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2020-08-21GPUUniformBuf: Rename struct and change API a bitClément Foucault
This follows the GPU module naming of other buffers. We pass name to distinguish each GPUUniformBuf in debug mode. Also remove DRW_uniform_buffer interface.
2020-08-12EEVEE: Fix dupli recursion constantClément Foucault
2020-08-12EEVEE: Rework deformation motion blurClément Foucault
This change how motion data are indexed inside the ghash. We follow cycles closely now and use evaluated ID pointers. By removing the hack, it fixes T78561 (No Motion Blur on linked objects)
2020-08-12EEVEE: Motion Blur: Use evaluated object as key to motion dataClément Foucault
This fix issues with instanced geometry and modifiers. Since the depsgraph will duplicate the objects when they have different modifiers, the evaluated object are garanteed to be unique.
2020-08-07Fix T78452 EEVEE: Motion Blur: Crash when using camera switchingClément Foucault
This was caused by the ViewLayer being freed with all its engine data.
2020-08-05EEVEE: Fix previous commitClément Foucault
Small mistake in rB5249a813f22f Now for fix it real!
2020-08-05Fix T78954 EEVEE: Motion Blur: Bug with hair particles on linked objectsClément Foucault
The cache key for particle system was the original Object data. But this is incorrect for particle systems as modifiers are not shared.
2020-07-03Fix T78551 EEVEE: Fix memleak from renderpass uboClément Foucault
2020-06-23EEVEE: Motion Blur: Add accumulation motion blur for better precisionClément Foucault
This revisit the render pipeline to support time slicing for better motion blur. We support accumulation with or without the Post-process motion blur. If using the post-process, we reuse last step next motion data to avoid another scene reevaluation. This also adds support for hair motion blur which is handled in a similar way as mesh motion blur. The total number of samples is distributed evenly accross all timesteps to avoid sampling weighting issues. For this reason, the sample count is (internally) rounded up to the next multiple of the step count. Only FX Motion BLur: {F8632258} FX Motion Blur + 4 time steps: {F8632260} FX Motion Blur + 32 time steps: {F8632261} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8079
2020-06-19EEEVEE: Object Motion Blur: Initial ImplementationClément Foucault
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-06-04Eevee: Merge shadow map processing into one drawcall per lightClément Foucault
This removes a lot of framebuffer configuration and binding.
2019-05-22Eevee: Make Planar reflections work with the new DRWView systemClément Foucault
Also get rid of clip_block which did the same as clipplanes inside common_view_lib.glsl.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-27DNA: rename Lamp -> LightCampbell Barton
- BKE_lamp -> BKE_light - Main.lamp -> light
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2018-07-27Eevee: Fix assert when baking lightprobes.Clément Foucault
The GPU context was freed before all framebuffer attached to it were deleted. Fix T56117
2018-07-10Eevee: LightCache: Initial ImplementationClément Foucault
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
2018-07-10DrawData: Change drawdata to a generic struct shared accross ID typesClément Foucault
This makes tagging much more generic and make the world updates more in line with the new tagging system (Depsgraph).
2018-05-04Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.Clément Foucault
This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp.
2018-03-25GPUFramebuffer: Refactor (Part 2)Clément Foucault
This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-10Eevee: Add new clipping UBO.Clément Foucault
This fixes problems with the planar reflections.
2018-01-30Fix light probe callbacksCampbell Barton
Even though this wasn't crashing here, the arg types were wrong.
2018-01-29Refactor object engine data storageSergey Sharybin
Main idea is to make specific engine types be a subclass of generic ObjectEngineData structure. This required following changes: - Have extra size argument to engine data allocation function. Not sure whether there is less error-prone way of doing this. - Add init() callback to engine data allocation function. Additionally, added some extra checks to Eevee's engine data getters, so we do not silently cast lamp data to lightprobe data. Reviewers: dfelinto, fclem Differential Revision: https://developer.blender.org/D3027
2018-01-22Eevee: Put all constant uniforms in a global UBO.Clément Foucault
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
2018-01-11Eevee: Lamps: Optimize lamps CPU/Memory usage.Clément Foucault
Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms) With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms. This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters. The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation). We replaced the linked list system used to track shadow casters by a huge bitflag. We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly. Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection. We use a double buffer system for the shadow casters arrays to detect deleted shadow casters. Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking. This needs further investigation.
2017-12-04Eevee: Irradiance Visibility: Initial ImplementationClément Foucault
This augment the existing irradiance grid with a new visibility precomputation. We store a small shadowmap for each grid sample so that light does not leak through walls and such. The visibility parameter are similar to the one used by the Variance Shadow Map for point lights. Technical details: We store the visibility in the same texture (array) as the irradiance itself (in order to reduce the number of sampler). But the irradiance and the visibility are not the same data so we must encode them in order to use the same texture format. We use RGBA8 normalized texture and encode irradiance as RGBE (shared exponent). Using RGBE encoding instead of R11_G11_B10 may lead to some lighting changes, but quality seems to be nearly the same in my test cases. Using full RGBA16/32F maybe a future option but that will require much more memory and reduce the perf significantly. Visibility moments (VSM) are encoded as 16bits fixed point precision using a special range. This seems to retain enough precision for the needs. Also interpolation does not seems to be big problem (even though it's incorrect).
2017-11-29Eevee: Stop depsgraph update callback form allocating unneeded memorySergey Sharybin
2017-11-29Draw manager: Cleanup, namingSergey Sharybin
Similar to previous commit in Eevee.
2017-11-29Eevee: Cleanup, namingSergey Sharybin
For functions which will allocate requested data if it does not exist yet "_ensure" is to be used instead of "_get". "_get" functions should return NULL in cases when requested data does not exist yet.
2017-11-29Draw manager: Listen to depsgraph's ID update callbacksSergey Sharybin
This replaces dedicated flag which wasn't clean who sets it and who clears it, and which was also trying to re-implement existing functionality in a way. Flushing is not currently very efficient but there are ways to speed this up a lot, but needs more investigation.
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-20Cleanup: line length, right shiftCampbell Barton
2017-11-20Cleanup: BLI headers firstCampbell Barton
Also move descriptions into doxy header
2017-09-10Eevee: Shadows: Filtering improvement.Clément Foucault
- Replace poisson by concentric samples: Less variance. They are sorted by radius then by angle. - Separate filtering into 2 blur. First blur is 3x3 box blur. Second is user dependant. - Group fetches by group of 4.
2017-09-10Eevee: Refactor Shadow SystemClément Foucault
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
2017-07-05Eevee: Volumetrics: Add settings.Clément Foucault
2017-06-23Eevee: Add AO support in planar reflection.Clément Foucault
Technically this enables the use of MinmaxZ pyramid inside the probe captures. Also Disable AO for cubemap probes because it shows big discontinuities at cubeface limits.
2017-06-19Eevee: Initial implementation of planar reflections.Clément Foucault
Still pretty barebone: No roughness support, No normal distortion support.
2017-06-15Eevee: Irradiance grid: support for non-blocking update and multiple bounces.Clément Foucault
2017-06-15Eevee: Add Irradiance Grid supportClément Foucault
Early implementation. Slow and still has quality 3 ways of storing irradiance: - Spherical Harmonics: Have problem with directionnal lighting. - HL2 diffuse cube: Very low resolution but smooth transitions. - Diffuse cube: High storage requirement. Also include some name change.
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-09Eevee: First commit of Probe support.Clément Foucault