This happened because the viewport was drawn after
the UV editor when some update occur (e.g. canceling an
operator). The requested UV edit batch would require only
one specific UV channel. The viewport, in need of a different
UV channel, requested a VBO rebuild (freing the old UV VBO)
but did not correctly clear the UV batches that were referencing
the said VBO. This lead to use after free which would sometime
works because the same memory would be reused for a random new
batch.
Pull Request: https://projects.blender.org/blender/blender/pulls/136780
Render Overlay Meshes after the Grid.
As a side effect, in-front wireframe objects are now displayed behind
non-in-front edit mode overlays.
Co-authored-by: Clément Foucault
Pull Request: https://projects.blender.org/blender/blender/pulls/136764
Followup to 9b70851d91.
Return buffers by value rather than creating an empty/uninitialized
buffer first, then initializing it in an extraction function. This generally
makes the code easier to follow. And avoiding these half-created buffers
is an essential step to adding some sort of more global cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/136570
The initial goal of this PR is to avoid creating vertex and index
buffers as part of the "request" phase of the drawing loop. Conflating
requesting and creating index buffers might not sound so bad, but it
ends up significantly complicating the whole process. It is also
incompatible with a future buffer cache that would allow avoiding
re-uploading mesh buffers.
Specifically, this means removing the use of `DRW_vbo_request` and
`DRW_ibo_request` from the mesh batch extraction process. Instead, a
list of buffer types is gathered based on the requested batches. Then
that list is filtered to find the batches that haven't been requested
yet. Overall I find the new process much easier to understand.
A few examples of simplifications this allows are avoiding allocating
`MeshRenderData` on the heap, and the removal of its `use_final_mesh`
member. That's just replaced by passing the necessary information
through the call stack.
Another notable difference is that for meshes, EEVEE's velocity module
now requests a batch that contains the buffer rather than just requesting
the buffer itself. This is just simpler to get working since it doesn't require
a separate code path.
The task graph argument for extraction is unused after this change. It wasn't
used effectively anyway; a simpler method of multithreading extractions is
used in this PR. I didn't remove it completely because it will probably be
repurposed in the next step of this project.
The next step in this project is to replace `MeshBufferList` with a
global cache that's keyed based on the mesh data that compromises each
batch, when possible (i.e. for non edit-mode meshes). This changes above
should be applied to other object types too.
Pull Request: https://projects.blender.org/blender/blender/pulls/135699
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.
For bump from the displacement socket, filter width remains fixed at 0.1.
Ref #133991, #135841
Pull Request: https://projects.blender.org/blender/blender/pulls/136465
This reintroduce the same behavior as 4.3 with regard to
selection and depth drawing.
This patch also disables facing overlay during depth
drawing to avoid it conflicting with tge auto-depth
feature.
Also fix#136418
Pull Request: https://projects.blender.org/blender/blender/pulls/136427
This improves the situations where the shading normal is far from the
best shadow bias direction. This is particularly noticeable on low poly
meshes with smooth normals.
This patch fixes the issue by storing a quantized version of the
geometric normal in the Gbuffer.
Only 6 bits are used (each axis uses 2 bits). This is stored inside the
gbuffer header since it is always available and has some spare bits to
store this data.
This quantization is only done if the error introduced by using the
shading normal is higher than using the quantized normal. This means
that flat shaded surfaces will not have any quantization artifact.
For smooth shaded surfaces, the quantization is only effective if the
shading normal is quite different (greater than ~20° difference)
than the geometric normal.
The attached blendfile contains an example Material that shows
how the quantization is done. This was used to find the threshold
value with the least amount of error.
To compensate the quantization error, we increase the normal bias by
~20% which is subpixel if the shadow texel density is high enough.
This also changes the forward shading pipeline to use the geometric
normal for bias.
The first Light closure normal is now used for the attenuation function
since this is the most representative of the final shading. This normal
being inverted for transmission closures, we have to negate the normal
in the attenuation computation.
Pull Request: https://projects.blender.org/blender/blender/pulls/136136
This was caused by the select_id not being flushed to
the armature object.
This is because the selection code uses `FOREACH_OBJECT_IN_MODE_BEGIN`
to iterate over the objects. This doesn't call the depsgraph
which would, in normal circumstances, flush the select_id value
to the evaluated object.
Also fix#136141
Pull Request: https://projects.blender.org/blender/blender/pulls/136320
Regression from 583e2b7240
`DRW_shader_init()` calls `GPU_context_create` before having a valid
GHOST context active (`WM_system_gpu_context_activate(system_gpu_context)`).
Swap the calling order to fix the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136270
GPU subdivision shaders can read out of bound when evaluating
the last face. This seems to be always been the case, but Metal + Vulkan
has validation to detect these mis-usages.
Binary search was initialized with out of bound values so the last
face could select out of bound index due to rounding.
Pull Request: https://projects.blender.org/blender/blender/pulls/136242
This makes it possible for Cycles adaptive subdivision to always get the
base mesh, and will enable the same for other external renderers as well.
Metal and Vulkan now support GPU subdivision, so by default the wrapper
will be used most of the time. However this can be disabled in the
preferencesas well. For those cases, the subdiv wrapper is still created
but cached immediately as part of modifier evaluation. This way it can
take advantage of multithreaded depsgraph evaluation, which is not
guaranteed for other cases.
The draw code access the object data through a wrapper that will return
either the base mesh or subdivided mesh depending if GPU subdivision is
enabled or not. Previously Object.data would have the appropriate mesh
already, but now that Cycles may do adaptive subdivision while GPU
subdivision is disabled this is no longer possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/135895
This reduces the API and make it more clear where there
is the global access.
This also removes some of these global access by merging
the `DRW_context_get()` calls.
This removes the old `DrawEngineType` and use the new `DrawEngine`
virtual class instead.
This removes a lot of boilerplate functions that were only there for
legacy reason.
To this end, some engines that were based on static functions have been
refactored into `Instance` classes. This was particularly cumbersome
for the Grease pencil engine which needed some more refactoring.
The `Engine` class that is in each namespace is a workaround to isolate
the internal implementation (i.e. the `Instance`) to the engine
modules. Without this, the whole engine is getting included in each
compile unit that includes the `Instance` class. Eventually, if we get
rid of these intricate dependencies, we could remove the `Engine` class.
Pull Request: https://projects.blender.org/blender/blender/pulls/136001