Commit Graph

3572 Commits

Author SHA1 Message Date
Clément Foucault
a3d0145c93 GPU: Fix usage of char4 in opensubdiv shader
`char4` are defined as `int4` from now on. This
created a compiler error.
2024-03-12 12:46:52 +01:00
Hans Goudey
3c908dc7f5 Merge branch 'blender-v4.1-release' 2024-03-11 10:43:55 -04:00
Hans Goudey
8b9abd09c8 Fix #119270: Multires color attribute fallback drawing changed to black
Before e05c36f56d the fallback for unsupported attributes was
white. That's arbitrary, but not worth changing.
2024-03-11 10:41:38 -04:00
Miguel Pozo
a53e8d6d24 Merge branch 'blender-v4.1-release' 2024-03-11 12:27:39 +01:00
Miguel Pozo
23fd84ffbe Fix #118764: Freezing on Viewport Render Image during shader compilation
The shader compilation job assumes it can only be closed on program
exit, leaving all their materials as queued.
However, render tasks can kill it, causing drw_deferred_shader_add to
get stuck in an infinite loop.

Pull Request: https://projects.blender.org/blender/blender/pulls/119172
2024-03-11 12:25:12 +01:00
Clément Foucault
070d72b8f3 DRW: Fix debug_print using char4 macro
This is a side effect of the new small types
support. We need to avoid using them as local
variables.
2024-03-11 09:52:20 +01:00
Campbell Barton
b1c59a793c Cleanup: correct spelling for alignment 2024-03-09 16:43:34 +11:00
Hans Goudey
04a9790035 Merge branch 'blender-v4.1-release' 2024-03-08 16:35:33 -05:00
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
Jacques Lucke
1cca960677 Fix #103985: crash when using viewer node on curves with gpu subdivisions
The `cache.curves_cache.proc_attributes_buf[i]` is independent of the subdivision level.
Therefore it's not freed when the subdivision level changes currently. However, the
check assumed that when no attribute was changed, the final subdivided buffer is
non-zero, which is not true when the subdivision level changed.

Now directly check whether the attribute is cached already.

Pull Request: https://projects.blender.org/blender/blender/pulls/119216
2024-03-08 18:33:35 +01:00
megakite
8f120749dd Fix #119021: Crash when adding GP object
Added a null check for RE_GetRenderLayer() which could possibly return
null and then stored in `render_layer`, in order to prevent members of
`render_layer` being accessed in RE_pass_find_by_name(), and thus solved
the segmentation fault.

Pull Request: https://projects.blender.org/blender/blender/pulls/119200
2024-03-08 14:28:05 +01:00
Hans Goudey
1e1d7034ec Cleanup: Move GPU_uniform_buffer.h to C++ 2024-03-06 21:54:28 -05:00
Anthony Roberts
445fd42c61 Windows: Add ARM64 support
* Only works on machines with a Qualcomm Snapdragon 8cx Gen3 or above.
  Older generation devices are not and will not be supported due to
  some driver issues
* Requires VS2022 for building.
* Uses new MSVC preprocessor for sse2neon compatibility.
* SIMD is not enabled, waiting on conversion of blenlib to C++.

Ref #119126

Pull Request: https://projects.blender.org/blender/blender/pulls/117036
2024-03-06 16:14:34 +01:00
Hans Goudey
5993c517bd Cleanup: Use C++ Array, Span, int2 for lasso coords 2024-03-05 11:29:04 -05:00
Campbell Barton
76867ad4c2 Cleanup: redundant "void" in function declarations for C++ 2024-03-05 11:25:35 +11:00
laurynas
bf17fc8d79 Fix: GPU: Ensures length of curves GPUIndexBuf to be multiple of 4
Exception is thrown in gpu_storage_buffer.cc

To reproduce create legacy Bezier curve and convert it to new Curves.
Code is from #116617

Pull Request: https://projects.blender.org/blender/blender/pulls/118951
2024-03-03 16:39:11 +01:00
Campbell Barton
6c78f79740 Cleanup: pass matrices by reference instead of value 2024-02-28 17:16:18 +11:00
Hans Goudey
d338261c55 Cleanup: Pass Span by value
Also pass Span instead of `const Array &`
and use parantheses for BLI includes.
2024-02-27 23:09:54 -05:00
Hans Goudey
c3f1bacc80 Fix #118798: Weight paint overlay broken
The normal VBO is necessary but not requested after it was split
from the old pos_nor VBO from before bace4c9a29.
2024-02-27 14:42:12 -05:00
Campbell Barton
66a8cb6f72 Merge branch 'blender-v4.1-release' 2024-02-27 21:32:08 +11:00
Campbell Barton
3d18896e4b Fix #102526: Fix crash performing nested viewport drawing
Performing an off-screen draw call while drawing the viewport isn't
supported, add a check that raises an exception when called from Python
instead of crashing.

Ref: !118780
2024-02-27 21:29:38 +11:00
Hans Goudey
f83471fa95 Cleanup: Use C++ matrix type in mesh render data 2024-02-26 11:46:01 -05:00
Hans Goudey
53f1ebf232 Cleanup: Pass field directly to mesh render data creation
Avoid the need to set use_hide afterwards when other things are stored directly.
2024-02-26 11:46:01 -05:00
Hans Goudey
5463dd1f69 Cleanup: Rename mesh extraction file
The "pos_nor" file only extracts postions after bace4c9a29.
2024-02-26 11:28:33 -05:00
Jeroen Bakker
e5b9bbe0ae Draw: Add support for uint specialization constants
When implementing film accumulation specialization constants we came
across a missing implementation for uint as specialization constant.
This is a split-off from the original patch to add support for uint.

