Commit Graph

1131 Commits

Author SHA1 Message Date
Hoshinova
c78c6b0bdf Fix #119797: Noise Texture Precision Issues
The Perlin noise algorithms suffer from precision issues when a coordinate
is greater than about 250000.

To fix this the Perlin noise texture is repeated every 100000 on each axis.
This causes discontinuities every 100000, however at such scales this
usually shouldn't be noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/119884
2024-03-29 16:12:23 +01:00
Clément Foucault
2a600b4a83 EEVEE-Next: Shadow: Limit view per shadow map projection
This limits the number of tilemaps per LOD that can be fed to avoid the
easy to hit "Too many shadow updates" (#119757).

This allows for a max 64 tilemaps to be updated at once at their lowest
requested LOD (so ~10.6667 point lights if every faces of the punctual
shadow map is needed, but likely more in practice).

Unfortunately this is still quite low and will surely be hit quite soon
with directional shadow added to it. One idea to workaround this would
be to time slice the update of some lights, but this opens a whole can
of worms that I'm not ready to open for now so I created #119890 for
future reference.

Some notes, most lights seems to request around 3 LODs. It might help
to allow requesting at least 2 LODs if we are rendering since volumes
might want lower LOD available for volumes.

I added a very simplistic heuristic that also lowers the max tilemaps
when transforming, animation playback or navigating the 3D view to
improve the responsiveness of the engine. Note that this doesn't
only lowers the resolution to the minimum requested one. So it should
be good enough in most cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/119889
2024-03-26 20:33:31 +01:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Miguel Pozo
def5f86cae Fix: EEVEE-Next: Material compilation
Move pcg functions to eevee_sampling_lib.
Including gpu_shader_common libs in engine code results in double  includes.
2024-03-22 18:58:12 +01:00
Miguel Pozo
3888bdf8b2 EEVEE-Next: Fix transparent shadows convergence
Replace the hashed alpha function in shadows for a fully random one.
Add pcg functions to `gpu_shader_common_hash.glsl`
(Split from #119480)

Pull Request: https://projects.blender.org/blender/blender/pulls/119526
2024-03-20 16:05:07 +01:00
Brecht Van Lommel
dc34e96dc4 Merge branch 'blender-v4.1-release' 2024-03-20 15:49:15 +01:00
Jason Fielder
c584597165 Fix #109363: Resolve GPencil fill in Metal
Resolves an issue with stroke rendering in
Metal using the geometry shader fallback
path. Stroke rendering now matches OpenGL
which should enable the GPencil fill tool to
function correctly at all zoom levels.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/119660
2024-03-20 15:38:44 +01:00
Clément Foucault
23dce15f67 EEVEE-Next: Horizon Scan: Use Spherical harmonics
This uses Spherical Harmonics to store the indirect lighting and
distant lighting visibility.

We can then reuse this information for each closure which divide
the cost of it by 2 or 3 in many cases, doing the scanning once.

The storage cost is higher than previous method, so we split the
resolution scaling to be independant of raytracing.

The spatial filtering has been split to its own pass for performance
reason. Upsampling now only uses 4 bilinearly interpolated samples
(instead of 9) using bilateral weights to avoid bleeding.

This also add a missing dot product (which soften the lighting
around corners) and fixes the blocky artifacts seen at lower
resolution.

Pull Request: https://projects.blender.org/blender/blender/pulls/118924
2024-03-19 19:16:21 +01:00
Aras Pranckevicius
a05adbef28 BLF: optimizations and fixes to font shader
Simplifies/optimizes the "font" shader. It runs faster now too, but primarily
this is so that it loads/initializes faster.

* Instead of doing blur via individual bilinear samples (where each sample is 4
  texel fetches), do raw texel fetches of the kernel footprint and compute final
  result by shifting the kernel weights according to bilinear fraction weight.
  For 5x5 blur, this reduces number of texel fetches from 64 down to 36.
* Instead of checking "is the texel inside the glyph box? if so, then fetch it",
  first fetch it, and then set result to zero if it was outside. Simplifies the
  branching code flow in the compiled GPU shader.
* Avoid costly integer modulo/division for "unwrapping" the font texture. The
  texture width is always power of two size, so division/modulo can be replaced
  by masking and a shift. Setup uniforms to contain the needed data.

### Fixes

* The 3x3 blur was not doing a 3x3 blur, due to a copy-pasta typo (one of the
  sample offsets was repeated twice, and thus another sample offset was
  missing).
* Blur towards left/top edges of the glyphs had artifacts, because float->int
  casting in GLSL rounds towards zero, but the code actually wanted to round
  towards floor.

Image of how the blur has changed in the PR.

