Commit Graph

3908 Commits

Author SHA1 Message Date
Campbell Barton
15be0030f6 Cleanup: various non-functional C++ changes
- Avoid shadowing.
- Use default functions.
- Remove unused struct member from GpencilBatchCache.
2024-10-12 22:44:19 +11:00
Clément Foucault
ac1069805c Fix: DRW: Broken multiview support with inverted scale object instances
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
2024-10-11 18:09:57 +02:00
Jeroen Bakker
483f96ce73 Fix #128407: EEVEE: Cannot allocate volume pool on Intel ARC/OpenGL
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
2024-10-11 10:05:56 +02:00
Clément Foucault
b78354152e Revert "Fix #128407: EEVEE: Cannot allocate volume pool on Intel ARC/OpenGL"
Reverted as it breaks render test on some configs (AMD+Mesa+Linux).
This reverts commit 7d5712be9b.
2024-10-10 16:20:44 +02:00
Jeroen Bakker
7d5712be9b Fix #128407: EEVEE: Cannot allocate volume pool on Intel ARC/OpenGL
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
2024-10-10 11:28:09 +02:00
Lukas Tönne
5c57e24fea Cleanup: GPv3: Remove unused BKE functions from GPv2
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
2024-10-09 10:27:45 +02:00
Clément Foucault
301c853b9c DRW: Rename draw_debug_info.hh to avoid conflict with main branch
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.
2024-10-07 16:11:09 +02:00
Falk David
5f5b1b83d0 GPv3: Rename mode enum names and python identifiers
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
2024-10-04 19:20:00 +02:00
Chris Clyne
5a27280916 EEVEE: Light & Shadow linking
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
2024-10-03 18:41:06 +02:00
Hans Goudey
ce301be39e Fix #128328: Missing PBVH draw data reupload of non-visible nodes
For example, undoing an entire-mesh operation when only a small part
of it is visible wouldn't affect the currently out-of-view BVH nodes.
2024-09-29 21:20:12 -04:00
Hans Goudey
5e46e3d28a Subdiv: Remove topology refiner C-API wrapper
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
2024-09-27 19:01:12 +02:00
Pratik Borhade
7665e28b37 GPv3: Assert in weight paint with zero points
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
2024-09-27 17:29:08 +02:00
Miguel Pozo
2223d995fc Fix: Draw: Bounds usage
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
2024-09-25 19:58:38 +02:00
Laurynas Duburas
84dedfaf4b Curves: smooth handles
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
2024-09-25 15:21:31 +02:00
Campbell Barton
1ceab37693 Cleanup: use blender::float3 for BKE_bmbvh_* API 2024-09-24 15:35:59 +10:00
Falk David
3c8d4becc8 Cleanup: GPv3: Return reference from GreasePencil::layer() functions
Since we only assert and never return `nullptr`, it's better to just return a reference.
The access into the span already asserts anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/128025
2024-09-23 13:54:02 +02:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Hans Goudey
9d225f7116 Sculpt: Avoid face corners counting overhead in drawing code
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.
2024-09-19 22:31:55 -04:00
Hans Goudey
43e4f93ca3 Cleanup: Use index mask utility function for setting bits 2024-09-19 15:16:58 -04:00
Clément Foucault
02cf5f5f0f Fix #127774: Flat Object matrix leads to incorrect culling
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
2024-09-19 14:09:57 +02:00
Hans Goudey
5c792e429f Fix #127638: Crash switching to wireframe with custom bone shape
The "edge fac" buffer's dependency on loose geometry indices wasn't
encoded properly in `calc_loose_geom`.
2024-09-16 11:17:45 -04:00
Clément Foucault
0d9ab189d1 Fix: #126524: Overlay: Missing loose geometry wireframe with sub-D mesh
This was caused by default normal for these loose geom
to not be zero.

Setting it to zero fixes the drawing issue.
2024-09-16 16:57:06 +02:00
Clément Foucault
d3b655f76d Fix: #127135: Curve and hair drawing asserting on 0 sized VBO
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.
2024-09-16 16:01:59 +02:00
Clément Foucault
019bc5127a Overlay-Next: Xray Outline
Port the outline wire prepass shader to primitive
expansion API and enable it for xray mode.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127657
2024-09-16 11:24:40 +02:00
Hans Goudey
c6ce6dbe01 BLI: Add IndexMask set_bits function
This is like "to_bits" but doesn't clear the bit span first.

