Age | Commit message (Collapse) | Author |
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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This was caused by TAA offset being computed as the 2nd sample even if the
sampling was reset afterwards.
The fix is to update the matrices after any potential reset.
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EEVEE assumed that the OGL renderer did FSAA, as the FSAA was removed we
needed to revalidate this assumption. The temporal sampling only inited
the matrices during init phase. As now we need to update the matrices
for every sample rendered the code for updating the matrices was
isolated in a new function `EEVEE_temporal_sampling_update_matrices`.
Reviewed By: fclem
Maniphest Tasks: T64646
Differential Revision: https://developer.blender.org/D4871
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Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.
Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
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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
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Most API's already use this convention.
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This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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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This is often invalid, outdated or misleading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.
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and cleanup
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
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There was an issue caused by Antialiasing being done after DoF. Move TAA
after DOF and Motion Blur.
Also certain pixel with lower CoC would be spread all over the background
because the neighbooring pixel have higher CoC. So we need to apply some
bilateral filtering when downsampling. Currently we limit the influence of
neighbor pixels with a CoC inside the range [MaxCoC-2, MaxCoC].
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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.
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We just reset the temporal sampling and avoid using the previous frame
for SSR at all.
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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.
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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.
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This was producing infinite rendering but wasn't noticeable.
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This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.
This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.
There are many things to improve but this is a solid basis to build upon.
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This is in order to not mix it with the incomming buffer textures.
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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.
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This leads to a huge improvement of AntiAliasing quality.
There is no other distribution now and there is not settings displayed to the user. That's for another commit.
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TAA / multiple samples is not working at the moment.
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Result is less noisy ogl renders.
What this patch does:
- the draw loops gets accumulated into the output buffer.
- disable TXAA persmat jittering in ogl render since ogl render already does that.
- make noise texture update correct accross all draw loops. Previously it was reset between each FSAA samples.
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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
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Also move descriptions into doxy header
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This was caused by 93936b8643b9c4f77fe13d35b41ecaa246843dd8
From GL spec :
GL_INVALID_OPERATION is generated if mask contains GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT and the source and destination depth and stencil formats do not match.
So blitting framebuffer with depth or stencil require the SAME FORMAT.
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This also:
- make sure to only compile the shader needed by the active effects.
- same thing for the shading groups.
- disable TAA if motion blur is active (avoid infinite refresh).
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