### First time initialization

* Windows 10, NVIDIA RTX 3080Ti, OpenGL: 274.4ms -> 51.3ms
* macOS, Apple M1 Max, Metal: 456ms -> 289ms (this is including PSO creation
  time).

### Shader performance/complexity

Performance I only measured on macOS (M1 Max), by making a BLF text that is
scaled up to cover most of screen via Python. Using Xcode Metal profiler,
drawing that text with 5x5 shadow blur: 1.5ms -> 0.3ms.

More performance analysis details in PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/119653
2024-03-19 16:29:21 +01:00
Brecht Van Lommel
7a395e2e7f Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was f57e4c5b98.

After this one more fix was committed, this one is preserved as well:
67bd678887.
2024-03-18 15:04:12 +01:00
Jason Fielder
6b56ed3cd3 Metal: Resolve artifact in EEVEE Next Film Cryptomatte
Cryptomatte passes would generate a feathered outline
in Metal due to missing texture fence in chained
read->modify->write->read->... patterns.

Added imageFence function to explicitly state that
imageStore's should be visible to future imageLoad's.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/119163
2024-03-14 17:48:30 +01:00
Jeroen Bakker
f0f911590e EEVEE-Next: Viewport pixel size with up-sampling
EEVEE-Next performes less on integrated GPUs then discrete GPUs.
Most shaders have been analyzed, but there will always be bottlenecks
related to architectural differences.

In order to make EEVEE-Next run smooth on integrated GPUs this change
will implement viewport pixel size option similar to Cycles. The main difference
is that the samples will still be weighted and up-sampled to the final film
resolution. This makes the pixels not look squared in the viewport but will
resolve to something close to the results without up-scaling.

This improves the performance especially on integrated GPUs. The improvement
for discrete GPUs are less noticeable. See here the stats when playing
`rain_restaurant.blend` back on a RAPHAEL_MENDOCINO iGPU.

| Pixel size | Frames per second |
|------------|-------------------|
| 1x         | 0.25 FPS          |
| 2x         | 4.14 FPS          |
| 4x         | 6.90 FPS          |
| 8x         | 9.95 FPS          |

Related to: #114597
See PR for some example images.

Pull Request: https://projects.blender.org/blender/blender/pulls/118903
2024-03-13 12:00:24 +01:00
Campbell Barton
32151abfc3 Cleanup: spelling in comments 2024-03-09 16:47:38 +11:00
Campbell Barton
b1c59a793c Cleanup: correct spelling for alignment 2024-03-09 16:43:34 +11:00
Clément Foucault
b8e726a158 GPU: Add support for small types
This implement the design of #118961.

- Add aliases in GLSL since theses types are
  not supported.
- Add detection mechanism that prevents usage
  inside shader shared code.

Check is only done in debug build to avoid slowing down
application startup.

Pull Request: https://projects.blender.org/blender/blender/pulls/119226
2024-03-08 23:28:15 +01:00
Clément Foucault
4205718dce GPU: Cleanup type aliases
This define all aliases for supported types,
document which one to use in C++ shared code,
move relevant defines to their backend file.

Rename `bool1` to `bool32_t` and cleanup
its usage as mentioned in #118961.

Rel. #118961

Pull Request: https://projects.blender.org/blender/blender/pulls/119098
2024-03-08 19:09:10 +01:00
Jeroen Bakker
3109564825 GPU: Fix shader compilation Metal
Metal uses an union to store the `gl_WorkGroupSize` the union needs to
be unpacked. We first unpack to uvec3 before in order to work around an
NVIDIA driver bug.

Issue introduced by: e3ac2ac93e

Pull Request: https://projects.blender.org/blender/blender/pulls/118749
2024-02-26 14:51:21 +01:00
Jeroen Bakker
e3ac2ac93e GPU: Shaders fail to compile on NVIDIA
NVIDIA fails with segmentation fault when compiling shaders due to recent changes.
This PR tweaks the shader code to work around the segmentation fault.

Issue introduced by: 7f43699ebf

Pull Request: https://projects.blender.org/blender/blender/pulls/118744
2024-02-26 13:01:10 +01:00
Eugene Kuznetsov
7f43699ebf DRW: Curves: Indexbuf optimization for large numbers of curves
This optimizes a few loops that become significant bottlenecks during
viewport rendering of scenes with large numbers of curves.

To render a curves object, Blender needs to generate a potentially
very large (but trivial) index buffer. As previously implemented,
this index buffer is generated in an extremely inefficient manner,
with a single-threaded loop and an explicit function call per entry.
The buffer then needs to be pushed onto the GPU, which is also a fairly
slow task.

