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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.
2022-08-05EEVEE-Next: Depth Of Field: Fix reduce passClément Foucault
The indexing during mipmap downsampling was wrong, leading to incorrect bilateral downsampling.
2022-08-05EEVEE-Next: Depth Of Field: Improve image stabilityClément Foucault
This adds anti-flicker pass to the slight focus region by using the temporaly stable output from stabilize pass. This also fixes the bilateral weight factor which was reversed.
2022-08-05EEVEE-Next: Depth Of Field: Fix glitch on foreground scattered bokehClément Foucault
This was caused by a missing synchronization. The background gather pass was writting to the same occlusion texture before the end of the scatter draw.
2022-08-05EEVEE-Next: Depth Of Field: Improve Temporal stabilityClément Foucault
This implement a full TAA pass on the depth of field input. An history buffer is kept for each view needing Depth of field. This uses a swap with a `TextureFromPool` in order to not always 2 textures allocated. Since this uses luma weighting without any input, the firefly parameter is now obsolete and has been removed. There is some tiny difference with the Film TAA so the implementation is mostly copy pasted. Also this implementation uses a LDS cache to speedup the TAA computations.
2022-08-05EEVEE-Next: Depth Of Field: Make slight focus max coc more accurateClément Foucault
This moves the slight focus max in tile from the setup pass to the resolve pass. This reduces complexity as there is no need for an extra component in the tile textures. This also avoids skipping any pixels and makes sure the local max matches the dispatched local group size. This should make the resolve pass a little bit faster.
2022-08-05Cleanup: Spelling, remove double negativeHans Goudey
2022-08-04Cleanup: spelling, code-blocksCampbell Barton
2022-08-03Cleanup: fix various typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15588
2022-08-02EEVEE-Next: Depth Of Field: Port implementation to compute shaderClément Foucault
This is a port of the previous implementation but using compute shaders instead of using the raster pipeline for every steps. Only the scatter passes is kept as a raster pass for obvious performance reasons. Many steps have been rewritten to take advantage of LDS which allows faster and simpler downsampling and filtering for some passes. A new stabilize phase has been separated from another setup pass in order to improve it in the future with better stabilization. The scatter pass shaders and pipeline also changed. We now use indirect drawcall to draw quads using triangle strips primitives. This reduces fragment shader invocation count & overdraw compared to a bounding triangle. This also reduces the amount of vertex shader invocation drastically to the bare minimum instead of having always 3 verts per 4 pixels (for each ground).
2022-08-02EEVEE-Next: Cleanup: Remove static references for swapchainsClément Foucault
Those are no longer necessary.
2022-08-02EEVEE-Next: Fix GL errors when rendering with transparent materialsClément Foucault
For now, we need to always bind the render pass images even if not used.
2022-08-02EEVEE: Depth of field: Fix incorrect variance occlusionClément Foucault
The change is likely not noticeable.
2022-08-01Merge branch 'blender-v3.3-release'Jeroen Bakker
2022-08-01Eevee: Add support of rendering curves with cryptomatte.Jeroen Bakker
There were 2 errors. 1. hair code was used to draw curves 2. vertex shader wasn't aware of curves and failed to compile.
2022-08-01Merge branch 'blender-v3.3-release'Jeroen Bakker
2022-08-01Eevee: Fix compilation error in eevee-next.Jeroen Bakker
Although eevee-next is disabled in Blender 3.3 there is an error that is visible when compiling shaders using the shader builder. This is because of an error in a preprocessing directive (defined should be define).
2022-07-28EEVEE-Next: UI: Make Vector pass greyed out when motion blur is enabledClément Foucault
Also clears the render result to 0 to avoid invalid motion vectors.
2022-07-28EEVEE-Next: Cleanup: Isolate render result readback and prototype progressClément Foucault
Still not working but the idea is to read the result and display the first image sample so that user has a better feedback of the rendering.
2022-07-28EEVEE-Next: Motion Blur new implementationClément Foucault
The new implementation leverage compute shaders to reduce the number of passes and complexity. The max blur amount is now detected automatically, replacing the property in the render panel by a simple checkbox. The dilation algorithm has also been rewritten from scratch into a 1 pass algorithm that does the dilation more efficiently and more precisely. Some differences with the old implementation can be observed in areas with complex motion.
2022-07-28DRW: TextureFromPool: Change API to use acquire / releaseClément Foucault
This removes the quirk of having to call the sync function for each new render loop. # Conflicts: # source/blender/draw/engines/eevee_next/eevee_view.cc
2022-07-28EEVEE-Next: Fix Vector render passClément Foucault
2022-07-26Cleanup: spelling in commentsCampbell Barton
2022-07-25EEVEE-Next: Fix float3 passes being incorrectClément Foucault
2022-07-25EEVEE-Next: Fix some Material compilation errorsClément Foucault
2022-07-24EEVEE-Next: Decorelate Large filter spiral samplingClément Foucault
This avoids correlation artifacts with the jitter pattern itself. Also try to reduce the visible spiral pattern.
2022-07-24EEVEE-Next: Fix depth accumulation and stability in viewportClément Foucault
The display depth is used to composite Gpencil and Overlays. For it to be stable we bias it using the dFdx gradient functions. This makes overlays like edit mode not flicker. The previous approach to save the 1st center sample does not work anymore since we jitter the projection matrix in a looping pattern when scene is updated. So the center depth is only (almost) valid 1/8th of the times. The biasing technique, even if not perfect, does the job of being stable. This has a few cons: - it makes the geometry below the ground plane unlike workbench engine. - it makes overlays render over geometry at larger depth discontinuities.
2022-07-24EEVEE-Next: Make animated viewport non jittered when disabling denoisingClément Foucault
2022-07-24EEVEE-Next: Add back background opacity toggleClément Foucault