Commit Graph

4581 Commits

Author SHA1 Message Date
Aras Pranckevicius
acbd952abf Cleanup: fewer iostreams related includes from BLI/BKE headers
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.

Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.

This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.

For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.

Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925

It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111046
2023-08-16 09:51:37 +02:00
Hoshinova
0702c24a36 Nodes: Add Lacunarity and Normalize inputs to Noise node
This PR adds the Lacunarity and Normalize inputs to the Noise node
similar to the Voronoi node.

The Lacunarity input controls the scale factor by which each
successive Perlin noise octave is scaled. Which was previously hard
coded to a factor of 2.

The Noise node normalizes its output to the [0, 1] range by default.
The Normalize option makes it possible for the user to disable that.
To keep the behavior consistent with past versions it is enabled by
default.

To make the aforementioned normalization control easer to implement,
the fractal noise code now accumulates signed noise and remaps the
final sum, as opposed to accumulating positive [0, 1] noise.

Pull Request: https://projects.blender.org/blender/blender/pulls/110839
2023-08-15 17:38:45 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jeroen Bakker
616e0c8c1d Vulkan: Set Geometry Shader Capability
Vulkan already used geometry stages, but it wasn't set as backend
capability. This resulted that the shader builder didn't validate
shaders that uses geometry stages.

Pull Request: https://projects.blender.org/blender/blender/pulls/111139
2023-08-15 15:53:56 +02:00
Jeroen Bakker
d20f26aeb6 Fix: Memory Reserve Issue in Vulkan/Std140
This PR solves a memory reserve issue when a nvec3 was followed by
a int, bool, float.

Also adds a debug_print method to the push constants for checking
the structure against data in renderdoc.

Pull Request: https://projects.blender.org/blender/blender/pulls/111109
2023-08-15 14:16:26 +02:00
Jeroen Bakker
ab3ae2be4d Fix: Vulkan Use Resource After Free
When immediate mode is used with a temp texture the
draw command was executed after the texture was freed.

This PR ensures that the draw command is executed before
the texture is freed.

Pull Request: https://projects.blender.org/blender/blender/pulls/111111
2023-08-15 14:15:46 +02:00
Jeroen Bakker
dd4ab50065 GPU: Add Dummy Backend For Unsupported Platforms
With the introduction of metal and vulkan we use a different
GPU backend selection which broke the dialog box for unsupported
platforms.

Blender asserted and segfaulted before the dialog was being shown
to the user.

This patch solves this by introducing a dummy GPU backend in case no
GPU backend was supported by OpenGL, Metal and Vulkan Backend.

It also adds the showMessageBox to GHOST_SystemCocoa.

Related to #110335

Pull Request: https://projects.blender.org/blender/blender/pulls/110919
2023-08-15 14:15:12 +02:00
Clément Foucault
dd9a92785a Metal: Fix incorrect texture 2D array read
Authored by Apple: Michael Parkin-White
2023-08-14 23:32:44 +02:00
Jason Fielder
ca527efb9f Metal: Ensure MTLBatch uses context bound shader
Previously the shader associated with a batch was
assigned separately. This meant on occasion, the
incorrect shader was used with the Metal backend.
Updating the shader fetch to use the context bound
shader instead of the batch shader member as per
OpenGL/Vulkan backends.
Also include state change check to be consistent
with OpenGL.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111112
2023-08-14 15:56:12 +02:00
Clément Foucault
d844c5a13a Metal: Add support for Multi-Viewport
This seems to work but there is an issue with fragment
shader not getting the correct value.

Authored by Apple: Michael Parkin-White
2023-08-13 23:46:53 +02:00
Clément Foucault
c7dce76619 Metal: Various fixes
Authored by Apple: Michael Parkin-White
2023-08-13 23:42:06 +02:00
Clément Foucault
743d78461f GPU: Make test compile without OpenGL 2023-08-13 23:38:07 +02:00
Hans Goudey
9804b2244a Cleanup: Make sculpt face visibility test inline
This simple function just performed a null check and an array lookup.
Just writing it in the few places its used works fine too, and avoiding
the function call per triangle can improve and make the check clearer.