When using it is important to compile with asserts on. uint can be casted
to int without knowning. There are assert mechanism that point you to
these cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/118750
2024-02-26 16:18:09 +01:00
Hans Goudey
bace4c9a29 Mesh: Improvements to position and normal draw extraction
Currently there are two vertex buffers that contain mesh normals. First, the
normals are extracted and stored interleaved with positions. Then there is
a second vertex buffer for just normals. Interleaving them makes some
sense, since they change together, but it fights with the contiguous storage
benefits of `Mesh` and generally makes code more difficult to optimize.

This PR removes the normals interleaved with the positions and changes
the code for extracting positions and normals from meshes to be simpler
and faster, mainly by not using the "extract iterators" as described by the
#116901 design task. That moves most of the branching outside of hot
loops, so we don't do the same work for every mesh element. This also
gives us the option of not calculating or extracting normals in more
situations like wireframe display in the future.

This is only a small part of the work for #116901, so the state of the code
after this PR will have more design inconsistencies. I'll keep working to
resolve those in the future.

In general I observed at least a 5-40% improvement in FPS in playback
of files with large meshes.

Pull Request: https://projects.blender.org/blender/blender/pulls/116902
2024-02-26 16:01:14 +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
Pratik Borhade
6d88285cd2 Merge branch 'blender-v4.1-release' 2024-02-20 17:30:23 +05:30
bonj
f5151bbbeb Fix #118116: Only hide solid mesh if overlays are enabled
When the retopology overlay is enabled, the edit mesh is not drawn
in solid mode. When you disabled overlays however, it would not be
drawn in any mode, which understandably confused users.
Now it checks whether overlays are enabled before it hides the solid mesh.

Pull Request: https://projects.blender.org/blender/blender/pulls/118422
2024-02-20 12:57:24 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Hans Goudey
81a63153d0 Despgraph: Rename "copy-on-write" to "copy-on-evaluation"
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.

Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/118338
2024-02-19 15:54:08 +01:00
Campbell Barton
5c87dfd269 Cleanup: use BLI_time_ prefix for time functions
Also use the term "now" instead of "check" for clarity.
2024-02-15 13:15:56 +11:00
Hans Goudey
aef0b6552b Cleanup: Use helper functions to access next and previous face corners 2024-02-14 17:23:01 -05:00
Hans Goudey
a52323d711 Cleanup: Move BKE_duplilist.hh to C++ 2024-02-14 10:51:46 -05:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Hans Goudey
5ba6f6d833 Cleanup: Replace typedef keyword in C++ headers 2024-02-13 15:34:32 -05:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Sietse Brouwer
2f0b293da3 GPv3: Add function to retrieve falloff factor for multi frame editing
This PR prepares GPv3 for calculating falloff factors when working in  multi frame editing mode.

The falloff popover is added to the UI.
A `float multi_frame_falloff` is added to `MutableDrawingInfo`. This is a factor from 0.0 to 1.0f.
A `retrieve_editable_drawings_with_falloff()` is added to the utility functions, which retrieves the falloff factor for each drawing when
multi frame falloff is enabled.

To avoid a copy, the return type of  `retrieve_editable_drawings()` and friends is changed from
`Array<MutableDrawingInfo>` to `Vector<MutableDrawingInfo>`.

Pull Request: https://projects.blender.org/blender/blender/pulls/118108
2024-02-13 12:04:45 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Campbell Barton
2df863287f Cleanup: use UV instead of Uv in code-comments 2024-02-10 22:35:33 +11:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Miguel Pozo
a1ceeef2f9 Merge branch 'blender-v4.1-release' 2024-02-08 19:58:07 +01:00
Miguel Pozo
bf0ac755e2 Fix: EEVEE: Volumes don't render
OrcoTexCoFactors were wrong.
Regression from
fa3bd17ae8
2024-02-08 19:57:18 +01:00
Miguel Pozo
01fbca876d Revert "Disable EEVEE-Next"
This reverts commit a8f29e8e36.
2024-02-08 17:38:18 +01:00
Miguel Pozo
cf27e0f3e1 Merge branch 'blender-v4.1-release' 2024-02-08 17:38:09 +01:00
Miguel Pozo
a8f29e8e36 Disable EEVEE-Next 2024-02-08 17:37:53 +01:00
Hans Goudey
a39e8a4ab9 Cleanup: Use StringRef instead of C strings in CustomData API
This simplifies some code. It may improve performance slightly too,
because of faster string comparisons with a known length.

Pull Request: https://projects.blender.org/blender/blender/pulls/117996
2024-02-08 16:56:42 +01:00
Falk David
0a45acbe3b GPv3: Layer Parenting/Transforms
This implements layer parenting and layer transforms.

* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.

Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117247
2024-02-07 16:28:14 +01:00
Clément Foucault
c2ef2daa2c Fix: DRW: Out of bound index in PassSortable
This was caused by hair subpass growing the subpass
vector but not adding anything to the sorting_values_
vector. This means the indices that was return by
`sub_passes_.append_and_get_index` were dereferencing
the `sorting_values_` vector out of bounds on this line:
`float a_val = sorting_values_[a.index];`
2024-02-06 11:15:23 +01:00