Commit Graph

3885 Commits

Author SHA1 Message Date
Campbell Barton
24b8ccaa94 Cleanup: format 2022-08-30 16:22:49 +10:00
Hans Goudey
6577d2df8c Cleanup: Use const for custom data layers 2022-08-29 17:00:46 -05:00
Jeroen Bakker
377b81ac07 Fix compilation issue in MTLQueryPool::allocate_buffer.
This compilation issue happened due to multiple patches being handled at the same
time one overwriting a correction of the other.
2022-08-29 08:34:47 +02:00
Jeroen Bakker
c4d9dca4a6 Cleanup: Add missing override keyword in mtl_backend. 2022-08-29 08:31:56 +02:00
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
Bastien Montagne
167e2fda15 Merge branch 'blender-v3.3-release' 2022-08-26 18:09:05 +02:00
Luis Pereira
763cafc2b1 Fix T55284: error in Hybrid MultiFractal Musgrave texture
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
  the interval [1,2).

This fixes Cycles, Eevee and geometry nodes.

Differential Revision: https://developer.blender.org/D15785
2022-08-26 17:27:43 +02:00
Hans Goudey
b649fc13ed Cleanup: Avoid using invalid attribute domain
The number of attribute domains isn't an attribute domain, so storing
ATTR_DOMAIN_NUM in a variable with an eAttrDomain type isn't correct.
In the cases it was used, the value wouldn't be accessed anyway.
2022-08-23 10:44:10 -04:00
Omar Emara
78061e6c3e Fix: Compositor results are fuzzy with bilinear filtering
The realtime compositor sometimes produces fuzzy results when the
interpolation is set to bilinear. This was due to the domain realization
shader, which incorrectly sampled the input image.

This patch fixes such fuzziness by introducing a 0.5 offset to evaluate
the sampler at the center of pixels. Additionally, it makes sure the
centring offset is an integer offset by taking its floor, retaining the
previous 0.5 offset even with the difference in size is odd.
2022-08-23 09:06:16 +02:00
Campbell Barton
ee60aa9d01 Cleanup: match names between functions & declarations 2022-08-23 11:05:50 +10:00
Omar Emara
9e23ab9f37 Fix: Memory leak in realtime compositor
There was a memory leak in the GPU code generator for the compositor
output. It was just due to a missing free in the GPU code generator
destructor, so this patch makes sure it is freed.
2022-08-22 10:57:24 +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
Loren Osborn
db46251209 Fix ubsan warnings about indexing into null pointers
Ref T99382

Differential Revision: https://developer.blender.org/D15390
2022-08-19 16:27:22 +02:00
Omar Emara
885e7abed1 Realtime Compositor: Implement bilateral blur node
This patch implements the bilateral blur node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15674

Reviewed By: Clement Foucault
2022-08-18 17:16:14 +02:00
Omar Emara
7d4aa0db9e Realtime Compositor: Implement despeckle node
This patch implements the despeckle node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15673

Reviewed By: Clement Foucault
2022-08-18 16:53:16 +02:00
Omar Emara
1854d31321 Realtime Compositor: Implement directional blur node
This patch implements the directional blur node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15672

Reviewed By: Clement Foucault
2022-08-18 12:20:18 +02:00
Omar Emara
b828d453e9 Realtime Compositor: Implement filter node
This patch implements the filter node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15661

Reviewed By: Clement Foucault
2022-08-18 12:00:14 +02:00
Omar Emara
6cb0a122df Realtime Compositor: Implement bokeh image node
This patch implements the bokeh image node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15660

Reviewed By: Clement Foucault
2022-08-18 11:53:08 +02:00
Campbell Barton
e52fd904e8 Merge branch 'blender-v3.3-release' 2022-08-17 15:45:25 +10:00
Campbell Barton
95fd163074 Cleanup: spelling in comments 2022-08-17 15:43:17 +10:00
Campbell Barton
1f2a5fea87 Cleanup: strip blank lines around comment blocks 2022-08-17 12:51:07 +10:00
Clément Foucault
42179fed71 GPU: ShaderCreateInfo: Use variadic template instead of default arguments
This should reduce the issue described in T100431.
This is also cleaner and without arbitrary argument limit.
2022-08-16 11:55:10 +02:00
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
Sebastian Parborg
8ffc11dbcb Cleanup OpenGL linking and related code after libepoxy merge
This cleans up the OpenGL build flags and linking.
It additionally also removes some dead code.

One of these dead code paths is WITH_X11_ALPHA which actually never was
active even with the build flag on. The call to use this was never
called because the default initializer for GHOST was set to have it off
per default. Nothing called this function with a boolean value to enable it.

These cleanups are needed to support true headless OpenGL rendering.
Without these cleanups libepoxy will fail to load the correct OpenGL
Libraries as we have already linked them to the blender binary.

Reviewed By: Brecht, Campbell, Jeroen

Differential Revision: http://developer.blender.org/D15554
2022-08-15 16:47:20 +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
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
4b14fea38e GPU: Fix shader builder compilation
Was missing a stub.
2022-08-14 20:40:04 +02:00
Campbell Barton
886768a699 CMake: correct linking order regression
Library sorting from [0] caused WITH_GPU_BUILDTIME_SHADER_BUILDER
to fail. It's possible there are missing dependencies that caused
the change in order to break, for now revert that change.

