Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-08-27CMake: include missing header filesCampbell Barton
2022-08-17Metaball: Evaluate metaball objects as mesh componentsHans Goudey
With the ultimate goal of simplifying drawing and evaluation, this patch makes the following changes and removes code: - Use `Mesh` instead of `DispList` for evaluated basis metaballs. - Remove all `DispList` drawing code, which is now unused. - Simplify code that converts evaluated metaballs to meshes. - Store the evaluated mesh in the evaluated geometry set. This has the following indirect benefits: - Evaluated meshes from metaball objects can be used in geometry nodes. - Renderers can ignore evaluated metaball objects completely - Cycles rendering no longer has to convert to mesh from `DispList`. - We get closer to removing `DispList` completely. - Optimizations to mesh rendering will also apply to metaball objects. The vertex normals on the evaluated mesh are technically invalid; the regular calculation wouldn't reproduce them. Metaball objects don't support modifiers though, so it shouldn't be a problem. Eventually we can support per-vertex custom normals (T93551). Differential Revision: https://developer.blender.org/D14593
2022-08-15EEVEE-Next: HiZ Buffer: New implementationClément Foucault
This new implementation does all downsampling in a single compute shader dispatch, removing a lot of complexity from the previous recursive downsampling. This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen: https://github.com/GPUOpen-Effects/FidelityFX-SPD However I do not implement all the optimization bits as they require vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only for HiZ). Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for the whole downsampling. Note that the previous implementation only processed 6 mips where the new one processes 8 mips. ``` EEVEE ~1.0ms EEVEE-Next ~0.6ms ``` Padding has been bumped to be of 128px for processing 8 mips. A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15GPU: replace GLEW with libepoxyChristian Rauch
With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
2022-08-14EEVEE-Next: Light: New light moduleClément Foucault
Compared to the previous implementation this has a limit of 65536 lights per scene. Lights exceeding this limit will be ignored. This also introduce fine grained GPU light culling, making rendering many lights in a scene more efficient as long they don't overlap much. Compatible light panels have been unhidden. Note: This commit does not include surface evaluation, only light culling.
2022-08-14DRW: Add intersection and shape libraries for GLSLClément Foucault
These are meant to provide easy shape and AABB operation for culling. They are currently incomplete but can be extended as one see fits. The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
2022-08-10Realtime Compositor: Add evaluator and engineOmar Emara
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
2022-08-09Cleanup: Move draw_cache_impl_pointcloud.c to C++Hans Goudey
2022-08-09DRW: DebugDraw: Port module to C++ and add GPU capabilitiesClément Foucault
This is a complete rewrite of the draw debug drawing module in C++. It uses `GPUStorageBuf` to store the data to be drawn and use indirect drawing. This makes it easier to do a mirror API for GPU shaders. The C++ API class is exposed through `draw_debug.hh` and should be used when possible in new code. However, the debug drawing will not work for platform not yet supporting `GPUStorageBuf`. Also keep in mind that this module must only be used in debug build for performance and compatibility reasons.
2022-08-05EEVEE-Next: Depth Of Field: Improve Temporal stabilityClément Foucault
This implement a full TAA pass on the depth of field input. An history buffer is kept for each view needing Depth of field. This uses a swap with a `TextureFromPool` in order to not always 2 textures allocated. Since this uses luma weighting without any input, the firefly parameter is now obsolete and has been removed. There is some tiny difference with the Film TAA so the implementation is mostly copy pasted. Also this implementation uses a LDS cache to speedup the TAA computations.
2022-08-02EEVEE-Next: Depth Of Field: Port implementation to compute shaderClément Foucault
This is a port of the previous implementation but using compute shaders instead of using the raster pipeline for every steps. Only the scatter passes is kept as a raster pass for obvious performance reasons. Many steps have been rewritten to take advantage of LDS which allows faster and simpler downsampling and filtering for some passes. A new stabilize phase has been separated from another setup pass in order to improve it in the future with better stabilization. The scatter pass shaders and pipeline also changed. We now use indirect drawcall to draw quads using triangle strips primitives. This reduces fragment shader invocation count & overdraw compared to a bounding triangle. This also reduces the amount of vertex shader invocation drastically to the bare minimum instead of having always 3 verts per 4 pixels (for each ground).
