Move the shader cache to `BKE_appdir_folder_caches`, since the
temporary folder is reset on Linux on every system restart.
Manually delete shader cache files on Blender exit if they have not
been used for more than 30 days.
Pull Request: https://projects.blender.org/blender/blender/pulls/125010
Request one separate compilation batch for each GPUPass so users can
get a better sense of the compilation progress, and to better distribute
texture loading over time.
Pull Request: https://projects.blender.org/blender/blender/pulls/125012
VSE timeline widget drawing is done in "timeline space" (x: frames,
y: channels), but that can have precision issues at large frames,
when "pixel size features" (outlines, borders) need to get evaluated
inside a shader.
This can lead to inconsistent border sizes between neighboring strips,
e.g. sometimes it would be 2 pixels, but sometiems 3 pixels. I've seen
this mostly happen when frames get into 100'000+ range.
To address this, switch timeline widget drawing to be in window pixel
space. This avoids the issue since coordinates to draw the strip
widgets become "up to several thousand" range, not arbitrarily large.
Pull Request: https://projects.blender.org/blender/blender/pulls/125220
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.
Currently the only Blender project which uses the TBB headers directly
is `blenlib`. However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].
This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`. All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.
[1] blender/blender@05241f47f5
Pull Request: https://projects.blender.org/blender/blender/pulls/124916
The code has nullptr checks to make sure it doesn't try to use freed or unitiallized variables.
However the when freeing the data, the code doesn't assign the pointer to be null.
Now set them to be null
Pull Request: https://projects.blender.org/blender/blender/pulls/125090
This allows much easier debugging of shader programs.
Usage is as simple as adding `printf` calls inside shaders.
example: `printf("Formating %d\n", my_var);`
Contrary to the `drw_print`, this is not limited
to draw manager shader dispatch/draws. It is compatible
with any shader inside blender.
Most notably, this doesn't need a viewport to display.
So this can be used to debug render pipeline.
Data formating is currently limited to only `%x`, `%d`,
`%u` and `%f`. This could be easily extended if this is
really needed.
There is no type checking, so values are directly reinterpreted
as specified by the printf format.
The current approach for making this work is to bind a
storage buffer inside `GPU_shader_bind`, making it
available to any shader that needs it. The storage buffer
is downloaded back to CPU after a frame or a render
step and the content printed to the console.
This scheduling means that you cannot rely on these printfs
to detect crashes. We could add a mode to force flushing
at shader binding to avoid this limitation.
The values are written from the shaders in binary form and
only formated on the CPU. This avoid issues with manual
printing like with `drw_print`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125071
Fixes Overlay-Next selection when multiple objects are hit.
To reproduce:
- enable "Ovlay Next" in Preferences>Experimental
- create any Empty object and duplicate it without moving
- try to select by clicking them
Crash occurs because `mixed_bones_object_selectbuffer` in `view3d_select.cc` expects that `view3d_opengl_select_ex` will append results to `buffer`. Depending on situation after several `view3d_opengl_select_ex`calls with decreasing radius it tries to `slice` results from buffer:
```c
has_bones9 = selectbuffer_has_bones(storage.as_span().slice(ofs, hits9));
```
Pull Request: https://projects.blender.org/blender/blender/pulls/124154
Improving performance as hashing the fragment shader was visible
in performance analysis. This PR calculates the hash once and stores
it inside the struct for quick access.
Pull Request: https://projects.blender.org/blender/blender/pulls/124882
During descriptor set update several internal buffers where reallocated
over and over. As descriptor set updates are done very often (1000s
times per frame) some performance could be gained by keeping the
previous allocated buffers around.
Pull Request: https://projects.blender.org/blender/blender/pulls/124877
When using particle hair the optional generated color buffer was bound
as a texture (texel buffer), however in Vulkan texel buffers aren't
textures but buffers.
This change will create a texture, that will pass the needed calls to
the source vertex buffer. Only particle hair does uses
`GPU_texture_create_from_vertbuf`. I would expect that we will phase
this out eventually when particle hair is removed.
This fixes crashes with scenes using particle hair where materials use color
or uv attributes.

