Commit Graph

7382 Commits

Author SHA1 Message Date
Clément Foucault
bac94fe307 EEVEE-Next: Make AO node respect the normal input 2023-12-11 14:50:58 +01:00
Clément Foucault
4ed9b4fed0 EEVEE-Next: More work into supporting horizon scan in AO node
This is only part of making inverted scan work.
There are still issues with background not being
considered outside objects.
2023-12-11 14:50:57 +01:00
Clément Foucault
809365d24a Cleanup: EEVEE-Next: Add pipeline defines 2023-12-11 14:50:57 +01:00
Falk David
aa40e9b3c1 Cleanup: GPv3: render engine 2023-12-11 14:23:57 +01:00
Hans Goudey
8157f33911 Cleanup: Move opensubdiv C-API headers to C++
All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
2023-12-11 07:50:29 -05:00
Hans Goudey
4eee57fc3b Fix #115979: Object bounds display type doubled size
The "size" of a bounding box that used to be calculated by
`BKE_boundbox_calc_size_aabb` was actually the dimensions
divided by two.
2023-12-10 15:52:29 -05:00
Clément Foucault
ae70d25959 EEVEE-Next: Refactor Raytracing pipeline
This de-duplicate some passes in the raytracing
pipeline and make it more ready for adoption
of arbitrary closure evaluation. This last part
means the removal of some per closure type
options.

The put in common the tile classification step
that is now done only once for all 3 closure
type. Also add some speedup to the tile
compaction phase that is now only twice
faster.

The horizon-scan setup was also de-duplicated
and run only if needed, which can save up to
0.5ms is complex scenes.

However, this moves the max-roughness and and
resolution scaling to a common parameter.
This is to be able to support arbitrary closure
evaluation where multiple closure with conflicting
parameters could be evaluated in one tracing pass.

Pull Request: https://projects.blender.org/blender/blender/pulls/116009
2023-12-10 21:38:23 +01:00
Clément Foucault
91fd6b18f3 Fix #115288: EEVEE-Next: Horizon Scan light leaking
This was caused by the normal test being wrong and
not taken into account at all.
2023-12-10 21:36:06 +01:00
Campbell Barton
21525b4ea6 License headers: add SPDX headers 2023-12-10 16:35:15 +11:00
Hans Goudey
e0d95b95cc Fix: Build error and format fixes after previous cleanup 2023-12-08 17:19:46 -05:00
Hans Goudey
854cdd1180 Cleanup: Use consistent "mesh" variable name (replace "me")
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
2023-12-08 16:40:06 -05:00
Jeroen Bakker
65e58fe574 CMake: Fix Compiling Shader Builder on macOS
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.

* dbb2844ed9
* 94817f64b9
* 1b6cd937ff

The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.

Pull Request: https://projects.blender.org/blender/blender/pulls/115929
2023-12-08 15:47:14 +01:00
Campbell Barton
55c5692364 Cleanup: remove unused variable, invalid comment & typo 2023-12-08 23:03:22 +11:00
Falk David
8efff3b2d7 GPv3: Render to Image
This PR refactors parts of the gpv3 engine and implements the `render_to_image` engine callback.

Pull Request: https://projects.blender.org/blender/blender/pulls/115904
2023-12-08 12:51:15 +01:00
casey bianco-davis
58041799bc GPv3: Overlay: Only show visible and editable materials
This PR makes it so that locked materials as well as hidden materials will not have their edit points and edit lines visible.

Note: Previously in grease pencil, strokes with hidden materials would still display the edit lines. This behavior is now fixed in GPv3.

Pull Request: https://projects.blender.org/blender/blender/pulls/115740
2023-12-08 10:38:12 +01:00
Campbell Barton
77695da84b Cleanup: minor formatting tweaks 2023-12-08 16:22:14 +11:00
Hans Goudey
d742f08cc6 Cleanup: Change some view3d projection functions to use C++ types
These two have been used a lot in C++ code so the benefits are clear.
2023-12-07 23:07:52 -05:00
Clément Foucault
71f6228876 EEVEE-Next: HiZBuffer: Add support for 2nd layer
This allows for parallel processing of refraction.
Also fix a limitation of using AO node in
refraction materials.

This is needed for the grouping of raytracing
passes.

This increases VRAM consumption a bit (8MB for fullHD
frame) but has no impact on performance.

This include a needed fix to the `draw::Texture::swap`.

