Age | Commit message (Collapse) | Author |
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Make sure non-camera data is not casted to a Camera pointer.
Solution suggested by Damien Picard (@pioverfour).
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The goal is to improve clarity and readability, without
introducing big design changes.
Follows the recent obmat to object_to_world refactor: the
similar naming is used, and it is a run-time only rename,
meaning, there is no affect on .blend files.
This patch does not touch the redundant inversions. Those
can be removed in almost (if not all) cases, but it would
be the best to do it as a separate change.
Differential Revision: https://developer.blender.org/D16367
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Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
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This was because `stroke_id` was not using `vertex_start`.
But since `vertex_start` is not 1 based like it used to be, we need to add
1 to it to avoid a fragment depth of `0.0` which would be equal to the
background and not render.
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Was caused by uvs not being sourced from the correct buffer.
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* External engines do not use the PBVH and need slower depsgraph updates.
* Final depsgraph tag after stroke finishes was missing for sculpt color
painting, caused missing updates for other viewports as well as any
modifiers or nodes on other objects using the colors.
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These are unecessary now that we can bind buffers as textures directly.
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Was caused by an extra point per stroke being drawn.
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This change the attribute binding scheme to something similar to the
curves objects. Attributes are now buffer textures sampled per points.
The actual geometry is now rendered using an index buffer that avoid too
many vertex shader invocation.
Drawcall is wrapped in a DRW function to reduce complexity of future
changes.
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For some reason stroke_id needs to be the triangle index, not the vertex
index.
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Vertex indexing has not been updated and stroke_start usage was wrong.
Update all `stroke_start` usage.
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`vert_len` was being shadowed and index_min & max wasn't correctly set.
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Batching was broken / disabled and starting indices were wrong.
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This allows using instancing in other ways, like resources indexing.
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This fixes some firefly issues on corners of the cubemaps where the
blending factors would go above 1 or below 0.
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This is an attempt to remove a driver bug.
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objects
Move the material resources binding inside the
`DRW_shgroup_curves_create_sub` so that `DRW_shgroup_call_no_cull`
extracts the attributes.
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MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16101
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color uniform assignment needing to be changed to ucolor was missed.
Ref T101445
Reviewed By: fclem
Maniphest Tasks: T101445
Differential Revision: https://developer.blender.org/D16236
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Problem here was that layer_collection_objects_sync wasn't called when
the holdout property is updated due to frame change, so the changed
visibility flag was never applied to ob->base_flag.
Turns out there's no real reason to handle the per-object holdout
property through the layer system. So, instead of merging both the
layer holdout and object holdout into base_flag and checking that
from the render engines, only handle the layer holdout (which can't
be animated, so no issue here) through base_flag and explicitly also
check the object holdout in the render engines.
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This commit replaces the `Mesh_Runtime` struct embedded in `Mesh`
with `blender::bke::MeshRuntime`. This has quite a few benefits:
- It's possible to use C++ types like `std::mutex`, `Array`,
`BitVector`, etc. more easily
- Meshes saved in files are slightly smaller
- Copying and writing meshes is a bit more obvious without
clearing of runtime data, etc.
The first is by far the most important. It will allows us to avoid a
bunch of manual memory management boilerplate that is error-prone and
annoying. It should also simplify future CoW improvements for runtime
data.
This patch doesn't change anything besides changing `mesh.runtime.data`
to `mesh.runtime->data`. The cleanups above will happen separately.
Differential Revision: https://developer.blender.org/D16180
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When image data exceeds half float ranges values are set to +/-
infinity that could lead to artifacts later on in the pipeline.
Color management for example.
This patch adds a utility function `IMB_gpu_clamp_half_float`
that clamps full float values to fit within the range of
half floats.
This fixes T98575 and T101601.
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This change is part of a wider set of changes to implement Grid and Pixel
snapping in the UV Editor. This particular change adds a new third option,
`pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`.
Maniphest Tasks : T78391
Differential Revision: https://developer.blender.org/D16197
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Use `inline constexpr` instead of `static const` to prevent these
variables from being duplicated in each translation unit that includes
the eevee_camera.hh header (was included into 17 different object files
with MSVC).
Differential Revision: https://developer.blender.org/D16200
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The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.
Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.
Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.
In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.
The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.
Differential Revision: https://developer.blender.org/D15941
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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These were only a normalized copy of the XY axes of the inverse viewmat.
But since the viewmatrix is always normalized we can use it directly.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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This avoid dependency with the draw view.
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No functional change. `view_clipping_distances` is prefered as it is
auto masked.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
The viewvecs can easilly be replace by projection matrix operation.
Even if slightly more complex, there is no performance impact.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
The CameraTexCoFactors being only valid for a single view, and being only
used in very few places, it make sense to move it to the engine side.
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This is in order to reduce the size of ViewInfos and support multi view
rendering.
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Also remove unnecessary struct keywords in C++ files.
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This also removes the need to compute the persmat and saves some memory
from the `ViewInfos` struct. This is needed to allow multiview support.
Initial testing found no major performance regression during vertex
heavy workload.
Test file: {F13610017}
Results:
| Platform | Master | Split Matrix|
| Linux + Mesa + AMD W6600 | 48 fps | 47 fps |
| Macbook Pro M1 | 50 fps | 51 fps |
| Linux + NVidia 1080Ti | 51 fps | 52 fps |
| Linux + Radeon Vega 64 | 25.6 fps | 26.7 fps |
Increased precision when far from origin:
{F13610024}
{F13610025}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D16125
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Differential Revision: https://developer.blender.org/D16134
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Fix for T101438
Clamping the mip seems to always set it to 9.0.
I couldn't find an alternative way to avoid triggering the error (ie. min(mip, 9.0)).
In any case, the results with this patch applied look the same to the (correct) ones on AMD.
And, since clamping the max mip to a hardcoded value could result in resolution-depended behavior, I guess disabling the clamp should be ok anyway.
Reviewed By: fclem
Maniphest Tasks: T101438
Differential Revision: https://developer.blender.org/D16129
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D16071
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Also replace "dm" for evaluated mesh in some comments.
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