Pull Request: https://projects.blender.org/blender/blender/pulls/124854
EEVEE can bind layers of a texture that is also used as an attachment. When binding
the image layout of these specific layers can be different that the image layout of
the whole image.
This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and
wanderer scenes can be rendered without any synchronization issue reported by the
Vulkan validation layers.
Design task: #124214
When beginning to render the attachments are being evaluated. If there is an arrayed
texture (with multiple layers) the individual layers of that texture can be tracked
during until the rendering is ended.
When the same texture is bound to a shader it will be a different layer (otherwise
there is a feedback loop, which isn't allowed). The bound layers will typically need
a different layout the transition to the new layout is executed and recorded. When
the rendering ends, the layers are transitioned back to the layout the texture is
expected in.
It can happen that a layer is used multiple times during the same rendering. In
that case the rendering should be suspended to perform the transition. Image layout
transitions are not allowed during rendering.
There is one place where a layer needs to be transited multiple times that is when
EEVEE wants to extract the thickness from the shadow. The thickness is stored inside
the gbuffer_normal which is also used as an attachment. Eval then samples the thickness
from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering
when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled.
Pull Request: https://projects.blender.org/blender/blender/pulls/124407
color was not taken into consideration when picking a closure using
reservoir sampling, giving closures with dark color much higher weights
than they should have.
This fix multiplies the weight by the average color when picking the
closure, similar as what has been done in principled BSDF.
Pull Request: https://projects.blender.org/blender/blender/pulls/124730
This PR will share render graphs between all contexts that run in
the same thread. This allows the draw manager commands to be added
to the same render graph as the UI.
- Fixes debug groups hiearchy. Draw manager would restart a hierarchy as
it wasn't aware of the debug groups already added by the UI
- Removes cpu sync when switching between contexts.
In a future change this is needed to improve discarding resources.
Pull Request: https://projects.blender.org/blender/blender/pulls/124715
The array-length of a texture view isn't stored at the same location as
the array-base and was forgotten that it was a feature what had to be
supported.
Detected when testing `monster.blend` where the SSS object id wasn't
set and lead to missing materials.
**Before**

**After**

Pull Request: https://projects.blender.org/blender/blender/pulls/124590
Function `strip_data_outline_params_set()` was simplified, so setting
color and outline parameters are not mixed and overwriting as code flows
and so the function is better readable.
Shader code is changed, so that when strip overlaps other strip, it gets
2 px red outline regardless of whether it is active or selected. This
makes it more consistent when strip is not active or selected.
Pull Request: https://projects.blender.org/blender/blender/pulls/124442
The BLI_spin APIs use a `SpinLock` typedef whose underlying type is
contingent on the precense of `WITH_TBB`. Since our projects did not
consistently define the `WITH_TBB` definition, multiple `SpinLock` types
would end up in our final binary creating ODR violations.
Pull Request: https://projects.blender.org/blender/blender/pulls/124285
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.
We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.
The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.
The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.
If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.
Backpropagation does not work for all nodes, although more nodes can be
supported over time.
This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.
In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.
All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.
The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.
Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.
The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
clicking the gizmo icon next to the value.
Pull Request: https://projects.blender.org/blender/blender/pulls/112677
Moving a strip retiming key at the end of a strip, so that a strip
overlaps another one would leave them overlapped. The expected
behavior is that it acts according to the Overlap Mode, like it does
when moving a strip.
Co-authored-by: Richard Antalik <richardantalik@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/124424
The math render tests were not passing on the AMD hardware.
This was due to some compiler behavior not returning 1
on the `floor((a - c) / (b - c))` calculation even if
`a` and `b` were equal.
When clearing depth attachment the write depth state should be enabled.
When this isn't the case a clear texture is being performed. Before
the render graph this used to be a performance issue as the rendering
would be suspended.
The render graph currently reorders these texture clears before of
the rendering context and therefore isn't seen as a performance issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/124340
Instead of making the dark outline be bright for active but unselected
strips, make it have dark outline just like all other strips,
and a 1px inner bright line inside of that.
Pull Request: https://projects.blender.org/blender/blender/pulls/124210
This PR adds device statistics which can be printed to the console.
By default nothing is printed, but developer can choose to enable
it during development.
Pull Request: https://projects.blender.org/blender/blender/pulls/124150