3574f2730d Cleanup: deduplicate GPU subdiv data extraction loops
This puts the loop over the final subdivision quads outside of the mesh
iteration callback. This can also allow for easier parallel execution in
the future if need be.
2022-01-16 07:31:26 +01:00
Kévin Dietrich
9664cc91f3 Fix T94918: GPU subdivision uses viewport levels for final render
The resolution for the subdivision grid traversal was always based on
the viewport setting.
2022-01-15 01:36:18 +01:00
Campbell Barton
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
Clément Foucault
ec5560db73 DRW: Add DRW_gpu_wrapper.hh
This adds wrapper classes that make it easier to use GPU objects in C++.

####Motivations:####

 - Easier handling of GPU objects.
 - EEVEE rewrite already makes use of similar wrappers.
 - There is the ongoing effort to use more C++ in the codebase
 and lans to port more engines to it.
 - The shader code refactor will make use of many UBOs with shared
 struct declaration. This helps managing them.
 - Safer handling of `TextureFromPool` which can't be bound as normal
 texture (only texture ref) and can be better tracked in the future.

####Considerations:####

 - I chose the `blender::draw` namespace because `blender::gpu` already has private classes (i.e: `gpu::Texture`).
 - Theses are wrappers that manage a GPU object internally. They might be confused with actual `Texture`. However, the name `TextureWrapper` is a bit too much verbose in my opinion. I'm open to suggestion about better name.

Reviewed By: jbakker

Differential Revision: http://developer.blender.org/D13805
2022-01-12 13:05:18 +01:00
Clément Foucault
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Germano Cavalcante
6774cae3f2 Fix T94728: Auto Depth problem with Cliping Region
Issue introduced in rB1d49293b80446b89b5b12fa0eeefaf14e5051e48

`drw_manager_init` must be called after `drw_context_state_init` as
`DST.draw_ctx.sh_cfg` (indicating when the view is clipped) must be set
first.

Differential Revision: https://developer.blender.org/D13795
2022-01-11 10:39:39 -03:00
Germano Cavalcante
fc0f315106 Cleanup: remove unnecessary 'use_opengl_context' parameter
The argument passed is always false.
2022-01-11 10:28:32 -03:00
Campbell Barton
74c896c081 Cleanup: typos in comments, remove libnumaapi reference 2022-01-10 13:47:12 +11:00
Germano Cavalcante
5560f32447 Fix T94078: Wrong Bound Box calculated for curves
`DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN` creates temporary objects that
correspond to duplicates or instances.

These temporary objects can share same pointers with the original object
as in the case of Bounding Box.

Bound Box of temporary objects is marked dirty in
`BKE_object_replace_data_on_shallow_copy` since `ob->data` is different.

This causes the original Bounding Box, calculated for the evaluated
geometry, to be lost.

The solution in this commit is to change the boundbox reference of the
temporary objects, so the boundbox of the non-temporary object (with
the data curve) is not marked dirty.

Differential Revision: https://developer.blender.org/D13581
2022-01-07 10:42:13 -03:00
Campbell Barton
1642028310 Cleanup: use the ELEM macro 2022-01-07 17:48:25 +11:00
Campbell Barton
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
Kévin Dietrich
0c6b29ee43 Fix T94672: incorrect Workbench shadows with GPU subdivision
The `lines_adjacency` IBO build in the GPU subdivision case was missing
edges at the boundaries of open meshes. As it is used for the shadow
pass, the shadows were then not clipped properly.

This would also make X-Ray mode render differently in those cases.

To fix this, we can simply reuse the buffer finalization routine from the
non-subdivision case, as such edges are handled there.
2022-01-06 16:25:09 +01:00
Kévin Dietrich
c2089ae53c GPU subdiv: fix wrong data sizes used for lines adjacency IBO
Function parameters were mismatched, causing an assertion failure in
debug builds.
2022-01-06 16:24:52 +01:00
Campbell Barton
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
Aaron Carlisle
5814de65f9 Cleanup: Store cursor location in tGPspoint as an array
Fixes many instances of `-Wstringop-overread` warning on GCC 11

Differential Revision: https://developer.blender.org/D13672
2021-12-27 12:31:31 -05:00
Jacques Lucke
11ac276caa Cleanup: clang tidy
Use c++ headers; use nullptr; redundant `void` in parameter list;
inconsistent parameter name.
2021-12-27 18:18:37 +01:00
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
Jacques Lucke
28df0107d4 Fix T94362: GPUMaterialTexture references freed ImageUser
The issue was caused by rB7e712b2d6a0d257d272ed35622b41d06274af8df
and the fact that `GPUMaterialTexture` contains an `ImageUser *` which
references the `ImageUser` on e.g. `NodeTexImage`.

Since the node tree update refactor, it is possible that the node tree changes
without changing the actual material. Therefore, either the renderer should
check if the node tree has changed or it should not store pointers to data in
node storage. The latter approach is implemented in this patch.

Differential Revision: https://developer.blender.org/D13663
2021-12-25 11:14:02 +01:00