Commit Graph

4102 Commits

Author SHA1 Message Date
Hans Goudey
fba7671205 Cleanup: Const correctness, unused variable warning in GP draw code 2023-10-19 15:03:32 +02:00
Hans Goudey
5db502a122 Fix: Build error after bounding box refactor
This function was changed in main after the buildbot built the PR.
Since we are just interested in grease pencil data here, just retrieve
the bounds from the geometry directly.
2023-10-19 15:02:15 +02:00
Hans Goudey
1cbd0f5a85 Refactor: Improve access to object data bounds
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.

Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the  `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.

The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.

Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.

Pull Request: https://projects.blender.org/blender/blender/pulls/113465
2023-10-19 14:18:40 +02:00
Falk David
6281d9a039 Fix: GPv3 depth buffer
Resolves #113422.

The depth buffer was rendered to, but not correctly merged
with the scene depth buffer. This lead to, e.g. the object appearing
behind the grid.

This fixes the issue by rendering a "merge" pass.

Pull Request: https://projects.blender.org/blender/blender/pulls/113779
2023-10-19 13:22:38 +02:00
Jeroen Bakker
62f721467b Merge branch 'blender-v4.0-release' 2023-10-19 08:03:51 +02:00
Jason Fielder
62219f8da9 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-19 08:01:17 +02:00
Miguel Pozo
fc1ee65104 EEVEE-Next: Skip bake if there's not enough VRAM
* Skip the bake if there's not enough GPU memory to allocate all the
   required resources.
* Print bake messages to the command line.

Pull Request: https://projects.blender.org/blender/blender/pulls/113509
2023-10-18 18:49:21 +02:00
Falk David
07749b389d GPv3: Convert radius to blender units
Previously, Grease Pencil used a radius convention where
1 "px" = 0.001 units. This "px" was the brush size which would be
stored in the stroke thickness and then scaled by the point pressure
factor. Finally, the render engine would divide this thickness value by
2000 (we're going from a thickness to a radius, hence the factor of
two) to convert back into blender units.

Store the radius now directly in blender units. This makes it
consistent with how hair curves handle the radius.

* Removes the scaling in the render engine.
* Makes sure the grease pencil primitives use the correct radii
* Changes the drawing tool to work with screen space radius
* Draws the drawing tool cursor in screen space
* Makes sure the scaling is done when converting from legacy
grease pencil objects
* Makes sure the scaling is done when loading previous files

Consequences for the draw tool:
* Since the tool has a radius input in pixels, it now works in screen space. This is a pretty big change to how it works by default before, so a new option will have to be added that allows the brush to be in "Scene" space. This is similar to how it works in sculpt mode. But this is a bigger change, so I would like to split that into a separate PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/113770
2023-10-17 17:00:35 +02:00
Miguel Pozo
25c2b17266 Merge branch 'blender-v4.0-release' 2023-10-17 15:46:32 +02:00
Miguel Pozo
405a618d88 Cleanup: Workbench: Remove no longer used properties 2023-10-17 15:45:59 +02:00
Clément Foucault
5831913204 Fix EEVEE-Next: SubSurfaceScattering: Invalid buffer format
This fixes issues on NVidia GPUs.
2023-10-16 17:17:18 +02:00
Clément Foucault
69e85382cd Fix #113759: EEVEE-Next: NaN artifacts caused by raytracing denoising
This was caused by spatial denoising pass sampling invalid data.
This patch make it so that there is one padding tile all
around the denoise area.

This simplifies the denoise shader too.

This is a bit wasteful to dispatch tracing tiles for clearing
and a better solution would be to use a separate shader and
tile list only for this purpose.
2023-10-16 17:17:18 +02:00
Falk David
97c5cb19d1 GPv3: Hide points overlay in stroke selection mode
This makes sure that we only show the point selection if the
selection domain is `ATTR_DOMAIN_POINT`.
2023-10-16 15:12:10 +02:00
casey bianco-davis
0508e81b79 GPv3: Add edit mode lines to overlay
Adds lines in edit mode to the overlay.

