Age | Commit message (Collapse) | Author |
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Also fix naming convention on public variable.
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This message will remain in effect until we bump up the minimum
hardware requirement.
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This module allow tracking of object and geometry data accross time.
This commit adds no user visible changes.
It work in both viewport (*) and render mode, gives correct motion
for any camera projection type and is compatible with displacement (**).
It is a huge improvement upon the old EEVEE velocity which was only used
for motion blur and only available in render.
It is also an improvement for speed as the animated objects do not need to
be rendered a 3rd time. The code is also much cleaner: no GPUVertBuf
duplication, no GPUBatch amendment, no special cases for different geometry
types, no DRWShadingGroup per object, no double buffering of velocity.
The module is still work in progress as the final output may still be
flawed.
(*): Viewport support is already working but there might be some cases where
mapping will fail. For instance if topology changes but not vertex count.
(**): Displacement does not contribute to motion vectors. Surfaces using
displacement will have the same motion vectors as if they were not displaced.
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Also add missing task-ID reference & remove colon after \note as it
doesn't render properly in doxygen.
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Self describing title.
Also remove the layout inside the geometry shader as they are now generated
by the backend.
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This was because the main `surface_vert.glsl` was changed to accomodate the
needs of the `ShaderCreateInfo` but was still used by the cryptomatte
shader. The fix is to include the same libraries as the material shaders
and bypass `attrib_load()`.
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This was caused by the `mb_data->obmat[]` being wrong because they are
now shared between the particle system and the object.
But Hair need the dupli parent matrix instead of the object matrix.
Disabling `Show Emitter` option fixes the bug.
To avoid this problem, request a different `EEVEE_ObjectMotionData`
for particle systems using a different key pointer in the hash.
This is a bit dirty but there is less code polution using this workaround.
Differential Revision: https://developer.blender.org/D14911
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Use num & count (for counters), in drawing code, see: T85728.
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Some drivers completely forbid quote characters even in unused
preprocessor directives.
This patch adds a debug build check for all `.glsl` files that need to
be manually handled. For shared headers with `#include` directives, we
need to do runtime patching of the source to remove the quote.
Also fix an instance of the quotes check failing in `eevee_next`.
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This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
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Curve tangent was correctly mistaken with curve normal.
This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).
This also improve the normal computation by making it per pixel to match
cycles.
Also ports the changes to eevee-next.
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This was leading to linking errors.
Fixes T97779 Regression: World volume noise stopped working
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This was because the alpha clip thresholding was previously done in the
material nodes codegen. Now it is the responsibility of the engine to
implement it.
This adds a loose uniform that is set by EEVEE itself to control the clip
behavior.
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blended material
This was because the evaluation was still being deferred just like for the
opaque case.
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When resizing a viewport all engine instance data was cleared.
This wasn't the intended design and lead to performance regressions
in the image engine.
This patch makes sure that the instance data isn't cleared when
the viewport size changes. When using instance data, draw engines
are responsible to update the textures accordingly.
This could also reduce flickering/stalling when resizing the viewport
in eevee-next.
Fixes T95428.
Reviewed By: fclem
Maniphest Tasks: T95428
Differential Revision: https://developer.blender.org/D14874
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Add missing license headers based on files in the same directory.
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Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).
As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.
Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.
Differential Revision: https://developer.blender.org/D13730
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Code was partial migrated from the previous image engine. Missing multilayered
images.
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Code was partial migrated from the previous image engine. Missing multilayered
images.
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This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
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Those are usually not supported but some driver silently fix them and most
just silently fail (rendering error).
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This removes the usage of `GPU_shader_create_from_info_name()`.
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This should have no functional changes.
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These are not needed anymore.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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