2022-08-01Merge branch 'blender-v3.3-release'Jeroen Bakker
2022-08-01Eevee: Add support of rendering curves with cryptomatte.Jeroen Bakker
There were 2 errors. 1. hair code was used to draw curves 2. vertex shader wasn't aware of curves and failed to compile.
2022-07-28EEVEE-Next: Motion Blur new implementationClément Foucault
The new implementation leverage compute shaders to reduce the number of passes and complexity. The max blur amount is now detected automatically, replacing the property in the render panel by a simple checkbox. The dilation algorithm has also been rewritten from scratch into a 1 pass algorithm that does the dilation more efficiently and more precisely. Some differences with the old implementation can be observed in areas with complex motion.
2022-07-26Refactor: Extract color attributes as generic attributesHans Goudey
Previously there was a special extraction process for "vertex colors" that copied the color data to the GPU with a special format. Instead, this patch replaces this with use of the generic attribute extraction. This reduces the number of code paths, allowing easier optimization in the future. To make it possible to use the generic extraction system for attributes but also assign aliases for use by shaders, some changes are necessary. First, the GPU material attribute can now store whether it actually refers to the default color attribute, rather than a specific name. This replaces the hack to use `CD_MCOL` in the color attribute shader node. Second, the extraction code checks the names against the default and active names and assigns aliases if the request corresponds to a special active attribute. Finally, support for byte color attributes was added to the generic attribute extraction. Differential Revision: https://developer.blender.org/D15205
2022-07-21EEVEE-Next: Add Temporal-AntiAliasingClément Foucault
The improvements over the old implementation are: - Improved history reprojection filter (catmull-rom) - Use proper velocity for history reprojection. - History clipping is now done in YCoCg color space using better algorithm. - Velocity is dilated to keep correct edge anti-aliasing on moving objects. As a result, the 3x3 blocks that made the image smoother in the previous implementation are no longer visible is replaced by correct antialiasing. This removes the velocity resolve pass in order to reduce the bandwidth usage. The velocities are just resolved as they are loadded in the film pass.
2022-07-08Draw: Curve outline drawing in object mode.Jeroen Bakker
This patch adds (selected/active) outline around a curve object in object mode. {F13270680} In the past the draw bounds option was enabled for any curve objects. With this patch it isn't needed and will be disabled. In the future the curve outline could also be enabled to improve GPU selection. Reviewed By: dfelinto, HooglyBoogly, fclem Maniphest Tasks: T95933 Differential Revision: https://developer.blender.org/D15308
2022-07-07Curves: Add sculpt selection overlayHans Goudey
This commit adds visualization to the selection in curves sculpt mode. Previously it was only possible to see the selection when it was connected to a material. In order to obstruct the users vision as little as possible, the selected areas of the curve are left as is, but a dark overlay is drawn over unselected areas. To make it work, the overlay requests the selection attribute and then ensures that the evaluation is complete for curves. Then it retrieves the evaluated selection GPU texture and passes that to the shader. This reuses the existing generic attribute extraction system because there currently wouldn't be any benefits to dealing with selection separately, and because it avoids duplication of the logic that extracts attributes from curves and evaluates them if necessary. Differential Revision: https://developer.blender.org/D15219
2022-06-30EEVEE-Next: Add Film and RenderBuffers moduleClément Foucault
This modules handles renderpasses allocation and filling. Also handles blitting to viewport framebuffer and render result reading. Changes against the old implementation: - the filling of the renderpasses happens all at once requiring only 1 geometry pass. - The filtering is optimized with weights precomputed on CPU and reuse of neighboor pixels. - Only one accumulation buffer for renderpasses (no ping-pong). - Accumulation happens in one pass for every passes using a single dispatch or fullscreen triangle pass. TAA and history reprojection is not yet implemented. AOVs support is present but with a 16 AOV limit for now. Cryptomatte is not yet implemented.