Pull Request: https://projects.blender.org/blender/blender/pulls/111596
2023-10-16 13:59:26 +02:00
Miguel Pozo
54511f59aa Merge branch 'blender-v4.0-release' 2023-10-16 13:49:44 +02:00
Miguel Pozo
e3014ffc27 Fix #113741: Workbench: Reset TAA on overlay toggle
Reset TAA when enabling overlays,
since we won't have valid sample0 depth textures.
2023-10-16 13:49:12 +02:00
Miguel Pozo
465291e716 Merge branch 'blender-v4.0-release' 2023-10-16 13:25:05 +02:00
Miguel Pozo
f2ba12a053 Fix: Workbench: Volume compositing
Regression after fe39456ba5
2023-10-16 13:24:35 +02:00
Clément Foucault
ba89723abc Cleanup: EEVEE-Next: Volume AABB
Make interface a bit more lined up with the
rest of the BLI API. Also use more of the
vector API.
2023-10-15 15:07:44 +02:00
Clément Foucault
3a998fc461 Fix EEVEE-Next: Linking error cause by closure_to_rgba 2023-10-13 19:25:11 +02:00
Clément Foucault
71835808d3 Fix EEVEE-Next: Inverted world coordinates
Caused by 71dfcf4558
2023-10-13 19:21:08 +02:00
Miguel Pozo
6484274048 Merge branch 'blender-v4.0-release' 2023-10-13 19:19:06 +02:00
Miguel Pozo
9e7a576cee Workbench: Fix: depth_in_front not being copied after the first sample 2023-10-13 19:18:46 +02:00
Clément Foucault
8f49407128 Fix EEVEE-Next: Broken Ambient Occlusion
Caused by 71dfcf4558
2023-10-13 19:07:05 +02:00
Clément Foucault
5b1d5fa82f Cleanup: EEVEE-Next: Remove some TODOs
These just move some code around, cleanup the
syntax and make sure to use appropriate libs.
2023-10-13 18:33:15 +02:00
Clément Foucault
ef494b2794 Fix EEVEE-Next: Broken Barycentric on Metal 2023-10-13 18:01:29 +02:00
Clément Foucault
71dfcf4558 EEVEE-Next: Remove common lib usage
Replaces all usage by the the gpu_shader_math
equivalent. This is because the old shader
library was quite tangled.

This avoids dependency hell trying to
mix libraries.

Changes are split into isolated commits until
I had to do mass changes because of inter-
dependencies.

Pull Request: https://projects.blender.org/blender/blender/pulls/113631
2023-10-13 17:59:46 +02:00
Harley Acheson
f7a8536112 Merge branch 'blender-v4.0-release' 2023-10-13 08:36:19 -07:00
Miguel Pozo
42aa97a080 Fix #113580: Workbench: Always setup in_front_depth_tx
Always setup in-front depth, since Overlays can be updated without causing a Workbench re-sync.
2023-10-13 17:12:40 +02:00
Clément Foucault
51f37be0cd EEVEE-Next: Make renderpass lib mandatory for nodetree evaluation
This is to avoid broken materials if they include a AOV node.
This doesn't mean that it adds render passes resources to
every shader.
2023-10-13 16:23:07 +02:00
Jeroen Bakker
a0ef7a7910 Vulkan: Image Editor Drawing
When drawing the image editor the depth of the geometry is set to -1.
This will be clipped in Vulkan, but is valid in OpenGL. This PR patches
the shader to be inside the range that both Vulkan and OpenGL support.

This ensures that images are visible in the image editor.

Pull Request: https://projects.blender.org/blender/blender/pulls/113668
2023-10-13 12:54:23 +02:00
Jeroen Bakker
26adfcdb57 Revert "Metal: Re-enable workbench NEXT shadows"
This reverts commit 95f01288b0.
It fails on non-apple platforms.
2023-10-13 11:05:02 +02:00
Jason Fielder
95f01288b0 Metal: Re-enable workbench NEXT shadows
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.

This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.

This WIP patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.

Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
2023-10-13 11:02:06 +02:00
Jeroen Bakker
28c4abe57c EEVEE: Fix Fallback Shader Shadow Page Tile Store
`eevee_shadow_page_tile_store` shader uses `VIEWPORT_INDEX` and `LAYER`.
Both use an optional extension in OpenGL and Vulkan. When the extension
isn't available a geometry shader is injected to emulate the
extension. The generated geometry shader requires `instance_name` to be
set. This wasn't the case for `eevee_shadow_page_tile_store` shader.

