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2022-01-17GPUShaderCreateInfo for interface abstractionJeroen Bakker
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
2021-11-19Cleanup: fix typos in comments and docsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13264
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-02-16Workbench: Improve AntiAliasing samplingJeroen Bakker
This improves stability and convergence speed of Workbench Temporal AntiAliasing. This adds a filtering kernel (blackmann-haris, same as EEVEE/Cycles) to the temporal antialiasing sampling. We also gather neighbor pixels since they might end up in the pixel footprint. We use a 1px radius for the filter window which is a bit less than the 1.5 default of cycles and EEVEE since it does blur quite a bit more than what we have now. Another improvement is that the filtering is now in log space which improves AntiAliasing around highlights. Theses improvement may not be very useful for every day case but it was an experiment to try to make TAA usable for GPencil. Test file used : {F9798807} |filtered+logspace|filtered|original| |{F9798847}|{F9798848}|{F9798849}| Reviewed By: jbakker Differential Revision: https://developer.blender.org/D10414
2021-02-13EEVEE: Depth of field: New implementationClément Foucault
This is a complete refactor over the old system. The goal was to increase quality first and then have something more flexible and optimised. |{F9603145} | {F9603142}|{F9603147}| This fixes issues we had with the old system which were: - Too much overdraw (low performance). - Not enough precision in render targets (hugly color banding/drifting). - Poor resolution near in-focus regions. - Wrong support of orthographic views. - Missing alpha support in viewport. - Missing bokeh shape inversion on foreground field. - Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...) - Fix T81092 I chose Unreal's Diaphragm DOF as a reference / goal implementation. It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie. You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04 Along side the main implementation we provide a way to increase the quality by jittering the camera position for each sample (the ones specified under the Sampling tab). The jittering is dividing the actual post processing dof radius so that it fills the undersampling. The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness. Effect of overblur (left without, right with): | {F9603122} | {F9603123}| The actual implementation differs a bit: - Foreground gather implementation uses the same "ring binning" accumulator as background but uses a custom occlusion method. This gives the problem of inflating the foreground elements when they are over background or in-focus regions. This is was a hard decision but this was preferable to the other method that was giving poor opacity masks for foreground and had other more noticeable issues. Do note it is possible to improve this part in the future if a better alternative is found. - Use occlusion texture for foreground. Presentation says it wasn't really needed for them. - The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy stage for simplicity. - We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force pass during resolve. Using the separate pass could be a future optimization if needed but might give less precise results. - We don't use compute shaders at all so shader branching might not be optimal. But performance is still way better than our previous implementation. - We mainly rely on density change to fix all undersampling issues even for foreground (which is something the reference implementation is not doing strangely). Remaining issues (not considered blocking for me): - Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color, highlights are dilated and make convergence quite slow or imposible when using jittered DOF (or gives ) - ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus convolution compared to the half resolution. This is not really noticeable if using jittered camera.~~ Fixed - Foreground occlusion approximation is a bit glitchy and gives incorrect result if the a defocus foreground element overlaps a farther foreground element. Note that this is easily mitigated using the jittered camera position. |{F9603114}|{F9603115}|{F9603116}| - Foreground is inflating, not revealing background. However this avoids some other bugs too as discussed previously. Also mitigated with jittered camera position. |{F9603130}|{F9603129}| - Sensor vertical fit is still broken (does not match cycles). - Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the shape does not rotate. - ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better stability and overall coverage. - Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of bleeding. But at this size it is preferable to use jittered camera position. Codewise the changes are pretty much self contained and each pass are well documented. However the whole pipeline is quite complex to understand from bird's-eye view. Notes: - There is the possibility of using arbitrary bokeh texture with this implementation. However implementation is a bit involved. - Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual max sample count is already quite high but samples are not evenly distributed due to the ring binning method. - While this implementation does not need 32bit/channel textures to render correctly it does use many other textures so actual VRAM usage is higher than previous method for viewport but less for render. Textures are reused to avoid many allocations. - Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the texture can be shared with other viewport with different camera settings.
