Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-09-09Cleanup: spelling in commentsCampbell Barton
2022-09-06Cleanup: spelling in comments, formatting, move comments into headersCampbell Barton
2022-09-05Fix T81002: Images drawn with the Python gpu module no longer draw on top in ↵Germano Cavalcante
the Image Editor This reverts commit 32d4a67017ecf4af75a9bfde885526550a6534ba thus fixing T81002 again. And in order not to break T81212 (again) a different fix was implemented. Reviewed By: brecht Differential Revision: https://developer.blender.org/D15840
2022-09-05IDMAnagement: Add owner ID pointer to embedded ones.Bastien Montagne
Add a dedicated `owner_id` pointer to ID types that can be embedded (Collections and NodeTrees), and modify slightly come code to make handling those more safe and consistent. This implements first part of T69169. Reviewed By: brecht Differential Revision: https://developer.blender.org/D15838
2022-09-05EEVEE: Fix attributes node on Alpha Clip/Hashed materialsClément Foucault
This was cause by a missing implementation of some post processing attribute functions. Leading to unresolved reference.
2022-09-05Merge branch 'blender-v3.3-release'Clément Foucault
2022-09-05Fix T100775: Regression: EEVEE world environment is stretched when using ↵Clément Foucault
orthographic view It was using normalized vector instead of `viewCameraVec` which account for orthographic views. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15861
2022-09-05Fix T100788 Regression: EEVEE wrong normal map on backfacesClément Foucault
This was caused by rB07cf3ce92fa2. It was missing a sign flip.
2022-09-02UI: 3D Text CaretHarley Acheson
Changes to the text caret (cursor) when editing Text objects in the 3D Viewport. See D15797 for more details and examples. Differential Revision: https://developer.blender.org/D15797 Reviewed by Brecht Van Lommel
2022-09-02EEVEE: Fix Symbol error in SH_L2 CaculationRaphaelBelmont
The caculation of 7th SH coefficient need a negative sign Reviewed By: fclem Differential Revision: https://developer.blender.org/D15635
2022-09-02EEVEE-Next: Port to new Draw ManagerClément Foucault
2022-09-02DRW-Next: Add uniform attributes (object attributes) supportClément Foucault
This replaces the direct shader uniform layout declaration by a linear search through a global buffer. Each instance has an attribute offset inside the global buffer and an attribute count. This removes any padding and tighly pack all uniform attributes inside a single buffer. This would also remove the limit of 8 attribute but it is kept because of compatibility with the old system that is still used by the old draw manager.
2022-09-02Cleanup: EEVEE-Next: Use reference as suggested by MSVCClément Foucault
2022-09-02Merge branch 'blender-v3.3-release'Clément Foucault
# Conflicts: # release/scripts/addons
2022-09-02Fix T100377: EEVEE: Regression 3.2 normalmap node brokenClément Foucault
This was caused by un-wanted normalization. This is a requirement of the MikkTspace. The issue is that g_data.N is expected to be normalized by many other functions and overriden by bump displacement. Adding a new global variable containing the interpolated normal fixes the issue AND make it match cycles behavior better (mix between bump and interpolated normal).
2022-09-02EEVEE-Next: Move weight layer indexes to shader shared.Jeroen Bakker
Upcoming cryptomatte patch would need access to these defines. So moving them from film_lib to shader shared. We cannot include the film_lib as it requires images/textures to be bound that we don't need. At the same time fixes incorrect casing (`lAYER` => `LAYER`).
