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2022-09-26Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
2022-09-25Cleanup: remove redundant parenthesis (especially with macros)Campbell Barton
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: replace static_casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: remove redundant double parenthesisCampbell Barton
2022-09-24GPU: Disable static compilation for geometry shaders workaroundClément Foucault
These shaders are only supported by the Metal backed. Regression introduced by 1514e1a5b7e15ec0c11cd40c2b9389982bd5d00e
2022-09-24Overlay: Fix overlay image shadersClément Foucault
Regression introduced in 18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa. Caused by a bad merge.
2022-09-23Cleanup: fix compiler errorsJacques Lucke
2022-09-23Depsgraph: generalize passing parameters to depsgraph object iteratorJacques Lucke
This makes it easier to pass more parameters to the iterator in the future. Differential Revision: https://developer.blender.org/D16047
2022-09-23Cleanup: formatCampbell Barton
2022-09-22GPU: Ensure rendering operations occur within GPU render boundaries.Jason Fielder
This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15900
2022-09-22Metal: GLSL shader compatibility changes for global uniform and interface ↵Jason Fielder
name collision. For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code. Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function. Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15898
2022-09-22Metal: First set of Geometry Shader alternative implementations using SSBO ↵Jason Fielder
vertex shader fetch. These implementations remove dependency on the Geometry pass by instead invoking one vertex shader instance for each expected output vertex, matching what a geometry shader would emit. Each vertex shader instance is then responsible for calculating the same output position based on its vertex_id as the logic would in the geometry shader version. SSBO Vertex fetch enables full random-access into a vertex buffer by binding it as a read-only SSBO. This enables each instance to read neighbouring vertex data to perform contextual calculations as a geometry shader would, for cases where attribute Multiload is not supported. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15901
2022-09-22Metal: MTLContext implementation and immediate mode rendering support.Thomas Dinges
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission. This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure. The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state. Authored by Apple: Michael Parkin-White Ref T96261 (The diff is based on 043f59cb3b5835ba1a0bbf6f1cbad080b527f7f6) Reviewed By: fclem Differential Revision: https://developer.blender.org/D15953
2022-09-22UV: add toggle to show the grid over the imageChris Blackbourn
In UV editor, previously unable to see grid and image at same time. Maniphest Tasks: T78391 Differential Revision: https://developer.blender.org/D16038
2022-09-21Fix EEVEE: Screen Space Refraction Artefacts caused by viewport aspect ratioClément Foucault
This was caused by the vertical/horizontal clasification being done in NDC space which wasn't respecting the Aspect ratio. Multiplying the test vector by the target size fixes the issue.
2022-09-21Cleanup: spelling in commentsCampbell Barton
2022-09-20Cleanup: quiet warningCampbell Barton
2022-09-20UV: extend custom grid sizes to set each axis separatelyChris Blackbourn
For example, allows a custom UV grid size of 4 x 12. TODO: Fix snapping with custom UV grid sizes. Manifest Tasks: T78391 Differential Revision: https://developer.blender.org/D16000
2022-09-19Move overlay engine to C++Jacques Lucke
This just makes the minimum changes to make the files compile.
2022-09-19Cleanup: spellingCampbell Barton
2022-09-16Revert "EEVEE: Fix volumetric resolve in large scenes."Jeroen Bakker
This reverts commit 34051fcc12f388375697dcfc6da53e9909058fe1. Although for normal use this doesn't make a difference. But when working with huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore. For the heist production we added a fix on the render-farm (enable GPU workarounds). {rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not accessible anymore and it and was requested to revert this change.
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-15Cleanup: spelling in comments, comment blocksCampbell Barton
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14Adding `const Scene*` parameter in many areas.Monique Dewanchand
Related to {D15885} that requires scene parameter to be added in many places. To speed up the review process the adding of the scene parameter was added in a separate patch. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15930
2022-09-14Added missing license headers.Jeroen Bakker
2022-09-13EEVEE: Fix volumetric resolve in large scenes.Jeroen Bakker
On NVIDIA volumetric resolve failed for large production scenes. The result would remove most color from the final render. The cause seems to be a faulty driver. This change ported the fragment shader to a compute shader which would select a different compiler branch and didn't show the error.
2022-09-13EEVEE-Next: Cryptomatte render passes.Jeroen Bakker
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport compositor we also improved cryptomatte so it will be real-time. This also allows viewing the cryptomatte passes in the viewport directly. {F13482749} A surface shader would store any active cryptomatte layer to a texture. Object hash is stored as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte layer is active to reduce any unneeded work. During film accumulation the hashes are separated and stored in a texture array that matches the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering the samples are sorted and normalized. NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct mask when using the viewport compositor. Reviewed By: fclem Maniphest Tasks: T99390 Differential Revision: https://developer.blender.org/D15753
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