### Later work
- Limit the memory overhead to the cases where it is needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/115912
2023-12-07 22:04:38 +01:00
Miguel Pozo
b006bfe10b Fix: EEVEE-Next: Deferred tile stencil compilation 2023-12-07 17:39:13 +01:00
Miguel Pozo
3360b6344f Fix #115289: EEVEE-Next: Negative scale lights
There was code for ensuring correct handedness,
but it wasn't working since vec.xyz() doesn't return by reference.
2023-12-07 17:08:23 +01:00
Clément Foucault
2cf64b9100 EEVEE-Next: Add tile deferred lighting
This adds a tile classification pass to the gbuffer.
This is then compact into streams of tiles for each
complexity level of lighting evaluation.

The benefit over a simpler approach of using a per
object stencil value is that we can have a per
tile granularity of the lighting complexity.

To avoid quad overshading, we use a prepass that
tags different stencil values for each complexity
level. This allows to still use a fullscreen quad
for the light evaluation pass and remove the
diagonal overshading cost.

This doesn't use compute shader at all to leverage
render pass merging and in-tile memory loads.

Using `atomicOr` for adding together the `eClosureBits`
revealed to be too slow. Using multiple non-atomic
writes to many data values is faster and not much
memory hungry.

### Performance
The whole tile scheduling process takes ~70µs for
a half covered 3800x790 framebuffer and doesn't
get much more slower than this.

Using simpler lighting shader helps reduce the cost
of the lighting pass by half in most common cases.
SSS materials stay the most costly.

Pull Request: https://projects.blender.org/blender/blender/pulls/115820
2023-12-07 17:04:51 +01:00
Miguel Pozo
bcab9de531 Fix: GPU: Avoid GPUMaterial/Pass collisions between engines
Prevent draw engines from using GPUMaterials that were compiled for
other engines by storing the engine they where compiled for along the
shader_uuid.

Fix #115356
Fix #115371

Pull Request: https://projects.blender.org/blender/blender/pulls/115819
2023-12-07 16:48:09 +01:00
Casey Bianco-Davis
4dcda1ec12 GPv3: Overlay: Show edit lines option
Adds option to only show edit mode lines overlay, and also adds overlay options panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/115739
2023-12-07 11:42:06 +01:00
Jeroen Bakker
5475d8c5cf EEVEE: Lookdev HDRI Spheres
This PR implements the Lookdev (HDRI) Spheres overlay for EEVEE-Next. There are
also improvements for lookdev:

* Scene lighting (direct and indirect are) applied to the spheres.
* Shadow is applied to the spheres.

This is done by virtually placing the balls at the near clip plane of the camera/viewport.

![image](/attachments/735d0f49-a2cd-479e-b293-8e3f4b7f06a1)

Pull Request: https://projects.blender.org/blender/blender/pulls/115465
2023-12-07 08:19:32 +01:00
Campbell Barton
497600e49e Cleanup: spelling in comments, strings 2023-12-07 12:45:27 +11:00
Campbell Barton
9898602e9d Cleanup: clarify #ifndef checks in trailing #endif comments 2023-12-07 10:38:54 +11:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Hans Goudey
79552f87f2 Fix: Protect against access of empty geometry bounds optional 2023-12-06 09:12:09 -05:00
Hans Goudey
7a96c4672c Cleanup: Move BMesh headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/115817
2023-12-05 23:01:12 +01:00
Miguel Pozo
7ec59b05ff Fix #115786: EEVEE-Next: Texture paint delayed redraw 2023-12-05 17:06:35 +01:00
Miguel Pozo
026cdb1058 Fix #115594: EEVEE Next: Crash with VDB 2023-12-05 16:46:45 +01:00
Hans Goudey
874f83c42e Cleanup: Use FunctionRef for PBVH batch drawing
Also use const arguments, move a null check from the callback to the
PBVH function, and reorganice the PBVH code to be in a consistent
place in the file and to simplify the logic.
2023-12-05 09:36:13 -05:00
Sybren A. Stüvel
42083c8357 Refactor: move ANIM_bone_collections.h into the .hh file
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.

No functional changes.
2023-12-05 15:10:27 +01:00
Campbell Barton
6f08d76ca8 Cleanup: quiet warning 2023-12-05 16:31:52 +11:00
Hans Goudey
695e626d3f Cleanup: Store more mesh runtime data with unique_ptr
Convert shrinkwrap data arrays to use C++ arrays and BitVector,
use references in "EditMeshData" code, and store both structs
with `std::unique_ptr` instead of a raw allocation.
2023-12-04 15:23:24 -05:00
Hans Goudey
c4446d7924 Mesh: Avoid calculating corner normals for drawing flat-shaded meshes
If I remember correctly, this was needed during development of
89e3ba4e25, but not anymore. Now the face normals are used
if faces are sharp. And if there is a mixture of sharp and smooth faces,
then normals_domain will be Corner anyway.