2022-06-05Cleanup: Move remaining mesh draw code to C++Hans Goudey
After this commit, all mesh data extraction and drawing code is in C++, including headers, making it possible to use improved types for future performance improvements and simplifications. The only non-trivial changes are in `draw_cache_impl_mesh.cc`, where use of certain features and macros in C necessitated larger changes. Differential Revision: https://developer.blender.org/D15088
2022-06-03Cleanup: DRW: Overlay: Make simple fragment shaders localClément Foucault
This avoids reusing gpu shader files that have different requirements.
2022-06-02Cleanup: DRW: Added basic_ prefix to all *.glsl files in basic/shadersClément Foucault
This is needed to avoid potential naming collision with other engines.
2022-06-02Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shadersClément Foucault
This is needed to avoid potential naming collision with other engines
2022-05-31Cleanup: tabs to spaces for CMake files & sort file-listsCampbell Barton
2022-05-24EEVEE: support Curves attributes renderingKévin Dietrich
This adds support to render Curves attributes in EEVEE. Each attribute is stored in a texture derived from a VBO. As the shading group needs the textures to be valid upon creation, the attributes are created and setup during its very creation, instead of doing it lazily via create_requested which we cannot rely on anyway as contrary to the mesh batch, we do cannot really tell if attributes need to be updated or else via some `DRW_batch_requested`. Since point attributes need refinement, and since attributes are all cast to vec4/float4 to account for differences in type conversions between Blender and OpenGL, the refinement shader for points is used as is. The point attributes are stored for each subdivision level in CurvesEvalFinalCache. Each subdivision level also keeps track of the attributes already in use so they are properly updated when needed. Some basic garbage collection was added similar to what is done for meshes: if the attributes used over time have been different from the currently used attributes for too long, then the buffers are freed, ensuring that stale attributesare removed. This adds `CurvesInfos` to the shader creation info, which stores the scope in which the attributes are defined. Scopes are stored as booleans, in an array indexed by attribute loading order which is also the order in which the attributes were added to the material. A mapping is necessary between the indices used for the scoping, and the ones used in the Curves cache, as this may contain stale attributes which have not been garbage collected yet. Common utilities with the mesh code for handling requested attributes were moved to a separate file. Differential Revision: https://developer.blender.org/D14916
2022-05-19EEVEE-Next: Add Velocity moduleClément Foucault
This module allow tracking of object and geometry data accross time. This commit adds no user visible changes. It work in both viewport (*) and render mode, gives correct motion for any camera projection type and is compatible with displacement (**). It is a huge improvement upon the old EEVEE velocity which was only used for motion blur and only available in render. It is also an improvement for speed as the animated objects do not need to be rendered a 3rd time. The code is also much cleaner: no GPUVertBuf duplication, no GPUBatch amendment, no special cases for different geometry types, no DRWShadingGroup per object, no double buffering of velocity. The module is still work in progress as the final output may still be flawed. (*): Viewport support is already working but there might be some cases where mapping will fail. For instance if topology changes but not vertex count. (**): Displacement does not contribute to motion vectors. Surfaces using displacement will have the same motion vectors as if they were not displaced.
2022-05-17EEVEE-Next: Add camera moduleClément Foucault
2022-05-12DRW: Port draw_shader to C++Clément Foucault
2022-05-12DRW: Port draw_hair to C++Clément Foucault
2022-05-12Merge branch 'blender-v3.2-release'Bastien Montagne
2022-05-12Fix T98026 EEVEE: Refression Crash when rendering Cryptomatte passesClément Foucault
This was because the main `surface_vert.glsl` was changed to accomodate the needs of the `ShaderCreateInfo` but was still used by the cryptomatte shader. The fix is to include the same libraries as the material shaders and bypass `attrib_load()`.
