If a `DrawGroup` contained both inverted and non-inverted scale
the command generate shader would output the `resource_id`
content at conflicting indices. This is because the number of
instances stored inside the `DrawGroup` are the original
count before multiview. Actually, only `start` was taking the
multi-view count into account.
We cannot modify the value on CPU otherwise it would increase
the instance count for each submission. So the fix is to
pass the view count to the command generate shader and
multiply the instance count where needed.
Fix#128085
Pull Request: https://projects.blender.org/blender/blender/pulls/128854
When using OpenGL on Intel ARC the driver reports a max 3d allowed size
of 2048. The volume probe will create a texture that doesn't fit in this
dimension when selecting a probe size of 512 or 1024 MB.
This PR will reshape the volume pool atlas texture until it found a shape
that is optimal and fit on the device. When reshaping selects a different
pool size a warning message will be displayed as it might change the
visual quality.
When reshaping the smallest row size will be selected in order
to improve the occupancy. Reshaping will only happens when a
different setting is set in the `Performance->Memory->Light Probes Volume Pool`.
NOTE: Needs to be backported to 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128877
When using OpenGL on Intel ARC the driver reports a max 3d allowed size
of 2048. The volume probe will create a texture that doesn't fit in this
dimension when selecting a probe size of 512 or 1024 MB.
This PR will reshape the volume pool atlas texture until it found a shape
that is optimal and fit on the device. When reshaping selects a different
pool size a warning message will be displayed as it might change the
visual quality.
When reshaping the smallest row size will be selected in order
to improve the occupancy. Reshaping will only happens when a
different setting is set in the `Performance->Memory->Light Probes Volume Pool`.
Pull Request: https://projects.blender.org/blender/blender/pulls/128518
Removes unused GPv2 functions in blenkernel.
Notes:
- Functions for layer masks are still in use, but annotations never
have layer masks in the first place. Would be good to remove the data
structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
should also be removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/128709
Between 0bfd5e3536
and b1cbd9c889
the main branch is incorrectly processing the file
`draw_debug_info.hh` as GLSL and does some string
preprocessing on it. But the output filename matches
the name of the header source file used for compiling
the gpu module. This file not having been updated
since a long time doesn't get copied from the source
folder when switching to other branch and make compilation
fail.
In order to avoid breaking the buildbot longer, we
rename the incriminating file to force recreate it
when building the release branch.
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.
For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`
For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`
Resolves#127374.
Pull Request: https://projects.blender.org/blender/blender/pulls/128604
This adds feature parity with Cycles regarding light and shadow liking.
Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.
For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
Remove the indirection previously used for the topology refiner
to separate C and C++ code. Instead retrieve the base level in
calling code and call opensubdiv API functions directly. This
avoids copying arrays of mesh indices and should reduce
function call overhead since index retrieval can now be inlined.
It also lets us remove a lot of boilerplate shim code.
The downside is increased need for WITH_OPENSUBDIV defines
in various parts of blenkernel, but I think that is required to avoid
the previous indirection and have the kernel deal with OpenSubdiv
more directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/120825
Memory allocated to vertex buffer but the total verts are zero. This
triggers assert in bind function when `vbo_size_` is zero. Exit out of
funtion early to prevent the assert.
Also wrap `DRW_shgroup_call_no_cull` with if check.
Pull Request: https://projects.blender.org/blender/blender/pulls/128248
The first commit ensures IsectBoxes are not set up unless
they are valid.
The second commit renames
`drw_bounds_are_valid` to `drw_bounds_corners_are_valid`,
and `drw_bounds_culling_enabled` to `drw_bounds_are_valid`
so it's harder to set up an invalid `IsectBox` by mistake.
(Continuation of #127807)
Pull Request: https://projects.blender.org/blender/blender/pulls/128125
Adds antialiasing to curve's handles and thickness to active ones.
