Commit Graph

2791 Commits

Author SHA1 Message Date
Brecht Van Lommel
173d8edb0b Cleanup: make meaning of base visibility flags more clear
Rename, add comments, and use flag in the depsgraph to ensure the logic
matches.

Differential Revision: https://developer.blender.org/D15883
2022-09-08 15:23:21 +02:00
Hans Goudey
d593497421 Cleanup: Use C++ methods to retrieve attribute accessors
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point
cloud versions with methods on the `Mesh` and `PointCloud` types.
This makes them friendlier to use and improves readability.

Differential Revision: https://developer.blender.org/D15907
2022-09-07 21:41:39 -05:00
Campbell Barton
c2c369ebe6 Cleanup: prefer terms verts/polys over vertices/polygons
Follows existing naming for the most part, also use "num" as a suffix
in some instances (following our naming conventions).
2022-09-08 11:34:02 +10:00
Germano Cavalcante
da0c3cdbc9 DRW: fix 'bind_texture' being called in place of 'bind_image'
Error pointed out by tests.
2022-09-07 08:51:05 -03:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00
Brecht Van Lommel
987c3a3e22 Merge branch 'blender-v3.3-release' 2022-09-06 16:17:34 +02:00
Brecht Van Lommel
d9ea72291f Fix T100842: Display Texture Paint UVs option in UV editor not working
In 8cf52e8226 we assumed that the UV IBO's are only needed in edit mode,
however the UV lines also need to work in texture paint mode. So prefer to
use bmesh when available to fix the original bug, but don't assume the face
is hidden when there is no bmesh.

Differential Revision: https://developer.blender.org/D15895
2022-09-06 16:08:30 +02:00
Clément Foucault
d7a67e245d DRW: remove consistent debug buffer bind
This avoids the overhead of debug drawing when not debugging
anything or even not using the new draw manager.
2022-09-06 11:12:38 +02:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Germano Cavalcante
5763918651 GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3D
3D shaders work in both 2D and 3D viewports.

This shader is a good candidate to be exposed in Python.
2022-09-05 17:34:10 -03:00
Germano Cavalcante
baf2835ff7 GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
Hans Goudey
05952aa94d Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.

The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7, 410a6efb74). Removing use of
the pointers generally makes code more obvious and more reusable.

Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).

The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.

**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.

Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).

Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
Hans Goudey
63cfc8f9f6 Cleanup: Fix unused variable warnings 2022-09-05 11:28:30 -05:00
Brecht Van Lommel
44619eaa32 Cleanup: make format 2022-09-05 17:25:05 +02:00
Clément Foucault
65a215b819 Cleanup: DRW: Fix warning in release mode 2022-09-02 21:16:42 +02:00
Clément Foucault
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00
Clément Foucault
da0bd86739 Cleanup: GPU: UniformAttribute: Improve const correctness
Removes a warning and tidy the API.
2022-09-02 19:01:12 +02:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00
Omar Emara
633117669b Realtime Compositor: Implement dilate erode node
This patch implements the dilate/erode node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15790

Reviewed By: Clement Foucault
2022-09-02 14:47:39 +02:00
Jason Fielder
ac07fb38a1 Metal: Minimum per-vertex stride, 3D texture size + Transform feedback GPUCapabilities expansion.
- Adding in compatibility paths to support minimum per-vertex strides for vertex formats. OpenGL supports a minimum stride of 1 byte, in Metal, this minimum stride is 4 bytes. Meaing a vertex format must be atleast 4-bytes in size.

- Replacing transform feedback compile-time check to conditional look-up, given TF is supported on macOS with Metal.

- 3D texture size safety check added as a general capability, rather than being in the gl backend only. Also required for Metal.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14510
2022-09-01 22:18:02 +02:00
Clément Foucault
ba1bf87bd8 GPUMaterial: Make uniform attrib precompute hash and attribute safe name
This avoids redundant operation at draw time.
The per attrib hash is to be used with the future implementation.
2022-09-01 14:41:00 +02:00
Monique Dewanchand
17501c146e Cleanup: Remove/replace View Layer macros.
This patch is a cleanup required before refactoring the view layer syncing
process {T73411}.

