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2021-05-05Remove printfsClément Foucault
2021-05-05Fix T86037 EEVEE: SSR option changes render passes resultClément Foucault
This was caused by the SSR option resetting the accumulation. But the render passes were only cleared in the init phase. This means that when SSR was resetting the `taa_render_sample` the actual renderpasses would still contains 1 sample. This means the renderpasses were always divided by the wrong number of samples. The fix is to clear just before accumulation if the sample is 1. The fact that it works for motion blur is kind of a blessing. This is because we check `stl->effects->ssr_was_valid_double_buffer` before resetting the sampling. So this only happens on the first motion step and does not affect the rest of the rendering. Differential Revision: https://developer.blender.org/D11033
2021-03-13EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuseClément Foucault
We now reuse 9 hitpoints from the neighboorhood using a blue noise sample distribution as mentionned in the reference presentation. Reusing more rays does however make some area a bit more blury. The resulting noise is quite lower compared to previous implementation which was only reusing 4 hits.
2021-03-13EEVEE: ScreenSpaceReflections: Jitter starting texelClément Foucault
This make sure the rays are generated randomly from a fullres texel center. This creates more noise but increase the convergence when doing half res tracing.
2021-03-13Cleanup: EEVEE: Remove SSR shader variationsClément Foucault
2021-03-11Cleanup: spellingCampbell Barton
2021-03-10EEVEE: ScreenSpaceReflections: Add back support for planar reflectionsClément Foucault
We now have a new buffer to output reflection depth. This buffer is only usefull for non planar SSR but we use it to tag the planar rays. This also touch the raytrace algo for planars to avoid degenerate lines on vert sharp reflections.
2021-03-10EEVEE: ScreenSpaceReflections: Improve hit qualityClément Foucault
This changes the hitBuffer to store `ReflectionDir * HitTime, invPdf` just as the reference presentation. This avoids issues when the hit refinement produce a coordinate that does not land on the correct surface. We now store the pdf in the same texture and store it inversed so we can remove some ALU from the resolve shader. This also rewrite the resolve shader to not be vectorized to improve readability and scalability.
2021-03-08EEVEE: Use Fullscreen maxZBuffer instead of halfresClément Foucault
This removes the need for per mipmap scalling factor and trilinear interpolation issues. We pad the texture so that all mipmaps have pixels in the next mip. This simplifies the downsampling shader too. This also change the SSR radiance buffer as well in the same fashion.
2021-02-24Cleanup: spellingCampbell Barton
2021-02-21Cleanup: EEVEE: Rename variable named sample because ...Clément Foucault
.. it's a reserved keyword on GL > 4.0.
2021-02-21Cleanup: EEVEE: Remove SSR variant with AOClément Foucault
AO is always on in this case.
2021-02-13EEVEE: Refactor closure_lit_lib.glslClément Foucault
This refactor was needed for some reasons: - closure_lit_lib.glsl was unreadable and could not be easily extended to use new features. - It was generating ~5K LOC for any shader. Slowing down compilation. - Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks. What this refactor does: - Add some macros to define the light object loops / eval. - Clear separation between each closures which now have separate files. Each closure implements the eval functions. - Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque). - The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before). - Make light iteration last to avoid carrying more data than needed. - Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals). - Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers. - Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks. - Separate transmission roughness is now working on Principled BSDF. - Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`. - SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated. - SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way). - Principle fully black specular tint now returns black instead of white. - This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables). - This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch. - Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot. Render tests needs to be updated after this. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D10390 # Conflicts: # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2020-09-07EEVEE: Shaders testsJeroen Bakker
This will add the remaining static shaders to the eevee shader test suite. - Downsampling - GGX LUT generation - Mist - Motion Blur - Ambient Occlusion - Render Passes - Screen Raytracing - Shadows - Subsurface - Volumes Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8779
2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2020-06-24Fix T78215 EEVEE: incorrect Render Passes results when using motion blurClément Foucault
This was caused by a missing DRWPass initialization. Now we create the passes for every timestep but avoid clearing the buffer after the first sample.
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
2020-03-11EEVEE: Replace octahedron reflection probe by cubemap arrayClément Foucault
We implement cubemap array support for EEVEE's lightcache reflection probes. This removes stretched texels and bottom hemisphere seams artifacts caused by the octahedral projection previously used. This introduce versioning code for the lightcache which will discard any lightcache version that is not compatible. Differential Revision: https://developer.blender.org/D7066
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
2019-10-03Cleanup: unused structs, struct membersCampbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-15Fix T66860 Crash on opening .blend file from 2.79Clément Foucault
This was caused by the preview render of the material property panel being 1px wide. The computed half buffers width were rounded to 0.
2019-07-09Eevee: Fix first sample being accumulated without SSRClément Foucault
We check if the previous iteration (sample) was using a valid double buffer. If it wasn't, we request another iteration. This fix the issue for viewport,viewport render and image render. Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-22DRW: DRWView: Finish refactorClément Foucault
2019-05-17Cleanup: Eevee: Use DRW_PASS_CREATE macro when possibleClément Foucault
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
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
2019-03-24Cleanup: redundant use of string formatting functionsCampbell Barton
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
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: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-08-02Eevee: Fix missing UBO binds.Clément Foucault
Some of them are unecessary and should be removed from the shader instead. But for now we need a quick fix for the crashes happening on some platforms. See T55475.
2018-07-20Eevee: Fix wrong SSR reprojection when switching orthographic viewClément Foucault
We just reset the temporal sampling and avoid using the previous frame for SSR at all.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
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.
2018-05-17Move EEVEE properties into sceneDalai Felinto
We handle doversion for the scene properties, but not for the view layer overrides. Overrides will be implemented in a different way via dynamic overrides. For now this data is completely lost.
2018-05-16Shader Node Editor: Add Closure to RGB convertion node.Clément Foucault
Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented.
2018-05-053D Viewport: move overlay settings from collections to 3D viewport.Brecht Van Lommel
For some we may add per object overrides, but for most we plan to keep them strictly per viewport settings. Display settings from the mesh still need to be moved here, only collections were done to remove that code.
2018-04-30DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.Clément Foucault
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.