Continuation of #131332.
Including built-in headers in VS2019 ends up including `corecrt_math.h`
as a side effect, which has many functions that overlap in name with
our stubs.
This puts the conflicting functions inside its own namespace (`glsl`)
and declares macros for them.
(Note this has the side effect of not allowing us to use those as
variable names)
This also removes the `<cassert>` and `<cstdio>` includes.
Pull Request: https://projects.blender.org/blender/blender/pulls/131386
This avoid stack overflow on GCC because types were getting too
large (70 bytes for a float4) and created a lot of static
memory for UBOs declarations.
This port is not so straightforward.
This shader is used in different configurations and is
available to python bindings. So we need to keep
compatibility with different attributes configurations.
This is why attributes are loaded per component and a
uniform sets the length of the component.
Since this shader can be used from both the imm and batch
API, we need to inject some workarounds to bind the buffers
correctly.
The end result is still less versatile than the previous
metal workaround (i.e.: more attribute fetch mode supported),
but it is also way less code.
### Limitations:
The new shader has some limitation:
- Both `color` and `pos` attributes need to be `F32`.
- Each attribute needs to be 4byte aligned.
- Fetch type needs to be `GPU_FETCH_FLOAT`.
- Primitive type needs to be `GPU_PRIM_LINES`, `GPU_PRIM_LINE_STRIP` or `GPU_PRIM_LINE_LOOP`.
- If drawing using an index buffer, it must contain no primitive restart.
Rel #127493
Co-authored-by: Jeroen Bakker <jeroen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129315
Add a new shader specifically for node sockets rather than using the
keyframe shader.
Motivation:
1. Allow easier addition of new socket shapes
2. Simplify socket drawing by avoiding special handling of multi-inputs
3. Support multi-inputs for all socket types (diamond, square, etc.)
The new shader is tweaked to look the same to the old ones.
**Comparison**
The biggest difference is that the multi socket is now more consistent
with the other sockets.
For single sockets there can be small size differences depending on zoom
level because the old socket shader always aligned the sockets to the
pixel grid. This could cause a bit of jiggling compared to the rest of
the node when slowly zooming. Therefore I left it out of the new shader
and it now scales strictly linear with the view.
**Multi Socket Types**
While there currently is no need for (.) internally, there are a few
obvious use-cases for multi-input field (diamond) sockets like
generalized math nodes with an arbitrary number of inputs (Add,
Multiply, Minimum etc.).
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119243
This removes the need for the geometry shader and the
workaround path for Metal.
Note that creating 2 batches for each stroke might become
a bottleneck in bigger scenes. But currently the bottleneck
is always be the fill algorithm. It can be optimized further
if needed.
Rel #127493
Pull Request: https://projects.blender.org/blender/blender/pulls/129274
The issue was that the shader `gpu_shader_gpencil_stroke_vert_no_geom.glsl`
assumed a wrong format of the color attribute (`uchar4` instead of `float4`).
The fix uses `vertex_fetch_attribute` with `float4`.
Pull Request: https://projects.blender.org/blender/blender/pulls/129072
The goal is to reduce the startup time cost of
all of these parsing and string replacement.
All comments are now stripped at compile time.
This comment check added noticeable slowdown at
startup in debug builds and during preprocessing.
Put all metadatas between start and end token.
Use very simple parsing using `StringRef` and
hash all identifiers.
Move all the complexity to the preprocessor that
massagess the metadata into a well expected input
to the runtime parser.
All identifiers are compile time hashed so that no string
comparison is made at runtime.
Speed up the source loading:
- from 10ms to 1.6ms (6.25x speedup) in release
- from 194ms to 6ms (32.3x speedup) in debug
Follow up #129009
Pull Request: https://projects.blender.org/blender/blender/pulls/128927
When using vertex displacement EEVEE didn't compile the generated
functions into the vertex shader. This could result in errors when
compiling materials.
**Notes**
- Should be back-ported to Blender 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128525
Move most of the string preprocessing used for MSL
compatibility to `glsl_preprocess`.
Enforce some changes like matrix constructor and
array constructor to the GLSL codebase. This is
for C++ compatibility.
Additionally reduce the amount of code duplication
inside the compatibility code.
Pull Request: https://projects.blender.org/blender/blender/pulls/128634
This changes the include directive to use the standard C preprocessor
`#include` directive.
The regex to applied to all glsl sources is:
`pragma BLENDER_REQUIRE\((\w+\.glsl)\)`
`include "$1"`
This allow C++ linter to parse the code and allow easier codebase
traversal.
However there is a small catch. While it does work like a standard
include directive when the code is treated as C++, it doesn't when
compiled by our shader backends. In this case, we still use our
dependency concatenation approach instead of file injection.
This means that included files will always be prepended when compiled
to GLSL and a file cannot be appended more than once.
This is why all GLSL lib file should have the `#pragma once` directive
and always be included at the start of the file.
These requirements are actually already enforced by our code-style
in practice.
On the implementation, the source needed to be mutated to comment
the `#pragma once` and `#include`. This is needed to avoid GLSL
compiler error out as this is an extension that not all vendor
supports.
Rel #127983
Pull Request: https://projects.blender.org/blender/blender/pulls/128076
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
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.
Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.
These phase functions can be combined using Mix nodes as usual.
Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532