* Remove FIRSTBASE.
* Remove LASTBASE.
* Remove BASACT.
* Remove OBEDIT_FROM_WORKSPACE.
* Replace OBACT with BKE_view_layer_active_object.
* Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15799
2022-09-01 10:22:43 +02:00
Joseph Eagar
f987d9b758 Merge branch 'blender-v3.3-release' 2022-08-31 08:33:23 -07:00
Joseph Eagar
a6ba8e5f38 Core: Remove color attribute limit from CustomData API
Note: does not fix the limit in PBVH draw which is
caused by VBO limits not MAX_MCOL.
2022-08-31 08:29:16 -07:00
Omar Emara
2a13ce1e61 Fix T100700: Compositor crashes when disabled then enabled
The viewport compositor crashes when it is disabled then enabled after
the compositor node tree is edited.

This happens because the compositor engine uses the view_update callback
of the draw engine type to detect changes in the node tree and reset its
state for future evaluation. However, the draw manager only calls the
view_update callback for enabled engines, so the compositor never
receives the needed updates to properly reset its state and then crashes
at draw time.

This patch call the view_update callback for all registered engines
regardless if they are enabled or not, that way, they always receive
the potentially important updated needed to maintain a correct state.

Aside from the compositor engine, this change affects the EEVEE and
Workbench engines because they are the only engines that utilizes this
callback. However, both of them only reset a flag that is checked at
draw time. So the change should have no side effects. For the EEVEE
engine, we just add a null check in case it was not instanced, while
Workbench already have the appropriate null check.

Differential Revision: https://developer.blender.org/D15821

Reviewed By: Clement Foucault
2022-08-31 16:59:54 +02:00
Hans Goudey
f1c0249f34 Mesh: Move material indices to a generic attribute
This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.

The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.

Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
  changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
  so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
  with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
  to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.

Ref T95967

Differential Revision: https://developer.blender.org/D15675
2022-08-31 09:09:01 -05:00
Hans Goudey
3090edfecf Cleanup: Use standard variable name for curve points 2022-08-30 15:32:10 -05:00
Clément Foucault
4944167dee GPUBatch: Add multi_draw_indirect capability and indirect buffer offset
This is for completion and to be used by the new draw manager.
2022-08-30 22:26:11 +02:00
Philipp Oeser
627bd4c46a Merge branch 'blender-v3.3-release' 2022-08-30 20:21:09 +02:00
Philipp Oeser
f20d0de3b7 Fix T93084: Area stretch overlay full red on large scale mesh
Issue arises when face areas are really large combined with small UV
areas (report has a mesh ~1.5 km), then precission of shorts is
insufficient.

Now use floats instead.
This also removes this negative signed version of the total area ratio
(since with floats it is no longer used).

Thx @brecht for a lot of hand-holding!

NOTE: this is an alternative to D15805 (and quick tests show this does
not introduce the tiny performance hit as D15805 did).

Maniphest Tasks: T93084

Differential Revision: https://developer.blender.org/D15810
2022-08-30 20:16:30 +02:00
Campbell Barton
28750bcf7e Cleanup: replace NULL with nullptr for C++ files 2022-08-28 20:52:28 +10:00
Campbell Barton
a3e1a9e2aa Cleanup: spelling in comments, format 2022-08-26 12:47:21 +10:00
Jeroen Bakker
d966ce718b EEVEE-Next: Fix shader compilation error.
Due to a copy-paste error there was an out of bound read. Some drivers
didn't complain about it, others did. This patch fixes the compilation
error by accessing the array within bounds.
2022-08-22 10:36:38 +02:00
Brecht Van Lommel
78e0c936c1 Merge branch 'blender-v3.3-release' 2022-08-19 17:32:55 +02:00
Brecht Van Lommel
0c8749788c Fix build error on mips64el architecture
Same as D12194, name "mips" conflicts on such systems.
2022-08-19 17:28:51 +02:00
Hans Goudey
27f2ff6b5b Cleanup: Remove redundant use of evaluated non-mesh objects
Metaball, curve, text, and surface objects use the geometry component
system to add evaluated mesh object instances to the dependency graph
"for render engine" iterator. Therefore it is unnecessary to process
those object types in these loops-- it would either be redundant work
or a no-op.
2022-08-17 13:02:45 -04:00
Hans Goudey
6718afdc8a Cleanup: Fix outdated comments referring to DispList 2022-08-17 11:57:21 -04:00
Hans Goudey
eaa87101cd Metaball: Evaluate metaball objects as mesh components
With the ultimate goal of simplifying drawing and evaluation,
this patch makes the following changes and removes code:
- Use `Mesh` instead of `DispList` for evaluated basis metaballs.
- Remove all `DispList` drawing code, which is now unused.
- Simplify code that converts evaluated metaballs to meshes.
- Store the evaluated mesh in the evaluated geometry set.