2022-09-01Metal: Minimum per-vertex stride, 3D texture size + Transform feedback ↵Jason Fielder
GPUCapabilities expansion. - Adding in compatibility paths to support minimum per-vertex strides for vertex formats. OpenGL supports a minimum stride of 1 byte, in Metal, this minimum stride is 4 bytes. Meaing a vertex format must be atleast 4-bytes in size. - Replacing transform feedback compile-time check to conditional look-up, given TF is supported on macOS with Metal. - 3D texture size safety check added as a general capability, rather than being in the gl backend only. Also required for Metal. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14510
2022-09-01Tweak cryptomatte channels naming to improve interoperabilitySergey Sharybin
Use lowercase rgba channel names which still by-passes lossy nature of DWA compression and which also keeps external compositing tools happy. Thanks Steffen Dünner for testing this patch! Differential Revision: https://developer.blender.org/D15834
2022-09-01Fix cryptomatte passes saved lossy into multilayer EXRSergey Sharybin
The DWA compression code in OpenEXR has hardcoded rules which decides which channels are lossy or lossless. There is no control over these rules via API. This change makes it so channel names of xyzw is used for cryptomatte passes in Cycles. This works around the hardcoded rules in the DWA code making it so lossless compression is used. It is important to use lower case y channel name as the upper case Y uses lossy compression. The change in the channel naming also makes it so the write code uses 32bit for the cryptomatte even when saving half-float EXR. Fixes T96933: Cryptomatte layers saved incorrectly with EXR DWA compression Fixes T88049: Cryptomatte EXR Output Bit Depth should always be 32bit Differential Revision: https://developer.blender.org/D15823
2022-09-01Cleanup: Remove/replace View Layer macros.Monique Dewanchand
This patch is a cleanup required before refactoring the view layer syncing process {T73411}. * Remove FIRSTBASE. * Remove LASTBASE. * Remove BASACT. * Remove OBEDIT_FROM_WORKSPACE. * Replace OBACT with BKE_view_layer_active_object. * Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15799
2022-08-31Fix T100700: Compositor crashes when disabled then enabledOmar Emara
The viewport compositor crashes when it is disabled then enabled after the compositor node tree is edited. This happens because the compositor engine uses the view_update callback of the draw engine type to detect changes in the node tree and reset its state for future evaluation. However, the draw manager only calls the view_update callback for enabled engines, so the compositor never receives the needed updates to properly reset its state and then crashes at draw time. This patch call the view_update callback for all registered engines regardless if they are enabled or not, that way, they always receive the potentially important updated needed to maintain a correct state. Aside from the compositor engine, this change affects the EEVEE and Workbench engines because they are the only engines that utilizes this callback. However, both of them only reset a flag that is checked at draw time. So the change should have no side effects. For the EEVEE engine, we just add a null check in case it was not instanced, while Workbench already have the appropriate null check. Differential Revision: https://developer.blender.org/D15821 Reviewed By: Clement Foucault
2022-08-30Merge branch 'blender-v3.3-release'Philipp Oeser
2022-08-30Fix T93084: Area stretch overlay full red on large scale meshPhilipp Oeser
Issue arises when face areas are really large combined with small UV areas (report has a mesh ~1.5 km), then precission of shorts is insufficient. Now use floats instead. This also removes this negative signed version of the total area ratio (since with floats it is no longer used). Thx @brecht for a lot of hand-holding! NOTE: this is an alternative to D15805 (and quick tests show this does not introduce the tiny performance hit as D15805 did). Maniphest Tasks: T93084 Differential Revision: https://developer.blender.org/D15810
2022-08-30EEVEE-Next: Register render passes for compositor.Jeroen Bakker
EEVEE-Next passes were rendered to the render result, but didn't appear in the compositor. Reasoning is that when a render engine has the update render passes callback registered it would not register any default render passes. This callback is used to update the Render Layer node. This patch implements the callback for EEVEE-Next with the render passes that are already available. In the future the callback should be extended. Note that AO/SHADOW render passes have been disabled for now as they need to be converted to color buffers.
2022-08-26Merge branch 'blender-v3.3-release'Philipp Oeser
2022-08-26Fix T100602: Incoming Vector in world shader for Eevee is invertedPhilipp Oeser
Regression from {rBf4d7ea2cf61} where the direction was flipped. Maniphest Tasks: T100602 Differential Revision: https://developer.blender.org/D15779
2022-08-22EEVEE-Next: Fix shader compilation error.Jeroen Bakker
This fixes a compilation error in eevee_light_culling_debug shader. Some compilers complained when accessing the same data twice. Unclear why. We should investigate that this change doesn't harm the performance of the shader. Although the light is a local variable it might clutter available registers. If so it will harm developers during debugging.
2022-08-18Cleanup: spelling, formatCampbell Barton
2022-08-17Cleanup: Remove redundant use of evaluated non-mesh objectsHans Goudey
Metaball, curve, text, and surface objects use the geometry component system to add evaluated mesh object instances to the dependency graph "for render engine" iterator. Therefore it is unnecessary to process those object types in these loops-- it would either be redundant work or a no-op.