In a basic test with a 16 million face grid, this saved 30ms every draw
extraction. It also saves about 12 bytes per corner which was cached on
the mesh before.

There's a chance I'm missing something and this will require changes
elsewhere, but it's working well in my testing.
2023-12-04 15:22:26 -05:00
Miguel Pozo
35cf616169 FIx: Draw: Volume coordinates regression
Caused by #114933
2023-12-04 19:33:58 +01:00
Hans Goudey
8a705ffd11 PBVH: Use C++ Bounds type for node bounds
This is just a bit more ergonomic and works a bit better with our C++
math vector types. Also, during PBVH build, don't store the center of
each triangle/grid. That's redundant and can always be recalculated
from the bounds.
2023-12-04 12:45:23 -05:00
Miguel Pozo
56be404b0f EEVEE-Next: Scene sync fixes and improvements
Rely on the depsgraph to detect scene updates,
using the `view_update` callback.
Remove `SceneHandle` and `scene_sync`.
Remove `reset_recalc_flag`.
Remove most `sampling.reset()` calls and their related logic,
and move the remaining ones to `Instance`.
Re-sync lights on `light_threshold` changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115758
2023-12-04 15:57:51 +01:00
Philipp Oeser
8bfc412490 Fix #115667: Sculpt face sets draw wrong with subdivision modifier
Copy-paste mistake in 301731692e

Above commit was getting ".sculpt_mask" instead of ".sculpt_face_set"
attribute.

Pull Request: https://projects.blender.org/blender/blender/pulls/115744
2023-12-04 14:43:32 +01:00
Hans Goudey
8171f719fe Subdiv: Remove unnecessary CCG derived flag structs
The copied the material index and its smoothness to every grid,
resulting in 4 bytes of memory per base mesh face corner. That's
wasteful, since it's trivial to loop up the original data from the base
mesh attributes as necessary. This way we can also avoid the
dereference.
2023-12-04 07:55:47 -05:00
Hans Goudey
5cd6a05f5e Cleanup: Store SubdivCCG in unique_ptr
Automatic memory management and clearer ownership! Requires
removing `MEM_CXX_CLASS_ALLOC_FUNCS` from `MeshRuntime`,
but that's used very inconsistently anyway, and `MeshRuntime` isn't
that large.
2023-12-04 07:55:47 -05:00
Miguel Pozo
210a9ccc2a Fix: EEVEE-Next: Crash when baking multiple volume probes 2023-12-04 12:10:02 +01:00
Jeroen Bakker
5dbc276eed Fix: Compiling EEVEE Test cases
Was introduced when BKE_main got a CPP header file.

Pull Request: https://projects.blender.org/blender/blender/pulls/115743
2023-12-04 09:55:48 +01:00
Hans Goudey
ccab01f97f Subdiv: Store multires sculpt grid visibility in BitGroupVector
Instead of allocating a separate bitmap per grid for the hide status, store
all the bits in a recently added C++ data structure that stores all bits in one
contiguous memory chunk. When nothing is hidden, nothing is allocated
(that saves 32 MB for a 16 million vertex multires sculpt). Intuitively it
could have better performance because of the cache benefits of
contiguous memory, but this is hard to measure. It also has a nicer
API than `BLI_bitmap`.

I discussed this with Sergey in person recently. Most of the changes are
just straightforward refactors. The part that isn't is a change to the "show/hide"
operator to structure it similarly to the mesh handling in 4e66769ec0.

Pull Request: https://projects.blender.org/blender/blender/pulls/115687
2023-12-02 20:05:29 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
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
Jeroen Bakker
2b83fde034 Cleanup: Rename Glossy To Metallic
Pull Request: https://projects.blender.org/blender/blender/pulls/115656
2023-12-01 14:07:27 +01:00
Hans Goudey
8c8ea2ec47 Refactor: Sculpt: Clarify PBVH attribute requests
Avoid reusing the custom data type enum with additional values. Instead
use std::variant and type names to properly distinguish between custom
and generic attribute requests. Use a Vector to hold the requests.

Also attempt to simplify the string key building process for requests
and groups of requests in batches. Previously for every PBVH node it
would rebuild the key 3 times, now it only does it once. It's hard to
measure, but that process did show up in profiles, so performance is
probably slightly improved when many nodes are handled at once.
2023-11-30 23:24:11 -05:00
Hans Goudey
2a94328346 Cleanup: Pass PBVH draw attribute requests as span
Also remove an unused argument to batch retrieval functions
2023-11-30 23:24:11 -05:00