Also handles now react to
`Preferences > Interface > Display > Resolution Scale` and
`Preferences > Themes > 3D Viewport > Edge Width` as they do in
legacy curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/122910
Currently the `sum_group_sizes` call used to count the number
of elements in GPU vertex buffers for each PBVH node stands out
in profiles, taking a few percent of the total time when building
PBVH GPU data. Since the number of corners in a node doesn't
change, it's simpler to just store it in the node. We could
eventually cache it somewhere else too, if there was a benefit
to not storing it in the node itself.
Object with degenerate transform matrix can lead to flat
bounds on GPU. This in turn lead to NaN intersection planes
inside `IsectBox`.
Compute (pseudo) size of matrix and bypass culling is any
axis is too small.
The other part of the patch makes sure that there is a
distinction between disabled culling and invalid
bounding boxes.
Pull Request: https://projects.blender.org/blender/blender/pulls/127807
These buffers are bound as texture buffers and will have
their backend object created whether or not the subsequent
drawcall is emited.
Ensuring a minimum size fixes the issue.
Updating attributes is now done specifically for each attribute,
and topology and visibility updates tag the draw cache data
explicitly too. That makes checking for updates with these
tags unnecessary.
Similar to the previous commits, previously all GPU buffers
were recreated when only masks changed. Now only
that masks are re-uploaded, using the same mechanism.
Part of #118145.
Similar to the previous commit, previously all GPU buffers
were recreated when only a color attribute changed. Now only
that attribute is re-uploaded, using the same mechanism.
Part of #118145.
Similar to the previous commit, previously all GPU buffers
were recreated when only face sets changed. Now only face
sets are re-uploaded, using the same mechanism.
Part of #118145.
Previously tagging node positions dirty set the `PBVH_UpdateDrawBuffers`
flag which was then used by `node_draw_update_mask` and
`tag_all_attributes_dirty`, which, as hinted by the name, causes a refresh
of all the PBVH GPU vertex buffers, not just positions and normals.
Instead of using that flag, add a function to the draw cache to tag only
position-related data dirty. This should give a performance improvement
when there are also face sets, masks, and/or generic attributes being
extracted for drawing.
Part of $118145.
Add a new function to the draw manager to only
issue a unique resource ID per `ObjectRef`.
This avoids the memory overhead of duplicating
the handle for each overlay.
The handle is stored inside the `ObjectRef` on
first query.
Rel #102179
I've done this a few times and would have benefited from a utility
function for it, apparently it's done in a few more places too. The
utilities aren't multithreaded for now, it doesn't seem important
and often multithreading happens at a different level of the call
stack anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/127517
For `SubdivCCG`, replace the dynamic array-of-struct data with separate
arrays for positions, normals, and masks. This decreases memory
bandwidth requirements for loops that only access one of these arrays.
It also significantly simplifies data access, making it more similar
to mesh data where it can just be accessed with indices.
In a simple test this change speeds up the multires sculpt brush
benchmark by 32%. It also slightly reduced BVH build time by about 12%.
In practice this means completely replacing usage of `CCGElem` for
`SubdivCCG`. The struct is still used in the older subsurf baking code
though. Removing that is a much trickier task that doesn't have short
term benefits.
Part of #118145.
Pull Request: https://projects.blender.org/blender/blender/pulls/127262
Reduce VBO data uploaded to the GPU by a bit less than 2x, at the cost of
creating triangle index buffers. Since the index buffers only need to be
created when topology changes, this means significantly less data needs
to be uploaded to the GPU while sculpting. The hot loops for extracting
mesh data also don't need to access triangles or face visibility, and also
drawing can become more efficient with indices for cached vertex values.
Part of #118145.
Pull Request: https://projects.blender.org/blender/blender/pulls/127351
Enable deferred parallel batch compilation for image renders.
This replaces the use of the `WM_job` system with a regular thread,
since `WM_job` requires access to the main context,
which is not accessible from the render thread.
It also simplifies the system so it creates a single thread at startup
and deletes it at exit.
Pull Request: https://projects.blender.org/blender/blender/pulls/125005
Somehow this untested implementation made it in, I thought I had
tested this. The mistake I made was imagining the VBOs were "indexed"
using the node vertex indices, but we use a flat duplicate-per-triangle
vertex VBO format.