Age | Commit message (Collapse) | Author |
|
Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
|
|
|
|
|
|
|
|
|
|
These shaders are only supported by the Metal backed.
Regression introduced by 1514e1a5b7e15ec0c11cd40c2b9389982bd5d00e
|
|
Regression introduced in 18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa.
Caused by a bad merge.
|
|
|
|
This makes it easier to pass more parameters to the iterator in the future.
Differential Revision: https://developer.blender.org/D16047
|
|
|
|
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
|
|
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
|
|
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
|
|
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
|
|
In UV editor, previously unable to see grid and image at same time.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16038
|
|
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.
|
|
|
|
|
|
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
|
|
This just makes the minimum changes to make the files compile.
|
|
|
|
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.
|
|
|
|
|
|
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
|
|
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
|
|
|
|
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.
|
|
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
|
|
|
|
|
|
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
|
|
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
|
|
This was cause by a missing implementation of some post
processing attribute functions. Leading to unresolved reference.
|
|
|
|
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
|
|
This was caused by rB07cf3ce92fa2. It was missing a sign flip.
|
|
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
|
|
The caculation of 7th SH coefficient need a negative sign
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15635
|
|
|
|
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.
|
|
|
|
# Conflicts:
# release/scripts/addons
|
|
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).
|
|
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`).
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|