This has the following indirect benefits:
- Evaluated meshes from metaball objects can be used in geometry nodes.
- Renderers can ignore evaluated metaball objects completely
- Cycles rendering no longer has to convert to mesh from `DispList`.
- We get closer to removing `DispList` completely.
- Optimizations to mesh rendering will also apply to metaball objects.

The vertex normals on the evaluated mesh are technically invalid;
the regular calculation wouldn't reproduce them. Metaball objects
don't support modifiers though, so it shouldn't be a problem.
Eventually we can support per-vertex custom normals (T93551).

Differential Revision: https://developer.blender.org/D14593
2022-08-17 10:20:25 -04:00
Campbell Barton
1f2a5fea87 Cleanup: strip blank lines around comment blocks 2022-08-17 12:51:07 +10:00
Brecht Van Lommel
b247588dc0 Cleanup: some refactoring in mapped mesh extraction
* Flip the logic to first detect if we are dealing with an unmodified mesh
  in editmode. And then if not, detect if we need a mapping or not.
* runtime.is_original is only valid for the bmesh wrapper. Rename it to clarify
  that and only check it when the mesh is a bmesh wrapper.
* Remove MR_EXTRACT_MAPPED and instead check only for the existence of the
  origindex arrays. Previously it would sometimes access those arrays without
  MR_EXTRACT_MAPPED set, which according to a comment means they are invalid.

Differential Revision: https://developer.blender.org/D15676
2022-08-16 18:09:27 +02:00
Brecht Van Lommel
74d716ce23 Fix error/crash in hidden edge drawing after recent changes
Mistake in 2480b55 using the wrong array.
2022-08-16 18:09:27 +02:00
Brecht Van Lommel
e08f06c7a6 Merge branch 'blender-v3.3-release' 2022-08-16 16:36:18 +02:00
Brecht Van Lommel
8cf52e8226 Fix T98773: GPU subdivision issues with UV editor display
This fixes missing selection updates in UV editor, both with GPU subdivision
and with the Modified Edges display option for modifiers in general.

It also fixes the UV editor incorrectly showing the cage mesh with deformed
coordinates. These are not yet supported by the UV selection system.

Changes:

* Always read selection state from the editmesh when building batches. The
  flags in the evaluated mesh can be outdated as selection bypasses depsgraph
  evaluation for performance, and instead may just clear the batches.
* runtime.is_original is only valid for the bmesh wrapper. The check for
  building the UV cage should only use that if the mesh is a bmesh wrapper.
* Don't create cage batches for objects whose mesh is in edit mode, but that
  are not themselves in edit mode, there is no need.

Differential Revision: https://developer.blender.org/D15658
2022-08-16 16:01:01 +02:00
Campbell Barton
c4eb70e543 Cleanup: format 2022-08-16 10:38:26 +10:00
Joseph Eagar
7f3eb055dd Sculpt: Improve sculpt debug draw
* Fixed crash in debug draw code.  Apparently this is
  only used by PBVH draw?
* Debug draw code can now be forcibly enabled in release
  mode (i.e. RelWithDebugInfo) by uncommenting a commented
  out #define.
* Fixed colors in debug draw mode.
* PBVH node boxes in debug mode now flash a different color
  when they are updated.
2022-08-15 17:01:17 -07:00
Clément Foucault
b43b62191c EEVEE-Next: HiZ Buffer: New implementation
This new implementation does all downsampling in a single compute shader
dispatch, removing a lot of complexity from the previous recursive
downsampling.

This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen:
https://github.com/GPUOpen-Effects/FidelityFX-SPD
However I do not implement all the optimization bits as they require
vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only
for HiZ).

Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for
the whole downsampling. Note that the previous implementation only
processed 6 mips where the new one processes 8 mips.
```
EEVEE ~1.0ms
EEVEE-Next ~0.6ms
```

Padding has been bumped to be of 128px for processing 8 mips.

A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15 18:36:19 +02:00
Brecht Van Lommel
12e5b92c9c Cleanup: fix typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680
2022-08-15 13:48:50 +02:00
Clément Foucault
1226f5848d DRW: Add intersection and shape libraries for GLSL
These are meant to provide easy shape and AABB operation for culling.

They are currently incomplete but can be extended as one see fits.

The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
2022-08-14 20:40:04 +02:00
Clément Foucault
0f7a5c4070 DRW: Debug: Fix print template
It was impossible to print literals like `drw_print(5)`.
2022-08-14 20:40:04 +02:00
Clément Foucault
89a2cb9297 DRW: Debug: Fix drw_debug_sphere not positioning and scaling the sphere
It was an oversight.
2022-08-14 20:40:04 +02:00