Commit Graph

5958 Commits

Author SHA1 Message Date
Campbell Barton
28750bcf7e Cleanup: replace NULL with nullptr for C++ files 2022-08-28 20:52:28 +10:00
Campbell Barton
d41acc23e1 CMake: include missing header files 2022-08-27 14:32:50 +10:00
Philipp Oeser
e1f8136230 Merge branch 'blender-v3.3-release' 2022-08-26 09:16:46 +02:00
Philipp Oeser
60420f6ea4 Fix T100602: Incoming Vector in world shader for Eevee is inverted
Regression from {rBf4d7ea2cf61} where the direction was flipped.

Maniphest Tasks: T100602

Differential Revision: https://developer.blender.org/D15779
2022-08-26 09:13:55 +02:00
Campbell Barton
a3e1a9e2aa Cleanup: spelling in comments, format 2022-08-26 12:47:21 +10:00
Jeroen Bakker
79dfd2eb7b EEVEE-Next: Fix shader compilation error.
This fixes a compilation error in eevee_light_culling_debug shader.

Some compilers complained when accessing the same data twice. Unclear
why. We should investigate that this change doesn't harm the performance
of the shader.

Although the light is a local variable it might clutter available
registers. If so it will harm developers during debugging.
2022-08-22 10:44:46 +02:00
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
Campbell Barton
cfe5bf4b22 Cleanup: spelling, format 2022-08-18 08:46:24 +10:00
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6718afdc8a Cleanup: Fix outdated comments referring to DispList 2022-08-17 11:57:21 -04:00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
Campbell Barton
29c1d736c4 Cleanup: compiler warnings, clang-tidy 2022-08-17 11:57:53 +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
Jeroen Bakker
8af983ba78 EEVEE-Next: Reduce image bindings.
This change combines the diffuse/specular light passes into a single texture
array, freeing up an image binding for cryptomatte.

When diffuse/specular light pass and/or requested a
texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the
memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none
or both are requested.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15701
2022-08-16 15:10:21 +02:00
Campbell Barton
9d9c05a101 Cleanup: spelling in comments 2022-08-16 10:38:26 +10:00
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
Christian Rauch
a296b8f694 GPU: replace GLEW with libepoxy
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.

This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.

libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.

Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.

Ref T76428

Differential Revision: https://developer.blender.org/D15291
2022-08-15 16:10:29 +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
Jeroen Bakker
3c9956fe55 Cleanup: Suppress compilation warning in eevee_lights.
Temporarily commented out LightModule::input_depth_tx until it is used to hide a
compilation warning.
2022-08-15 11:58:19 +02:00
Clément Foucault
659b63751d EEVEE-Next: Light: Add light evaluation support
This is the same implementation as the old one.
2022-08-14 20:40:04 +02:00
Clément Foucault
67d7792503 EEVEE-Next: Light: New light module
Compared to the previous implementation this has a limit of 65536 lights
per scene. Lights exceeding this limit will be ignored.

This also introduce fine grained GPU light culling, making rendering
many lights in a scene more efficient as long they don't overlap much.

Compatible light panels have been unhidden.

Note: This commit does not include surface evaluation, only light culling.
2022-08-14 20:40:04 +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
Clément Foucault
c81c5358ac GPencil: Engine: Make GL lights declaration optional
This avoid some macro name clashing with other engines where this struct
is not needed.
2022-08-14 20:40:04 +02:00
Campbell Barton
62d1ed0120 Cleanup: replace term face with poly
Be consistent with naming to avoid mixing MPoly/MFace.
2022-08-12 08:57:38 +10:00
Hans Goudey
2480b55f21 Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.

The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,

Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.

Further notes:
 * Some code can be further simplified to skip some processing when the
   hide attributes don't exist.
 * The data is still stored in flags for `BMesh`, necessitating some
   complexity in the conversion to and from `Mesh`.
 * Access to the "hide" property of mesh elements in RNA is slower.
   The separate boolean arrays should be used where possible.

Ref T95965

Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:59:06 -04:00
Campbell Barton
32c8a28720 Cleanup: spelling in comments 2022-08-11 09:51:19 +10:00
Campbell Barton
d68018cf10 License headers: add missing license header 2022-08-11 09:35:02 +10:00
Omar Emara
9596907363 Realtime Compositor: Allow in material preview mode
This patch allows the viewport compositor to operate in Material Preview
mode.

Differential Revision: https://developer.blender.org/D15655

Reviewed By: Clement Foucault
2022-08-10 13:30:31 +02:00
Omar Emara
79953d5482 Realtime Compositor: Fix clang tidy warnings
Fix a number of warnings reported by Clang Tidy in the realtime
compositor's code.

Differential Revision: https://developer.blender.org/D15654

Reviewed By: Clement Foucault
2022-08-10 13:04:36 +02:00
Omar Emara
624b0ac656 Realtime Compositor: Add evaluator and engine
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.

This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.

See T99210.

Differential Revision: https://developer.blender.org/D15206

Reviewed By: Clement Foucault
2022-08-10 09:14:22 +02:00
Campbell Barton
77f41da5f1 Cleanup: spelling 2022-08-10 16:23:11 +10:00
Campbell Barton
72f388c85e Cleanup: format 2022-08-10 16:15:45 +10:00
Clément Foucault
a9a7460570 DRW: DebugDraw: Fix unguarded drw_debug_draw()
This might create nullptr dereference in some cases.
2022-08-09 23:05:07 +02:00
Hans Goudey
c15a63d21e Cleanup: MIscellaneous improvements to pointcloud draw cache
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
2022-08-09 12:37:09 -05:00
Hans Goudey
1e8e70a90c Cleanup: Remove file mistakenly kept in C++ conversion 2022-08-09 11:15:59 -05:00
Hans Goudey
4ab6baefb1 Cleanup: Move draw_cache_impl_pointcloud.c to C++ 2022-08-09 11:10:44 -05:00
Clément Foucault
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.

The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.

However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
2022-08-09 15:45:46 +02:00
Campbell Barton
c7a7aee004 Cleanup: use own username in code-comment tags 2022-08-09 14:18:18 +10:00
Campbell Barton
26b9c54b01 License headers: add missing license headers 2022-08-09 13:25:11 +10:00
Clément Foucault
91250022d0 EEVEE-Next: Depth Of Field: Avoid Framebuffer setup cost for each redraw
Using 2 framebuffer, if the temp textures are the same across redraws,
we can avoid the setup cost.
2022-08-05 14:45:49 +02:00