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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
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: spelling in commentsCampbell Barton
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-12-07DrawManager: Engine Instance Data.Jeroen Bakker
In the original design draw engines had to copy with a limitation that they were not allowed to reuse complex data structures between drawing calls. Data that could be reused were limited to: - GPUFramebuffers - GPUTextures - Memory that could be removed calling MEM_freeN (storage list) - DRWPass This is fine when the storage list contains arrays or structs but when more complex data types (vectors, maps) etc wasn't possible. This patch adds instance_data that can be reused between drawing calls. The instance_data is controlled by the draw engine and doesn't need to be limited as described above. When an engines stores instance_data it must implement the `DrawEngineType.instance_free` callback to free the data. The patch originates from eevee rewrite. But was added to master as the image engine rewrite also has a need for it. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13425
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
2021-11-19Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-19Fix T92682: EEVEE motion blur crash with curve objectsHans Goudey
After rBb9febb54a492, the evaluated mesh from a curve is now presented to render engines as a separate mesh object, but some code still assumed that a curve object itself could have an evaluated mesh. However, this is still true for surface objects and metaballs, which don't use geometry sets yet. Differential Revision: https://developer.blender.org/D13272
2021-11-19Cleanup: fix typos in comments and docsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13264
2021-10-24Cleanup: spelling in commentsCampbell Barton
2021-09-24Hair Info Length AttributeJeroen Bakker
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair. Reviewed By: #eevee_viewport, brecht Differential Revision: https://developer.blender.org/D10481
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-07-21Cleanup: spellingCampbell Barton
2021-07-15Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")Campbell Barton
This shows the text as part of the assertion message.
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.
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-05-19Materials: support changing materials during evaluationJacques Lucke
This commit allows that the evaluated geometry of an object has different materials from the original geometry. This is needed for geometry nodes. The main thing that changes for render engines and exporters is that the number of material slots on an object and its geometry might not match anymore. For original data, the slot counts are still equal, but not for evaluated data. Accessing material slots though rna stays the same. The behavior adapts automatically depending on whether the object is evaluated. When accessing materials of an object through `BKE_object_material_*` one has to use a new api for evaluated objects: `BKE_object_material_get_eval` and `BKE_object_material_count_eval`. In the future, the different behavior might be hidden behind a more general C api, but that would require quite a few more changes. The ground truth for the number of materials is the number of materials on the geometry now. This is important in the current design, because Eevee needs to know the number of materials just based on the mesh in `mesh_render_mat_len_get` and similar places. In a few places I had to add a special case for mesh edit mode to get it to work properly. This is unfortunate, but I don't see a way around that for now. Differential Revision: https://developer.blender.org/D11236
2021-04-08Cleanup: Use const arguments for volume codeHans Goudey
The problem was that you could getting write access to a grid from a `const Volume *` without breaking const correctness. I encountered this when working on support for volumes in the bounding box node. For geometry nodes there is an important distinction between getting data "for read" and "for write", with the former returning a `const` version of the data. Also, for volumes it was necessary to cast away const, since all of the relevant functions in `volume.cc` didn't have const versions. This patch adds `const` in these places, distinguising between "for read" and "for write" versions of functions where necessary. The downside is that loading and unloading in the global volume cache needs const write-access to some member variables. I see that as an inherent problem that comes up with caching that never has a beautiful solution anyway. Some of the const-ness could probably be propogated futher in EEVEE code, but I'll leave that out, since there is another level of caching. Differential Revision: https://developer.blender.org/D10916
2021-03-18Cleanup: spellingCampbell Barton
2021-02-25Cleanup: spellingCampbell Barton
2021-02-24Workbench: Fix typo in rB32ca8e58a374Clément Foucault
This was creating incorrectly occluded overlays.
2021-02-24Workbench: Fix samples taken outside of pixel footprintClément Foucault
With the previous implementation, we could have pixels with offset larger than 1 pixel. Also fix a bug when the closest_index is not last. The sample positions were incorrect in this case.
2021-02-24Fix T85726 Workbench: Orthographic view is blurryClément Foucault
This was caused by the window_translate_m4 not offsetting the winmat in the right direction for perspective view. Thus leading to incorrect weights. The workbench sample weight computation was also inverted. This fix will change the sampling pattern for EEVEE too (it will just mirror it in perspective view).
2021-02-20Cleanup: doxygen sectionsCampbell Barton
2021-02-17Cleanup: Abbreviate enums with 'UNSIGNED_' in the nameGermano Cavalcante
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
2021-02-13Cleanup: spellingCampbell Barton
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.
2021-02-06UI: Fix Typos in Comments and Docsluzpaz
Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-02-01DRW: Fix render wrong orthographic depth conversionClément Foucault
Fix for both workbench and Gpencil. Fixes T78574 GPencil: Z pass combine not work
2021-01-26Fix T84160: Wrong DOF when camera is overridenRichard Antalik
Workbench engine used active camera to setup DOF effect even when camera was overridden. Store camera override in `WORKBENCH_PrivateData` and use it in `workbench_dof_engine_init()` Reviewed By: brecht Differential Revision: https://developer.blender.org/D9952
2021-01-05Eevee Cryptomatte: Store hashes in render result meta dataJeroen Bakker
Stores cryptomatte hashes as meta data to the render result. Compositors could use this for lookup on names in stead of hashes. Differential Revision: https://developer.blender.org/D9553
2021-01-05Cleanup: remove UNUSED(..) from public function declarationsCampbell Barton
This doesn't serve any purpose and can become out of sync with the function it's self without reporting warnings.
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-14Fix T81633 Workbench: TAA never resolve when enabling both X-Ray and cavityClément Foucault
This was caused by a wrong flag equality check when in xray mode because the xray mode was masking the effect option flags that are not supported in this mode. This means the never passed and the TAA was reset before every redraw, leading to infinite rendering.
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-10-07Fix T79184: Specular highlight turns object black on some studio lightsClément Foucault
This case was leaving some data uninitialized, producing some NaNs in the fragment shader.
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.
2020-09-19Cleanup: spellingCampbell Barton
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
2020-09-14Fix T80603 Workbench: Inverted alpha when renderingClément Foucault
This was caused by a left over DRWPass->state modification that made the subsequent samples redraw without Blending enabled. This led to incorrect blending. The fix is to use the new API for pass instancing.
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.
2020-09-08GPUFramebuffer: Make GPU_framebuffer_read_depth more flexibleClément Foucault
This is to make use of it in selection code.