Pull Request: https://projects.blender.org/blender/blender/pulls/127625
2024-09-14 21:09:41 +02:00
Hans Goudey
c5ccc8ceea Fix #127602: Sculpt multires drawing crash with material index attribute
The evaluated mesh is empty since its data is replaced with the SubdivCCG.
2024-09-14 13:23:38 -04:00
Hans Goudey
0499e061d0 Cleanup: Sculpt: Remove drawing update tests
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.
2024-09-14 13:01:42 -04:00
Hans Goudey
b77ff173b0 Refactor: Sculpt: Use bit vector for visibility update tags
Also refactor topology update tags, which are used quite similarly
(they mean the same for the drawing code, except for BMesh).

Part of #118145.
2024-09-14 13:01:42 -04:00
Hans Goudey
76c322047e Sculpt: Only re-upload mask attribute data
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.
2024-09-14 13:01:42 -04:00
Hans Goudey
d24e8029d2 Sculpt: Only re-upload face color attribute data
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.
2024-09-14 13:01:42 -04:00
Hans Goudey
60ab232afb Sculpt: Only re-upload face set data when changed
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.
2024-09-14 13:01:42 -04:00
Hans Goudey
0c677e9494 Sculpt: Only change position draw buffers on PBVH deformation
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.
2024-09-14 13:01:42 -04:00
Hans Goudey
afa1a6bebf Fix: Data race writing to bitmap in PBVH draw
Mistake in d601bf7e3d.
A bit vector can't be written to in parallel.
2024-09-14 13:01:42 -04:00
Clément FOUCAULT
fc5d3fb998 Overlay-Next: Use unique handle per object
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
2024-09-14 12:43:39 +02:00
Hans Goudey
13f179a9c0 Cleanup: Add utility function to sum offset indices group sizes
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
2024-09-12 20:28:35 +02:00
Hans Goudey
5ff4e5fcb9 Sculpt: Avoid rebuilding draw vertex buffers for visibility changes
Use the possibility from ad7d7212c1
to make changes to visibility a bit snappier.
2024-09-12 11:39:55 -04:00
Hans Goudey
bd96b378a6 Sculpt: Avoid processing hidden nodes for drawing
When "update only visible" is turned on (during strokes or based on
the mode option), skip updating draw buffers for invisible nodes.
2024-09-12 11:39:55 -04:00
Hans Goudey
f52b813c36 Fix #127462: Sculpt drawing crash with hidden mesh faces
Mistake in ad7d7212c1.
2024-09-12 11:39:55 -04:00
Clément Foucault
c82ddedb9b Overlay-Next: Image Space
Port all Image editor overlays.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127366
2024-09-11 18:26:34 +02:00
Laurynas Duburas
30724ddecd Overlay-Next: Fade
Overlay-Next version of  Fade in Mesh edit mode and Fade geometry in armature pose mode.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127247
2024-09-11 17:29:26 +02:00
Hans Goudey
1618448abd Sculpt: Store multires grids data in separate arrays
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
2024-09-11 15:54:46 +02:00
Campbell Barton
e00fed43e6 Cleanup: redundant struct declarations 2024-09-11 16:25:25 +10:00
Hans Goudey
5d429bb063 Fix #127400: Sculpt mode drawing uses wrong version of color attribute 2024-09-10 14:55:25 -04:00
Hans Goudey
ad7d7212c1 Sculpt: Face corner indexed mesh GPU data extraction
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
2024-09-09 18:19:16 +02:00
Vitalijs Komasilovs
0db13bef19 Fix #126463: EEVEE: wrong texture binding for Curves Info node
Fixing texture binding according to `Curves Info` node attributes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127206
2024-09-09 13:03:04 +02:00
Miguel Pozo
eab640e044 Draw: Batch shader compilation for image render
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
2024-09-06 18:13:43 +02:00
Clément Foucault
dc89c935fa GPv3: Implement Wireframe batch
Fix #120604

Pull Request: https://projects.blender.org/blender/blender/pulls/127147
2024-09-06 16:50:21 +02:00
Laurynas Duburas
4948ade694 Overlay-Next: Edit-Mesh measurements
Overlay-Next version of mesh measurements.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127124
2024-09-06 16:45:40 +02:00
Clément FOUCAULT
a4cd59e369 Overlay-Next: Prepass: Grease Pencil
Allow selection of grease pencil objects.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127238
2024-09-06 13:29:53 +02:00
Hans Goudey
07d7404390 Fix: Correct wireframe drawing after recent PBVH storage refactor
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.
2024-09-05 15:42:15 -04:00