This PR also adds a detection for incompatible shader infos.
- Shaders that use `VIEWPORT_INDEX` or `LAYER` cannot have a geometry stage.
  This check is done in debug and release builds.
- Shaders that use a fallback shader should have instance names set in
  the stage interfaces. This check is only done in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/113649
2023-10-13 10:42:25 +02:00
Campbell Barton
e86fbcd4f0 Merge branch 'blender-v4.0-release' 2023-10-13 10:31:44 +11:00
Campbell Barton
fb58aa5900 Cleanup: typos, duplicate words 2023-10-13 10:21:06 +11:00
Omar Emara
405ec79a0a Fix #112883: GPU compositor crops viewed image
The GPU compositor crops the viewed images to the render resolution.
While the original size and content of the input to the viewer should be
retained as is.

This patch fixes that by specializing compositors that can use composite
outputs to be able to view images of any arbitrary size. This is still
missing the translation offset of the viewer, but this shall be tackled
separately.
2023-10-12 14:03:12 +03:00
Clément Foucault
c8e0a9765e EEVEE-Next: Sphere Probe: Allow evaluation of volume probe
This avoid too dark surfaces if there is no light
in the scene. This prevent energy loss.
2023-10-12 12:50:56 +02:00
Clément Foucault
de2ea031bc Fix EEVE-Next: Broken Parallax
Parallax distance was not actually use.
It was affecting the world and had
unwanted effect if lower than
influence radius.
2023-10-12 12:41:15 +02:00
Clément Foucault
1f12b90ef2 Cleanup: EEVEE-Next: Use references for bind_resources 2023-10-12 12:19:41 +02:00
Clément Foucault
1b4b6bc2f4 Fix EEVEE-Next: Forward Pipeline: Missing resource binds 2023-10-12 12:15:15 +02:00
Jeroen Bakker
83b23d37e7 EEVEE: Fix Compilation Errors
The push constant `double_sided` and `Surfel.double_sided` collided. Due
to the macros that the vulkan backend is creating it isn't possible to
use the same attribute name as an existing push constant.

Pull Request: https://projects.blender.org/blender/blender/pulls/113576
2023-10-12 08:57:25 +02:00
Campbell Barton
b4504c7840 Cleanup: spelling in comments 2023-10-12 16:03:18 +11:00
Clément Foucault
df523f3bf1 EEVEE-Next: Add back lightprobe influence
I had to do a huge refactor in order to do this.

The way ReflectionProbe were referencing the UBO
data was conflicting with the way EEVEE-Next
object should behave.

So like light, shadow and irradiance grids, every
probe is synced with it's GPU data as base struct
and the data is just copied into the UBO
when using `set_view`.

To simplify many parts of the reflection probe
code, I isolated the atlas coordinate of a probe
to its own struct that can be easily copied.

Pull Request: https://projects.blender.org/blender/blender/pulls/113518
2023-10-11 20:19:37 +02:00
Miguel Pozo
1ba16edaf0 EEVEE-Next: Rename light probes
Update to the new naming convention for `Light Probes`:

`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`

Note that this breaks the Python API (`bpy.types.LightProbe.type`).

Pull Request: https://projects.blender.org/blender/blender/pulls/113452
2023-10-11 19:38:42 +02:00
Campbell Barton
91ec9bc5a7 Cleanup: don't use DOXYGEN blocks for inline comments 2023-10-11 10:49:07 +11:00
Clément Foucault
a82e9586c4 Fix EEVEE-Next: Compilation on Metal 2023-10-10 23:52:04 +02:00
Miguel Pozo
e235913c0d Fix: EEVEE-Next: Handle ObjectKey padding bytes 2023-10-10 17:55:23 +02:00
Miguel Pozo
26154aae81 Fix: EEVEE-Next: Bake regression
Missing `hiz_buffer.set_source` call after 80a6a8efe9
2023-10-10 17:40:28 +02:00
Jeroen Bakker
25a1cea8e2 EEVEE-Next: Scene Reflection Probe Resolution
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.

This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.

The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113491
2023-10-10 14:50:17 +02:00