This was because the display shader never did the correct
color transformation.
This is a risky fix as it expects all input texture to be in
the correct colorspace (srgb). If they aren't this will
produce darker result.
If this is a huge issue we can introduce a global setting
(like line width) to set if the attached texture is
in srgb space or linear. This would avoid to change the
drawing code all over the place.
Pull Request: https://projects.blender.org/blender/blender/pulls/141237
In Blender 3.3 (1) the individual combine and separate color nodes were
combined together into a single combine/separate color node.
To ensure legacy addons still worked, the old nodes were left in
Blender, but hidden from the Add menus.
It has been nearly 3 years since that change was made, most if not all
addons should have been updated by now. So this commit removes these
hidden legacy nodes.
(1) blender/blender@82df48227b
Pull Request: https://projects.blender.org/blender/blender/pulls/135376
The 2D->2D, 3D->3D, 4D->4D hash functions used in Voronoi node were
using quite an expensive hash function. Switch these to dedicated
2D/3D/4D hash functions (pcg2d, pcg3d, pcg4d) -- these are still very
good quality, but the hash function itself is 3x-4x faster.
Which makes Voronoi node calculation overall be around 2x faster. In
some cases when using OSL, the speedup is even larger.
This visibly changes output of the Voronoi noise however. The actual
noise "behaves" the same, just if someone was depending on the noise
pattern being exactly like it was before, this will change the pattern.
Images, more performance results and details wrt OSL are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/139520
This patch removes the older handle selection and transformation logic,
which was accessible through user preferences by switching off the
default "simple tweaking" mode in Editing -> Video Sequencer.
There was some initial bugginess with the new handle behavior, hence
the option to revert to legacy mode, but with recent updates this no
longer applies. With the new system, all selection workflows
are still possible -- this just drops older code to make things simpler.
No functional changes intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/140031
This works by wrapping the entry point call inside a
`main` function.
Since resources are still defined in global space,
function accessing these are marked with a custom
attribute. This custom attribute expands in a
`#ifdef` guard for the matching stage.
This is a temporary solution and will eventually
be lifted once we support SRD.
### TODO
- [ ] Implement `[[gpu::vertex/fragment_function]]`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139233
Compilation constants are constants defined in the create info.
They cannot be changed after the shader is created.
It is a replacement to macros with added type safety.
Reuse most of the logic from Specialization constants.
Pull Request: https://projects.blender.org/blender/blender/pulls/139703
This PR adds builtin shaders for drawing points. Using `FLAT_COLOR`,
`SMOOTH_COLOR`, `UNIFORM_COLOR` can lead to undesired behavior
on Metal and Vulkan backends. To ensure future compatibility this PR
adds `POINT_FLAT_COLOR` and `POINT_UNIFORM_COLOR`.
The point size can be set using `gpu.state.point_size_set`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139583
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
This was caused by the removal of some compatibility code
in the metal backend.
This patch reintroduce this compatibility code in a cleaner
way than before.
This should be followed up by a documentation commit that
explains what is supported and what is not.
Pull Request: https://projects.blender.org/blender/blender/pulls/139185
This commit finishes removing the uses of the integer to float
vertex buffer fetch mode. Previous commits noted below already started
that process. The last usage was geometry attributes. Now integers are
converted to floats as part of the existing upload process.
The change makes the Vulkan vertex buffer type conversion unused, so
it's removed. That's nice because Vulkan vertex buffers go from 1040 to
568 bytes in size and have significantly less overhead on creation.
Related:
- 153abc372e
- 1e1ac2bb9b
- 617858e453
Pull Request: https://projects.blender.org/blender/blender/pulls/138873
Caused by 617858e453.
These formats should use types aligned to 4 bytes. That's generally
required by modern GPUs. Uploading with these types also avoids
automatic conversion by the Vulkan backend which is something
we're hoping to remove fully.
In the end this PR removes a bunch of code related to supporting
the older single-byte formats.
Pull Request: https://projects.blender.org/blender/blender/pulls/138836
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.
Pull Request: https://projects.blender.org/blender/blender/pulls/136287
Allows basic usage of templated functions.
There is no support for templated struct.
Benefit:
- More readable than macros in shader sources.
- Compatible with C++ tools.
- More sharing possible with host C++ code.
Requirements/Limitations:
- No default arguments to template parameters.
- Must use explicit instantiation for all variant needed.
- Explicit instantiation needs to **not** use argument deduction.
- Calls to template needs to have all template argument explicit
or all implicit.
- Template overload is not supported (redefining the same template
with different template argument or function argument types).
Currently implemented as Macros inside the build-time pre-pocessor,
but that could change to copy-paste to allow better error reporting.
However, the Macros keep the shader code reduced in the final binary
and allow different file to declare different instantiation.