2022-08-17Metaball: Evaluate metaball objects as mesh componentsHans Goudey
With the ultimate goal of simplifying drawing and evaluation, this patch makes the following changes and removes code: - Use `Mesh` instead of `DispList` for evaluated basis metaballs. - Remove all `DispList` drawing code, which is now unused. - Simplify code that converts evaluated metaballs to meshes. - Store the evaluated mesh in the evaluated geometry set. This has the following indirect benefits: - Evaluated meshes from metaball objects can be used in geometry nodes. - Renderers can ignore evaluated metaball objects completely - Cycles rendering no longer has to convert to mesh from `DispList`. - We get closer to removing `DispList` completely. - Optimizations to mesh rendering will also apply to metaball objects. The vertex normals on the evaluated mesh are technically invalid; the regular calculation wouldn't reproduce them. Metaball objects don't support modifiers though, so it shouldn't be a problem. Eventually we can support per-vertex custom normals (T93551). Differential Revision: https://developer.blender.org/D14593
2022-08-17Cleanup: strip blank lines around comment blocksCampbell Barton
2022-08-17Cleanup: compiler warnings, clang-tidyCampbell Barton
2022-08-16EEVEE-Next: Reduce image bindings.Jeroen Bakker
This change combines the diffuse/specular light passes into a single texture array, freeing up an image binding for cryptomatte. When diffuse/specular light pass and/or requested a texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none or both are requested. Reviewed By: fclem Differential Revision: https://developer.blender.org/D15701
2022-08-16Cleanup: spelling in commentsCampbell Barton
2022-08-16Cleanup: formatCampbell Barton
2022-08-15EEVEE-Next: HiZ Buffer: New implementationClément Foucault
This new implementation does all downsampling in a single compute shader dispatch, removing a lot of complexity from the previous recursive downsampling. This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen: https://github.com/GPUOpen-Effects/FidelityFX-SPD However I do not implement all the optimization bits as they require vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only for HiZ). Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for the whole downsampling. Note that the previous implementation only processed 6 mips where the new one processes 8 mips. ``` EEVEE ~1.0ms EEVEE-Next ~0.6ms ``` Padding has been bumped to be of 128px for processing 8 mips. A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15Cleanup: fix typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15680
2022-08-15Cleanup: Suppress compilation warning in eevee_lights.Jeroen Bakker
Temporarily commented out LightModule::input_depth_tx until it is used to hide a compilation warning.
2022-08-14EEVEE-Next: Light: Add light evaluation supportClément Foucault
This is the same implementation as the old one.
2022-08-14EEVEE-Next: Light: New light moduleClément Foucault
Compared to the previous implementation this has a limit of 65536 lights per scene. Lights exceeding this limit will be ignored. This also introduce fine grained GPU light culling, making rendering many lights in a scene more efficient as long they don't overlap much. Compatible light panels have been unhidden. Note: This commit does not include surface evaluation, only light culling.
2022-08-14GPencil: Engine: Make GL lights declaration optionalClément Foucault
This avoid some macro name clashing with other engines where this struct is not needed.
2022-08-10Realtime Compositor: Fix clang tidy warningsOmar Emara
Fix a number of warnings reported by Clang Tidy in the realtime compositor's code. Differential Revision: https://developer.blender.org/D15654 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add evaluator and engineOmar Emara
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
2022-08-09DRW: DebugDraw: Port module to C++ and add GPU capabilitiesClément Foucault
This is a complete rewrite of the draw debug drawing module in C++. It uses `GPUStorageBuf` to store the data to be drawn and use indirect drawing. This makes it easier to do a mirror API for GPU shaders. The C++ API class is exposed through `draw_debug.hh` and should be used when possible in new code. However, the debug drawing will not work for platform not yet supporting `GPUStorageBuf`. Also keep in mind that this module must only be used in debug build for performance and compatibility reasons.
2022-08-09Cleanup: use own username in code-comment tagsCampbell Barton
2022-08-09License headers: add missing license headersCampbell Barton
2022-08-05EEVEE-Next: Depth Of Field: Avoid Framebuffer setup cost for each redrawClément Foucault
Using 2 framebuffer, if the temp textures are the same across redraws, we can avoid the setup cost.
2022-08-05EEVEE-Next: Depth Of Field: Add comment about failed optimization attemptClément Foucault
2022-08-05EEVEE-Next: Depth Of Field: Fix black tiles when max blur radius is lowClément Foucault
There was a missing clamp in `dof_slight_focus_coc_tile_get()` and a couple of wrongly handled corner cases.
2022-08-05EEVEE-Next: Depth Of Field: Use random sampling in slight focus gatherClément Foucault
This replace the previous square rings approach by sampling a disk the footprint of the search area. This avoids sampling in areas in corners where there isn't any weight. This results in much less samples needed to acheive a good enough result. The max number of samples for an area of 11x11 px is hard coded to 16 and still gives good results with the final clamp. The number of samples is adaptative and is scaled by the search area (max CoC). The High Quality Slight Defocus is not required anymore. If there is a quality parameter to add, it would be sample count option. But I consider the temporal stability enough for viewport work and render can still render many full scene samples. So I don't see a need for that yet.