[0]: 19b5524d1c
2022-08-12 22:13:50 +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
Omar Emara
40c45985a9 Realtime Compositor: Add basic distort nodes
This patch implements the following nodes for the realtime compositor:

- Crop node.
- Flip node.
- Lens distort node.
- Rotate node.
- Transform node.
- Translate node.

Differential Revision: https://developer.blender.org/D15231

Reviewed By: Clement Foucault
2022-08-10 10:30:27 +02:00
Omar Emara
c014021802 Realtime Compositor: Add basic matte nodes
This patch implements the following nodes for the realtime compositor:

- Box mask node.
- Channel matte node.
- Chroma matte node.
- Color matte node.
- Color spill node.
- Difference matte node.
- Distance matte node.
- Ellipse matte node.
- Luminance matte node.

Differential Revision: https://developer.blender.org/D15230

Reviewed By: Clement Foucault
2022-08-10 10:21:18 +02:00
Omar Emara
b5df7a02ac Realtime Compositor: Add basic convert and vector nodes
This patch implements the following nodes for the realtime compositor:

- Map range node.
- Map value node.
- Math node.
- Normal node.
- Alpha convert node.
- Separate color node.
- Combine color node.
- Separate XYZ node.
- Combine XYZ node.
- Separate RGBA node.
- Combine RGBA node.
- Separate HSVA node.
- Combine HSVA node.
- Separate YCCA node.
- Combine YUVA node.
- Set alpha node.
- Switch node.
- Switch view node.
- RGB to BW node.
- Color ramp node.

Differential Revision: https://developer.blender.org/D15229

Reviewed By: Clement Foucault
2022-08-10 10:09:35 +02:00
Omar Emara
6109ad6cce Realtime Compositor: Add basic color nodes
This patch implements the following nodes for the realtime compositor:

- Alpha over node.
- Bright contrast node.
- Color balance node.
- Color correction node.
- Exposure node.
- Gamma node.
- Hue correct node.
- Hue saturation value node.
- Invert node.
- Mix node.
- Posterize node.
- Time curve node.
- Vector curve node.

Differential Revision: https://developer.blender.org/D15228

Reviewed By: Clement Foucault
2022-08-10 09:58:44 +02:00
Omar Emara
365fbb447e Realtime Compositor: Add basic output nodes
This patch implements the following nodes for the realtime compositor:

- Composite node.
- Viewer node.
- Split viewer node.

Differential Revision: https://developer.blender.org/D15226

Reviewed By: Clement Foucault
2022-08-10 09:40:07 +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
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
Clément Foucault
2e4727e123 GL: Fix error messages missing end of line 2022-08-09 15:45:46 +02:00
Campbell Barton
19b5524d1c Cleanup: sort cmake file-lists 2022-08-09 13:37:29 +10:00
Omar Emara
8d080013f5 Fix T100285: Shader value node always outputs zero
The shader value node always outputs zero in some cases even when its
value is not zero.

This is caused by b639e60864. In that
commit, the behavior of GPU node linking changed such that unlinked
sockets get their value from their associated GPU node stack instead of
the socket itself. But execution node stacks do not always have their
output values initialized, and since the value node stores its value in
its output, it follows that its uniform value will be wrong.

This patch fixes that by getting the value directly from the socket.
This is also done fro the RGBA node, since it is implemented similarly.
Finally, the GPU_uniformbuf_link_out function was removed since it is no
longer used and does not make sense anymore.

Differential Revision: https://developer.blender.org/D15641

Reviewed By: Clement
2022-08-08 17:31:25 +02:00
Campbell Barton
6089a96be2 Cleanup: spelling, code-blocks 2022-08-04 07:54:29 +10:00
Jeroen Bakker
c9821b6c01 Fix compile issue in recent commit.
fallthrough in case statement.
2022-08-03 08:25:41 +02:00
Angus Stanton
ea70687dd5 Image: Display GPU layout in uiTemplateImageInfo
Add IMB_gpu_get_texture_format and GPU_texture_format_description to
retrieve and 'stringify' an eGPUTextureFormat. These are then used in the
image info panel used in several areas across blender.

New Information:
{F13330937}

Reviewed By: jbakker

Maniphest Tasks: T99998

Differential Revision: https://developer.blender.org/D15575
2022-08-03 08:15:12 +02:00
Clément Foucault
f4fe3fb09b EEVEE-Next: Depth Of Field: Port implementation to compute shader
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.

Only the scatter passes is kept as a raster pass for obvious performance
reasons.

Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.

A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.

The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
2022-08-02 21:53:17 +02:00
Clément Foucault
04d43e8dbb GL: Remove lingering image binds
This updates image bind tracking to be the same as texture binds.
Adding a new bind flag to avoid conflict when the texture is used in
both slots.
Fixes a gl error in glBindImageTextures about invalid image binds.
2022-08-02 21:53:17 +02:00