The PR generates the index buffer directly on the GPU with compute
shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/116617
2024-02-25 17:22:58 +01:00
Jeroen Bakker
e6eecdf614 EEVEE-Next: Voronoi colors are pure emissive
The voronoi texture node only sets the first 3 components of the
color. The alpha value is never set. Normally this is covered
when using it in a shader node, but when directly connected to
the AOV output, the color was stored as a pure emissive color.

This resulted in incorrect colors in the viewport and image renders.

This is a partial fix for #118494

Pull Request: https://projects.blender.org/blender/blender/pulls/118497
2024-02-21 11:32:29 +01:00
Clément Foucault
749a3880de GL: Remove cube map array workaround 2024-01-31 18:12:59 +01:00
Clément Foucault
8c02b6eb24 EEVEE-Next: Add normal layer reuse
This allows to save some space in the gbuffer
and improve write performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/117131
2024-01-31 15:36:42 +01:00
Omar Emara
51aac62006 Fix: Output of Color Ramp node is slightly off
The output of the Color Ramp node in the GPU compositor and EEVEE is
slightly off. That's because the factor is evaluated directly at the
sampler without proper half pixel offsets to account for the sampler's
linear interpolation, which this patch adds.

Pull Request: https://projects.blender.org/blender/blender/pulls/117677
2024-01-31 10:48:46 +01:00
Jason Fielder
190567f941 EEVEE Next: Optimize HiZ with fast image load store routines
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/116953
2024-01-24 09:36:25 +01:00
Miguel Pozo
ef6b6031de Fix #117123: EEVEE: Broken Specular BSDF
Add missing disable sss flag
2024-01-15 16:57:18 +01:00
Hans Goudey
6438d0ad1f Cleanup: Grammar in comments 2024-01-11 11:01:50 -05:00
Miguel Pozo
31d8a6514f Fix: EEVEE(Legacy): Broken dielectric material shading
sss_radius r and g are already used for occlussion workarounds.
Use only sss_radius.b for flagging sss as disabled.
Regression from 2942147079.
2024-01-10 17:59:20 +01:00
Clément Foucault
ea989ebf94 EEVEE/EEVEE-Next: Split Diffuse and Subsurface closure
Even if related, they don't have the same performance
impact.

To avoid any performance hit, we replace the Diffuse
by a Subsurface Closure for legacy EEVEE and
use the subsurface closure only where needed for
EEVEE-Next leveraging the random sampling.

This increases the compatibility with cycles that
doesn't modulate the radius of the subsurface anymore.
This change is only present in EEVEE-Next.

This commit changes the principled BSDF code so that
it is easier to follow the flow of data.

For legacy EEVEE, the SSS switch is moved to a
`radius == -1` check.
2024-01-09 16:39:17 +13:00
Campbell Barton
0ba83fde1f Cleanup: spelling in comments 2024-01-08 11:24:37 +11:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Jason Fielder
d721dcd767 Metal: Resolve texture atomic compilation issue
Resolves small issue with native texture
atomic support after addition of fallback path.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/116657
2023-12-31 01:07:47 +01:00
Omar Emara
dc082f432a Fix #116522: Compositor incorrectly extrapolates values
The GPU compositor incorrectly extrapolates values of RGBA curves node.
That's because the code introduces a half-pixel offset to the color
values since they will be used to sample the curve maps. Those same
values are then used for extrapolation, which shouldn't take the
half-pixel value into account.

This patch fixes that by computing sampler coordinate in a separate
step.

Pull Request: https://projects.blender.org/blender/blender/pulls/116586
2023-12-28 09:25:11 +01:00
Jason Fielder
335d3a1b75 GPU: Add Shader specialization constant API
Adds API to allow usage of specialization constants in shaders.
Specialization constants are dynamic runtime constants which can
be compiled into a shader pipeline state object (PSO) to improve
runtime performance by reducing shader complexity through
shader compiler constant-folding.

This API allows specialization constant values to be specified
along with a default value if no constant value has been declared.
Each GPU backend is then responsible for caching PSO permutations
against the current specialization configuration.

This patch adds support for specialization constants in the
Metal backend and provides a generalised high-level solution
which can be adopted by other graphics APIs supporting
this feature.

Authored by Apple: Michael Parkin-White
Authored by Blender: Clément Foucault (files in gpu/test folder)

Pull Request: https://projects.blender.org/blender/blender/pulls/115193
2023-12-28 05:34:38 +01:00
Clément Foucault
c0fe51678e Fix #116489: Improper use of enum in GLSL file
Use defines instead.
2023-12-24 20:18:00 +13:00
Clément Foucault
f4275cc4df EEVEE-Next: Gbuffer Optimization
This modify the GBuffer layout to store less bits per closures.
This allows packing all closures into 64 bits or 96 bits.
In turn, this reduces the amount of data stored for most
usual materials.