Also, avoiding the abstraction makes the "node fully visible" check
when building the PBVH more obvious; that has been refactored here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111072
2023-08-12 23:58:26 +02:00
Jeroen Bakker
cbdcc5dfd0 Fix: Compilation Error in Draw Test Cases
Pull Request: https://projects.blender.org/blender/blender/pulls/111035
2023-08-11 08:18:30 +02:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Clément Foucault
15124fe490 GPU: Avoid silent errors during shader compilation
To this end, replace some printf by std::cerr.
2023-08-09 18:15:36 +02:00
Jason Fielder
2367ed2ef2 macOS: Enable support for EDR rendering
Add a High Dynamic Range option in the Color Management > Display panel.
This enables display of extended color ranges above 1.0 for the 3D
viewport, image editor and render previews.

This requires a monitor that can display HDR colors, and a view
transform designed for HDR output. The Standard view transform works,
but Filmic does not as it was designed to bring values into the 0..1
range for SDR displays.

This patch is limited to allowing the display to visualize extended
colors, but does not include future looking work to better integrate HDR
into the full workflow.

It is implemented by rendering to high bit-depth texture formats for
the user interface, and uncapping the color range in color management.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/105662
2023-08-09 14:25:15 +02:00
Clément Foucault
983ff8e616 GPU: Framebuffer: Add multi viewport support
This add the possibility to define different
viewports inside a single framebuffer and
let the vertex shader decide which viewport
to render to.

This only contain the GL and VK implementation.
The Vulkan implementation works but still
has a validation error related to shader features
and extension. The test passes nonetheless.

Pull Request: https://projects.blender.org/blender/blender/pulls/110923
2023-08-08 17:12:49 +02:00
Hoshinova
b880485492 Nodes: add Floored Modulo mode to Math nodes
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.

Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.

This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/110728
2023-08-08 12:13:00 +02:00
Jeroen Bakker
6273a2dca4 GPU: Disable Multi-Bindings for AMD Official Drivers
AMD official driver reports that they support multi-bindings, but
in the cases we are using it it fails. This is noticable in Eevee-
next where the shadows aren't rendered.

This fix disables multi-bindings for images for AMD Official drivers
n all OS's. Textures will still use multi-bindings.

Pull Request: https://projects.blender.org/blender/blender/pulls/110882
2023-08-07 14:47:46 +02:00
Jacques Lucke
607d203b98 Cleanup: fix compilation errors and warnings 2023-08-05 08:31:31 +02:00
Campbell Barton
bf2b1f7e01 Cleanup: simplify enum typedefs 2023-08-05 14:22:48 +10:00
Campbell Barton
9ea8477c23 Cleanup: various non-functional C++ changes 2023-08-05 13:57:29 +10:00
Campbell Barton
7f34ad736a Cleanup: spelling in comments 2023-08-05 13:54:25 +10:00
Hans Goudey
07019e7ef5 Cleanup: Remove more struct keywords from C++ headers 2023-08-04 22:47:29 -04:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
c15d391e86 Cleanup: Various cleanups in newly C++ headers
Mostly remove unnecessary struct and typedef keywords.
Move a few more small wm headers to C++ as well.
2023-08-04 17:55:14 -04:00
Miguel Pozo
ff470f3f2e EEVEE Next: Volumes
Port of EEVEE unified volume rendering to EEVEE Next, using compute
shaders.

Improvements:
- Skip empty volume outside object bounds. (Large performance
  increase)

Currently missing:
- Shadows and irradiance integration.
- Grid-space TAA.

Main Task: #105672

Pull Request: https://projects.blender.org/blender/blender/pulls/107176
2023-08-04 16:47:16 +02:00
Jacques Lucke
ada738ac7c Fix: temperature attribute in eevee is divided by three
This fixes the eevee part of #110716.
Cycles still outputs zero which is the same issue as in #87494.

Pull Request: https://projects.blender.org/blender/blender/pulls/110768
2023-08-04 16:37:21 +02:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Clément Foucault
17db856686 EEVEE-Next: Ray-tracing Denoise Pipeline
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.

Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.

The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.

Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.

Pull Request: https://projects.blender.org/blender/blender/pulls/110117
2023-08-03 15:32:06 +02:00
Jacques Lucke
359f8d0559 Fix compiler error in stubs because some headers are now C++
All the stubs used to be extern "C", now a few of them are not anymore.
E.g. `paint_is_face_hidden`.
2023-08-03 13:16:36 +02:00
Jason Fielder
0f39e46914 DRW: Support optimal prim type for indirect curves in Metal
Adds support for generating curve primtiives avoiding the
use of primtiive restarts. This maixmises geometry performance
when using Metal.

Also ensure that the existing index buffer optimization path is
skipped for indirect draw calls where counts are not known at
submission time.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/109972
2023-08-03 11:19:48 +02:00
Campbell Barton
de391cf811 Cleanup: use nullptr instead of zero 2023-08-03 19:17:43 +10:00
Campbell Barton
c6f3f19648 Cleanup: reduce variable scope when removing in a while loop 2023-08-03 19:17:43 +10:00
Jason Fielder
049f0798a3 Fix #110293: Metal: Resolve tile corruption in Cycles render preview
PixelBuffer required addition of buffer re-allocation during mapping
to avoid host updates over-writing previous in-flight data as required
by the GPU. Changes allow multiple copies of existing pixel data to
be in-flight simultaneously.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/110305
2023-08-03 11:17:04 +02:00
Hans Goudey
a049f3b5df Cleanup: Use references for mesh extraction render data and cache 2023-08-02 23:59:31 -04:00
Campbell Barton
8c8ff6b85b Cleanup: spelling in comments, use C-style comments 2023-08-03 09:44:28 +10:00
Hans Goudey
8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Campbell Barton
7cc3ef3260 Cleanup: use C++ includes, various non-functional changes for C++ 2023-08-02 20:30:02 +10:00
Kaspian Jakobsson
5a9128af25 Fix #109679: incorrect handling of negative Z normal maps after recent fix
Implement clamped scaling on the Z-axis, so that strength zero means the
normal map has no effect.

Ref #109763
2023-08-01 20:23:12 +02:00
Campbell Barton
6d2326dabf Cleanup: use function style casts 2023-07-31 19:57:32 +10:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00
Campbell Barton
724755879e Cleanup: spelling in comments, use doxygen doc-strings 2023-07-31 10:18:09 +10:00
Campbell Barton
ea8d985db8 Cleanup: various C++ cleanups
- Use C++ headers.
- Use function style cast.
- Use boolean literals.
- Remove redundant struct, void.
- Remove redundant parenthesis.
2023-07-28 09:38:07 +10:00
Jacques Lucke
1327befc94 DRW/GPU: move .c files to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/110509
2023-07-27 14:16:58 +02:00
Campbell Barton
cc892efcd4 Cleanup: use snake case, especially for structs that define callbacks
Use snake case for ShaderFxTypeInfo, ModifierTypeInfo,
GpencilModifierTypeInfo & bConstraintTypeInfo.
2023-07-27 12:21:06 +10:00
Lukas Stockner
c66a694056 Cycles: Replace Sheen model in the Principled BSDF
This replaces the Sheen model used in the Principled BSDF with the
model from #108869 that is already used in the Sheen BSDF now.

The three notable differences are:
- At full intensity (Sheen = 1.0), the new model is significantly
  stronger than the old one. For existing files, the intensity is
  adjusted to keep the overall look similar.
- The Sheen Tint input is now a color input, instead of the
  previous blend factor between white and the base color.
- There is now a Sheen roughness control, which can be used to
  tweak the look between velvet-like and dust-like.

Pull Request: https://projects.blender.org/blender/blender/pulls/109949
2023-07-27 02:17:44 +02:00
Clément Foucault
2a286ff0f1 GPU: Make shader tests pass on OpenGL
There was some inconsistencies between GLSL and MSL
regarding vector comparison.
2023-07-26 11:27:48 +02:00