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-16Fix T78653 Workbench: Broken Depth of Field in Viewport (Mac OSX)Clément Foucault
The output layout was wrong and it's a mistery why it works on most implementations since it's clearly a wrong usage. Thanks @sebbas for helping narrowing down the issue.
2020-09-15Liquid Simulation Display Options (GSoC 2020)Sriharsha Kotcharlakot
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch. **Major changes:** === Viewport Display === - //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly. - An option to display //gridlines// when the slicing method is //single//. ==== Grid Display ==== - Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI. ==== Vector Display ==== - //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces. - Made vector display options available for external forces. ==== Coloring options for //gridlines// ==== - Range highlighting and cell filtering options for displaying the simulation grid data more precisely. - Color gridlines with flags. - Also, made slicing and interpolation options available for Volume Object. Reviewed By: JacquesLucke, sebbas Differential Revision: https://developer.blender.org/D8705
2020-09-15Workbench: Depth Of Field: Fix regression in look and avoid implicit castClément Foucault
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
2020-09-15Workbench: Depth Of Field: Fix undefined behavior with using texelFetchClément Foucault
On MacOS + Intel Iris Graphics 6100 (may affect other config too), the texelFetch operation bypass the base mip setting of the texture object. Using textureLod with lod = 0.0 ensure the lowest (after clamping) mip will always be selected. Also disable the texture filtering for this sampler to avoid unecessary fetches. This should fix T78653 Blender 2.83 broken Depth of Field in Viewport
2020-09-13Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'Clément Foucault
Rendering only to the depth buffer seems to need a valid fragment shader with a color output on some platform.
2020-08-28Fix T80141: Fix Compiling Workbench Volume Shaders (Mesa 20.0.8)Jeroen Bakker
Default mesa driver for ubuntu 20.04 fails when a name is defined twice. M_PI is defined in both `common_workbench_lib` and `common_math_lib`. This patch remove the define out of common_workbench_lib For reference it fails on https://github.com/mesa3d/mesa/blob/mesa-20.0.8/src/compiler/glsl/glcpp/glcpp-parse.y#L1186 during the check if the macros are the same. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8741
2020-08-17Fix: Workbench Depth Of Field CrashJeroen Bakker
Depth of field compilation failed due to recent refactoring. This only happened in blender 2.91. This change uses the shader lib to find dependencies.
2020-08-05Merge branch 'blender-v2.90-release'Julian Eisel
2020-08-05Workbench: Fix broken id passClément Foucault
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
2020-07-19Cleanup: spellingCampbell Barton
2020-07-15PointCloud: Initial rendering support for WorkbenchClément Foucault
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Using geometry instead of pseudo raytraced spheres is more scalable as we can render as low as 1 or 2 triangle to a full half sphere and can integrate easily in the render pipeline using a low amount of code. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8301
2020-07-15Workbench: Replace viewvecs caculation by DRWViewClément Foucault
2020-07-15GPU: Shader: Move IN_OUT define to shader GPU_shader_create_exClément Foucault
This adds the opportunity to use it in multiple places.
2020-07-01Cleanup: spellingCampbell Barton
2020-06-29Fix T74220 Mantaflow Color Mapping not ignoring alpha valueClément Foucault
And also remove some sRGB hack.