2022-05-05Cleanup: sort cmake file listsCampbell Barton
2022-05-02EEVEE: Rewrite: Implement nodetree support with every geometry typesClément Foucault
This commit introduce back support for all geometry types and all nodetree support. Only the forward shading pipeline is implemented for now. Vertex Displacement is automatically enabled for now. Lighting & Shading is placeholder. Related Task: T93220 # Conflicts: # source/blender/draw/engines/eevee_next/eevee_engine.cc # source/blender/gpu/CMakeLists.txt
2022-05-01Basic Engine: Port depth shader (object selection) to shaderCreateInfoClément Foucault
This should have no functional changes.
2022-05-01Overlay: Port motion path shaders to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-05-01Overlay: Port outline shaders to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-04-30Overlay: Port edit uv shaders to use shaderCreateInfoClément Foucault
This should have no functional changes. Removed `antialiasing_vert.glsl` becaus it was actually a duplicate of `common_fullscreen_vert.glsl`.
2022-04-29Select Engine: port shader to use 'GPUShaderCreateInfo'Germano Cavalcante
Simple port with a few cosmetic changes: - Attribute named "color" for indices VBO is now called "index" - The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source) Differential Revision: https://developer.blender.org/D14800
2022-04-28Overlay: Port Grid shader to shaderCreateInfo and other code cleanupClément Foucault
Along with the port to createInfo this also: - Packs constant uniforms in a UBO. - Share enum declaration and unify names - Makes codeflow easier to undestand. - Split grid data to its own struct. # Conflicts: # source/blender/draw/engines/overlay/overlay_grid.c
2022-04-22Curves: Further split of curves draw code from particlesHans Goudey
Extends the changes started in f31c3f8114616bb to completely separate much of the DRW curves code from the particle hair drawing. In the short term this increases duplication, but the idea is to simplify development by making it easier to do larger changes to the new code, and the new system will replace the particle hair at some point. After this, only the shaders themselves are shared. Differential Revision: https://developer.blender.org/D14699
2022-04-19EEVEE: Fix compilation caused by missing fileClément Foucault
2022-04-19GPU: Replace `GPUMaterialVolumeGrid` by `GPUMaterialAttribute`Clément Foucault
This is to make the codegen and shading nodes object type agnostic. This is essential for flexibility of the engine to use the nodetree as it see fits. The essential volume attributes struct properties are moved to the `GPUMaterialAttribute` which see its final input name set on creation. The binding process is centralized into `draw_volume.cc` to avoid duplicating the code between multiple engines. It mimics the hair attributes process. Volume object grid transforms and other per object uniforms are packed into one UBO per object. The grid transform is now based on object which simplify the matrix preparations. This also gets rid of the double transforms and use object info orco factors for volume objects. Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-14GPU: Make nodetree GLSL Codegen render engine agnosticClément Foucault
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
2022-04-08Curves edit mode: show dots for pointsKévin Dietrich
This adds support to show dots for the curves points when in edit mode, using a specific overlay. This also adds `DRW_curves_batch_cache_create_requested` which for now only creates the point buffer for the newly added `edit_points` batch. In the future, this will also handle other edit mode overlays, and probably also replace the current curves batch cache creation. Maniphest Tasks: T95770 Differential Revision: https://developer.blender.org/D14262
2022-04-05Cleanup: Overlays: Remove unused facefill shaderClément Foucault
2022-04-04Move ImageTileWrapper to BKE.Jeroen Bakker
ImageTileWrapper is a wrapper around ImageTile to centralize tile calculations when using CPP. Currentry used by the image engine and will be used for the 3d texturing brush project.
2022-03-30DRW: Port draw_common.c to use shared definition with GLSLClément Foucault
# Conflicts: # source/blender/draw/intern/draw_common_shader_shared.h # source/blender/draw/intern/shaders/draw_view_info.hh
2022-03-26DRW: Port draw_common.c to use shared definition with GLSLClément Foucault
2022-03-25Cleanup: sort cmake file listsCampbell Barton
2022-03-23CMake: add missing headers to source listCampbell Barton