Commit Graph

3058 Commits

Author SHA1 Message Date
Miguel Pozo
7a76f2ae77 Fix #104370: Draw: Don't request the same attribute more than once
Avoid running out of attributes when multiple material slots use the same one.

Cleanup:
Removes the return value from drw_attributes_add_request since it shouldn't be modified afterward and it's never used.
Avoid making copies of DRW_AttributeRequest in drw_attributes_has_request.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104709
2023-02-15 23:54:51 +01:00
Campbell Barton
02c3889b1c Cleanup: quiet clang warnings
Quiet unused argument, shadow, array-bounds & range-loop-bind-reference
warnings.
2023-02-15 13:26:54 +11:00
Jason Fielder
7b9d1cb51f Eevee: GPU Material node graph optimization.
Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront.

As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity.

Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering.

Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs.

Authored by Apple: Michael Parkin-White

Ref T96261
Pull Request #104536
2023-02-14 21:51:03 +01:00
Jacques Lucke
eb9647c53d Cleanup: rename vertex buffer attribute to be more specific
This renames `data` and `color` to `selection`. This is better because
it's actually what the corresponding buffers contain. Using this
more correct name makes sharing vertex buffers between different
gpu batches for different shaders easier.
2023-02-14 17:53:20 +01:00
Hans Goudey
459c210154 Fix #104652: UV Face Dots randomized
Match the check from before 75db4c082b,
where we just checked that the face dots bitmap wasn't null.
2023-02-14 11:27:34 -05:00
Falk David
715acf758c Curves: Use deformed points in edit mode overlay
Uses the deformed crazyspace to populate the position buffer for Curves edit mode overlay.

Pull Request #104705
2023-02-14 16:33:38 +01:00
Campbell Barton
e928dd300b Cleanup: format 2023-02-14 10:29:46 +11:00
Hans Goudey
c92c52f0c9 Cleanup: Move draw_attributes.hh to C++
In order to experiment with different storage types for `DRW_Attributes`
and for general cleanup (see #103343). Also move a curves header to C++.

Pull Request #104716
2023-02-13 20:56:24 +01:00
Clément Foucault
dd171f7743 Cleanup: GPUShader: Rename GPU_shader_uniform_vector
Rename to `GPU_shader_uniform_float/int_ex` to make more sense as a
general purpose function.
2023-02-13 11:22:38 +01:00
Clément Foucault
b68bac7ced Cleanup: GPUShader: Remove GPU_shader_uniform_int/float
Simplify the API, leaving only one function to set uniform without the
uniform name.
2023-02-13 11:22:38 +01:00
Clément Foucault
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
2023-02-13 11:22:38 +01:00
Clément Foucault
164f591033 Cleanup: GPU: Rename some functions for consistency 2023-02-13 11:22:38 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Campbell Barton
ce44953933 Cleanup: various C++ cleanups 2023-02-11 14:04:35 +11:00
Clément Foucault
7e0e07657c GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
2023-02-09 22:46:35 +01:00
Hans Goudey
7ca651d182 Mesh: Remove unnecessary edge draw flag
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
2023-02-09 15:56:05 +01:00
Clément Foucault
a0f5240089 EEVEE-Next: Virtual Shadow Map initial implementation
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
2023-02-08 21:18:44 +01:00
Clément Foucault
349350b304 Fix T104390: Regression: Object selection in viewport is not working
Caused by alignment difference between C and C++. Asan caught the issue
on startup.

Removing the unused view matrix storage copy avoids this problem.
2023-02-07 16:45:47 +01:00
Chris Blackbourn
e4f77c1a6c Cleanup: format 2023-02-07 16:57:35 +13:00
Jason Fielder
8703db393b Metal: Ensure explicit return after discard to eliminate differences in behaviour between GPUs.
Discard is not always treated as an explicit return and flow control can continue for required derivative calculations. This behaviour is different in Metal vs OpenGL. Adding return after discards ensures consistency in expectation as behaviour is well-defined.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17199
2023-02-07 00:58:06 +01:00
Hans Goudey
d3500c482f Cleanup: Move DRW_pbvh.h header to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-02-06 16:52:02 -05:00
Clément Foucault
b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-06 21:25:45 +01:00
Hans Goudey
75db4c082b Cleanup: Use BitVector instead of BLI_bitmap for subsurf face dot tags
For better type safety and more automatic memory management.
2023-02-06 14:13:53 -05:00
Ray Molenkamp
b5e00a1482 Revert "BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh"
This reverts commit 52de84b0db.

had some build issues on windows i can't quickly resolve, revert for
now while we fix the problems
2023-02-02 11:46:23 -07:00
Clément Foucault
52de84b0db BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-02 18:11:35 +01:00
Jacques Lucke
2995165148 Cleanup: simplify wrapping CurvesGeometry in C++ 2023-01-31 18:45:55 +01:00
Jason Fielder
57552f52b2 Metal: Realtime compositor enablement with addition of GPU Compute.
This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.

GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.

Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T99210

Reviewed By: fclem

Maniphest Tasks: T99210, T96261

Differential Revision: https://developer.blender.org/D16990
2023-01-30 11:06:56 +01:00
Miguel Pozo
e744673268 Draw: Improve Texture assignment operator
Differential Revision: https://developer.blender.org/D17119
2023-01-25 17:12:25 +01:00
Lukas Stockner
b1c8889396 Cleanup: format 2023-01-24 17:59:29 +01:00
Joseph Eagar
b6b6e47e1d Sculpt: PBVH node splitting for texture paint
`PBVH_Leaf` nodes are now split into a new `PBVH_TexLeaf`
node type when using the paint brush.  These nodes are
split by image pixels, not triangles.  This greatly
increases performance when working with large
textures on low-poly meshes.

Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14900
Ref: D14900
2023-01-23 10:44:50 -08:00
Miguel Pozo
ba982119cd Workbench Next
Rewrite of the Workbench engine using C++ and the new Draw Manager API.

The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.

The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)

To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.

Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)

Reviewed By: fclem

Maniphest Tasks: T101619

Differential Revision: https://developer.blender.org/D16826
2023-01-23 17:59:07 +01:00
Miguel Pozo
b44a8f6749 Fix: Draw: Negative scaled objects cause wrong resource indexing
In the new Draw Manager, when the same DrawGroup has both front and back facing instances, the front facing instances don't offset their indices accordingly.

Differential Revision: https://developer.blender.org/D17069
2023-01-23 16:42:37 +01:00
Clément Foucault
607b814096 DRW: Debug Print: Fix print of vec3 2023-01-23 11:05:04 +01:00
Clément Foucault
e0c8fa4ab9 DRW: Fix Texture.ensure() function always recreating the texture
This was caused by recent change of the `size()` method which now return
1 for missing dimensions.
2023-01-23 11:05:04 +01:00
Aaron Carlisle
25864d3dfc Cleanup: Use ampersand instead of "and" for labels
UI guideline is use '&' for labels, use "and" for descriptions.
2023-01-20 20:27:25 -05:00
Campbell Barton
844cca9984 Cleanup: spelling in comments 2023-01-20 15:19:32 +11:00
Chris Blackbourn
bbeb37696d Cleanup: format 2023-01-20 11:43:28 +13:00
Hans Goudey
38a45e46bc Cleanup: Use OffsetIndices class in more cases
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.

Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.

Also add const when accessing data arrays from curves, for consistency.

Differential Revision: https://developer.blender.org/D17038
2023-01-19 13:48:20 -06:00
Hans Goudey
83f9218801 Cleanup: Remove unused/redundant includes from curves/pointcloud draw 2023-01-18 18:14:44 -06:00
Clément Foucault
c412d2dcfe DRW: View: Allow disabling view test by setting bound sphere radius to -1 2023-01-18 15:36:46 +01:00
Clément Foucault
534214e65c DRW: Make intersect lib not dependent on common_view_lib.glsl
This declares view intersection functions only if the view lib if
required.
2023-01-18 15:36:46 +01:00
Clément Foucault
9e5ada315f DRW: Protect common_math_lib.glsl from duplicated declaration
This avoid most issues when including this header along with some of the
newer `gpu_shader_math_*_lib.glsl`.
2023-01-18 15:36:46 +01:00
Clément Foucault
e6be3f96d8 DRW: Fix DRW_VIEW_FROM_RESOURCE_ID 2023-01-18 15:36:46 +01:00
Clément Foucault
9c54f2655d DRW: Add double buffering of objects matrices, bounds, and infos
This allows easy delta calculation and access to last known position of
deleted objects.
2023-01-18 15:36:46 +01:00
Clément Foucault
efe51f0220 DRW: View: Allow for GPU side specification of view bounds
This allows an engine to perform GPU side view specification and let the
draw manager extract the culling informations (bounds).

To this end, the matrices ubo gets exposed to be able to write to it.

`compute_procedural_bounds()` need to be explicitely called before any
main pass using the culling result.
2023-01-18 15:36:46 +01:00
Clément Foucault
493e3230b4 DRW: Fix display print
Wrong uniform for viewport size.
2023-01-18 15:36:46 +01:00
Clément Foucault
21b3689fb9 DRW: GPU Wrappers: Add swap to storage buffers, empty framebuffer and fixes
Also add an assert to mip_view to avoid incorrect usage.
2023-01-18 15:36:46 +01:00
Jacques Lucke
2c2178549b Curves: add OffsetIndices abstraction
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.

While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
  structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
  all the arrays we need for a loop first and then do the processing.
  Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
  that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
  pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
  because `this` does not have to be dereferenced every time.
  This likely doesn't have a noticable impact in practice.

Differential Revision: https://developer.blender.org/D17025
2023-01-18 11:52:37 +01:00
Campbell Barton
60d9de767d Cleanup: remove redundant forward declarations for structs 2023-01-18 18:41:13 +11:00
Campbell Barton
9e5e2aa775 Cleanup: rename Mesh/Curve/MetaBall loc/size/texflag
Struct members loc/size were misleading as they read as if the object
data stored object level transform channels. Rename these to match RNA
with a `texspace_*` prefix to make it clear these struct members only
apply to texture-space transform.

Also rename ME_AUTOSPACE & ME_AUTOSPACE_EVALUATED to
ME_TEXSPACE_FLAG_AUTO & ME_TEXSPACE_FLAG_AUTO_EVALUATED.
2023-01-18 17:20:10 +11:00