The implementation is done by declaring overloads for each explicit
instantiation.
If a template has arguments not present in function
arguments, then all arguments **values** are appended to the
function name. The explicit template callsite is then modified to use
`TEMPLATE_GLUE` which will call the correct function. This is
why template argument deduction is not supported in this case.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137441
This adds basic unrolling support for 2 syntax:
- `[[gpu::unroll]]` which does full loop unrolling
- `[[gpu::unroll(x)]]` which unrolls `x` iteration
Nesting is supported.
This change is motivated by the added cost in compilation
and execution time that some loops have even if they have
compile time defined iteration counts.
The syntax is inspired by `GL_EXT_control_flow_attributes`.
However, we might want to have our own prefix to show it is
a blender specific feature and that it differs from the standard.
I propose `[[gpu::unroll]]`.
In the future, we could extend this to support more directives that
can be expanded to backend specific extension / syntax. This would
avoid readability issue an error prone copy paste of large amount
of preprocessor directives.
Currently, given that GL's GLSL flavor doesn't support
any of these attributes, the preprocessor does some copy-pasting
that does the unrolling at the source level. Note that the added
`#line` allow for correct error logging.
For the `[[gpu::unroll]]` syntax, the `for` declaration
needs to follow a specific syntax to deduce the number
of loop iteration.
This variant removes the continue condition between iteration,
so all iterations are evaluated. This could be modified
using a special keyword.
For the `[[gpu::unroll(n)]]` syntax, the usercode needs
to make sure that `n` is large enough to cover all iterations
as the loop is completely removed.
We could add shader `assert` to make sure that there is
never a remaining iteration.
This behavior is usually different from what you see in other
implementation as we do not keep a loop at all. Usually, compilers
still keep the loop if it is not unrolled fully. But given we don't
have IR, this is the best we can do.
`break` and `continue` statement are forbidden at the unrolled loop
scope level. Nested loop and switch can contain these keywords.
This is accounted for by checks in the pre-processor.
Only `for` loops are supported for now. There are no real
incentive to add support for `while` given how rare it is
in the shader codebase.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137444
This avoid having to guards functions that are
only available in fragment shader stage.
Calling the function inside another stage is still
invalid and will yield a compile error on Metal.
The vulkan and opengl glsl patch need to be modified
per stage to allow the fragment specific function
to be defined.
This is not yet widely used, but a good example is
the change in `film_display_depth_amend`.
Rel #137261
Pull Request: https://projects.blender.org/blender/blender/pulls/138280
Previously spell checker ignored text in single quotes however this
meant incorrect spelling was ignored in text where it shouldn't have
been.
In cases single quotes were used for literal strings
(such as variables, code & compiler flags),
replace these with back-ticks.
In cases they were used for UI labels,
replace these with double quotes.
In cases they were used to reference symbols,
replace them with doxygens symbol link syntax (leading hash).
Apply some spelling corrections & tweaks (for check_spelling_* targets).
This makes no sense to have in the draw namespace.
Also take the opportunity for making the coordinates
a float2 and rename them to something more descriptive.
Do this only when applicable.
This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.
After investigation the `const` keyword in GLSL has the same
semantic than C/C++.
Rel #137333 and #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137497
This unify the C++ and GLSL codebase style.
The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.
Note that this is going to break pretty much all PRs
in flight that targets shader code.
Rel #137261
Pull Request: https://projects.blender.org/blender/blender/pulls/137369
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).
So I think it is safe to do and improves convergence of codestyles.
Pull Request: https://projects.blender.org/blender/blender/pulls/137352
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.
For bump from the displacement socket, filter width remains fixed at 0.1.
Ref #133991, #135841
Pull Request: https://projects.blender.org/blender/blender/pulls/136465
This is just the shader change.
It allows more freedom for the UI team to tweak the appearance.
The is not functional changes in this patch.
Rel #126334
Resolves several int -> uint conversion warnings. Warnings like the
following will be printed otherwise:
```
|
225 | uint shadow_type = flags & 0xF;
| ^
| gpu_shader_text_vert.glsl:17:22: Warning: some implementations
may not support implicit int -> uint conversions for `&'
operators; consider casting explicitly for portability
```
Pull Request: https://projects.blender.org/blender/blender/pulls/135890
The Mix Color shader node does not retain the alpha channel of the first
input in both the Linear Light and Soft Light modes, while it is retain
for other modes. Further, result clamping also ignores the alpha due to
using the vector clamp function, which introduces implicit conversion
that removes the alpha.
This does not matter for EEVEE because it does nothing with the alpha
channel. But the code will now be shared with the compositor, which does
care about the alpha channel. So adjust the code accordingly to retain
the alpha in those cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/135632