Moreover, this contain some groundwork for the getting rid of the
hard-coded closure type. But evaluation shaders still use
the hard-coded types.

This adds tests for checking packing and unpacking of the gbuffer
doesn't loose any data.

Related to #115966

Pull Request: https://projects.blender.org/blender/blender/pulls/116476
2023-12-23 05:58:52 +01:00
Miguel Pozo
6c40adcc36 Fix: GPU: from_up_axis
glsl sign can return 0.
Fixes surfels display when normal.z == 0.
2023-12-13 17:47:48 +01:00
Clément Foucault
ac11ccd2bd EEVEE-Next: Add Translucent BSDF support
This adds support for Translucent BSDF.

This also fixes a bug to allow correct
shadowing.

The input normal had to be set back to
non-inverted in the node function to allow
for correct interpretation of the Normal
by Screen Space Reflections.

This add the necessary optimization
and code deduplication to hybrid deferred
and forward pipeline.

Pull Request: https://projects.blender.org/blender/blender/pulls/116070
2023-12-13 02:19:19 +01:00
Campbell Barton
77204bed17 Cleanup: spelling in comments 2023-12-12 12:58:56 +11:00
Jason Fielder
9313750f0a Metal: Add fallback path for texture atomics V2
This patch adds an alternative path for devices/OSs
which do not support native texture atomics in Metal.
Support is encapsulated within the backend, ensuring
any allocated texture with the USAGE_ATOMIC flag is
allocated with a backing buffer, upon which atomic
operations happen.

The shader generation is also changed for the atomic
case, which instructs the backend to insert additional
buffer bind-points for the buffer resource. As Metal
also only supports buffer-backed textures for
textureBuffers or 2D textures, TextureArrays and
3D textures are emulated within a 2D texture, with
sample locations being indirected.

All usage of atomic textures MUST now utilise the
correct atomic texture types in the high level shader
and GPUShaderCreateInfo declarations.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115956
2023-12-11 23:00:20 +01:00
Campbell Barton
9898602e9d Cleanup: clarify #ifndef checks in trailing #endif comments 2023-12-07 10:38:54 +11:00
Clément Foucault
fe848ce3ef EEVEE-Next: Optimize GBuffer Layout and writting
This layout is more flexible and polymorphic.

While the worst case is worse (4 + 3 layers),
the common case is more optimized (2 + 2 layers).
The average written closure data is also lower
since we can compact the data for special cases
which are quite frequent.

Some adjustment had to be made in the denoise an
tile classify shaders.

Pull Request: https://projects.blender.org/blender/blender/pulls/115541
2023-12-01 14:41:13 +01:00
Harley Acheson
c8d1bb5902 BLF: Rename Text Shader Depth to Component Len
Rename text shader glyph "depth" to "glyph_comp_len", as requested
by Clément Foucault.

Pull Request: https://projects.blender.org/blender/blender/pulls/115640
2023-12-01 02:07:57 +01:00
Harley Acheson
2052d167c3 BLF: Fix Shader Type Conversion
Implicit conversion of vec2 is not permitted with Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/115638
2023-12-01 01:09:52 +01:00
Harley Acheson
5d330ddb1f BLF: Support All Render and Bitmap Formats
Add support for all of FreeType's various render formats and output
bitmap formats.

Pull Request: https://projects.blender.org/blender/blender/pulls/115452
2023-11-30 22:17:30 +01:00
Clément Foucault
92bec9af0c Fix EEVEE: Compilation on Metal 2023-11-30 01:10:27 +01:00
Jeroen Bakker
8ae80abe5f Fix: Various Small GLSL Material Tweaks
We should use explicit casting. Although it is not always needed it
is a best practise in order to support the shaders on Metal.

* `float max(float, int)` is not supported on Metal and fails with a compilation error

Pull Request: https://projects.blender.org/blender/blender/pulls/115464
2023-11-27 12:06:28 +01:00
Jason Fielder
9042773d93 GPU: Resolve compilation error in Metal caused by type ambiguity
Recent change in commit 3f778150a9
caused compilation errors in Metal due to type ambiguity. Updating call to
explicitly utilise floats where appropriate.

Authored by Apple: Michael Parkin-White

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/115301
2023-11-27 11:50:25 +01:00
Jeroen Bakker
53ebe40ed2 Fix: EEVEE Compiler Issue Emission Shader
Due to recent changes the local variables where not explicitly cast, that failed
when compiling on Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/115463
2023-11-27 08:46:23 +01:00
Campbell Barton
1eff48a838 Cleanup: spelling in code 2023-11-27 10:55:39 +11:00
Campbell Barton
27c660707d Cleanup: spelling in comments, variables 2023-11-27 09:54:36 +11:00