2020-06-08Workbench: Use eGPUSamplerState to change texture sampling behaviorClément Foucault
This removes some fragment shader hacks and improve the support of different repeat & filtering modes. This fix T77453 Image texture not repeating in viewport
2020-06-03DRW: Remove use of builtin matrices and replace by common_view_libClément Foucault
2020-05-22Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-22Fix T73726: Workbench Closest Interpolation ArtifactsJeroen Bakker
All textures in workbench are using linear interpolation. The fragment shader modifies the uv coordinates to sample always in the center of a texel. In rare conditions the GPU could sample an incorrect value due to rounding errors making some rendering artifacts. This patch skips the interpolation in the fragment shader to remove these render artifacts. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7816
2020-05-21Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-19Fix T76080 Workbench: Background Glitches caused by Screen Cavity effectClément Foucault
2020-03-18Objects: Eevee and workbench rendering of new Volume, Hair, PointCloudBrecht Van Lommel
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
2020-03-11Workbench Simplification RefactorClément Foucault
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
2020-03-11Smoke: put density/color in separate textures, fixes for workbench shaderBrecht Van Lommel
This is more in line with standard grids and means we don't have to make many special exceptions in the upcoming change for arbitrary number of volume grids support in Eevee. The workbench shader was also changed to fix bugs where squared density was used, and the smoke color would affect the density so that black smoke would be invisible. This can change the look of smoke in workbench significantly. When using the color grid when smoke has a constant color, the color grid will no longer be premultiplied by the density. If the color is constant we want to be able not to store a grid at all. This breaks one test for Cycles and Eevee, but the setup in that test using a color without density does not make sense. It suffers from artifacts since the unpremultiplied color grid by itself will not have smooth boundaries. Differential Revision: https://developer.blender.org/D6951
2020-02-24Cleanup: Workbench: Remove checkerboard depthClément Foucault
This is not needed anymore with the new overlay xray fading.
2020-02-13Workbench: Fix depth of field background being glitchyClément Foucault
2020-02-13Workbench: Fix premultiply alpha issue in transparent materialClément Foucault
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2020-01-17DRW: Use USHORT for vertex color and upload them in linear color to the GPUClément Foucault
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610
2020-01-16Fix T73133: UDIM texture count in Eevee is limited by OpenGLLukas Stockner
Based on @fclem's suggestion in D6421, this commit implements support for storing all tiles of a UDIM texture in a single 2D array texture on the GPU. Previously, Eevee was binding one OpenGL texture per tile, quickly running into hardware limits with nontrivial UDIM texture sets. Workbench meanwhile had no UDIM support at all, as reusing the per-tile approach would require splitting the mesh by tile as well as texture. With this commit, both Workbench as well as Eevee now support huge numbers of tiles, with the eventual limits being GPU memory and ultimately GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs. Initially my plan was to have one array texture per unique size, but managing the different textures and keeping everything consistent ended up being way too complex. Therefore, we now use a simpler version that allocates a texture that is large enough to fit the largest tile and then packs all tiles into as many layers as necessary. As a result, each UDIM texture only binds two textures (one for the actual images, one for metadata) regardless of how many tiles are used. Note that this rolls back per-tile GPUTextures, meaning that we again have per-Image GPUTextures like we did before the original UDIM commit, but now with four instead of two types. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6456
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-10-17Fix T70678 Workbench: Smoke Sim display has incorrect offsetClément Foucault
Fix the ray direction computation.
2019-10-16Workbench: Background DitheringJeroen Bakker
Background dithering was introduced to solve banding issues on gradient backgrounds. This patch will enable dithering based on the texture that is used for drawing. Only when using a GPU_RGBA8 texture the dithering will be enabled. This disables dithering for final rendering, vertex and texture paint modes. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6056
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-27Workbench: Specular Highlighting for MatCapsJeroen Bakker
With Blender 2.80 we introduced a more flexible matcap system. One change we did was to multiply the matcap with the base color that was shaded. As matcaps contains diffuse and specular lighting in a single texture this lead to rendering artifacts. Artists were complaining that everything looked to metalic. We now support a separate `diffuse` and `specular` pass for matcaps. `shaded_color = diffuse_light * base_color + specular_light` For matcaps to support this feature they need to be multilayer openexr files with 2 renderpasses (named `diffuse` and `specular`). In the future we can change this to first pass/second pass in stead of this naming convention. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5335