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2022-01-28Cleanup: spelling in commentsCampbell Barton
Also minor wording improvements.
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-17Revert "Revert "GPUShaderCreateInfo for interface abstraction""Jeroen Bakker
This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7. Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17Revert "GPUShaderCreateInfo for interface abstraction"Jeroen Bakker
This reverts commit 8fb2ff458ba579dba08bfdf57d043ad158b5db07. Missing some files.
2022-01-17GPUShaderCreateInfo for interface abstractionJeroen Bakker
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
2022-01-11Fix T94728: Auto Depth problem with Cliping RegionGermano Cavalcante
Issue introduced in rB1d49293b80446b89b5b12fa0eeefaf14e5051e48 `drw_manager_init` must be called after `drw_context_state_init` as `DST.draw_ctx.sh_cfg` (indicating when the view is clipped) must be set first. Differential Revision: https://developer.blender.org/D13795
2022-01-11Cleanup: remove unnecessary 'use_opengl_context' parameterGermano Cavalcante
The argument passed is always false.
2022-01-10Cleanup: typos in comments, remove libnumaapi referenceCampbell Barton
2022-01-07Fix T94078: Wrong Bound Box calculated for curvesGermano Cavalcante
`DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN` creates temporary objects that correspond to duplicates or instances. These temporary objects can share same pointers with the original object as in the case of Bounding Box. Bound Box of temporary objects is marked dirty in `BKE_object_replace_data_on_shallow_copy` since `ob->data` is different. This causes the original Bounding Box, calculated for the evaluated geometry, to be lost. The solution in this commit is to change the boundbox reference of the temporary objects, so the boundbox of the non-temporary object (with the data curve) is not marked dirty. Differential Revision: https://developer.blender.org/D13581
2022-01-06Cleanup: spelling in commentsCampbell Barton
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-12-02Fix T93525: Crash with curve/text armature bone gizmoHans Goudey
The problem is that drw_batch_cache_generate_requested_delayed is called on the object, which uses the original object data type to choose which data type to get info for. So for curves and text it uses the incorrect type (not the evaluated mesh like we hardcoded in the armature overlay code). To fix this I hardcoded the "delayed" generation to only use the evaluated mesh. Luckily it wasn't use elsewhere besides this armature overlay system. That seems like the simplest fix for 3.0. A proper solution should rewrite this whole area anyway. Differential Revision: https://developer.blender.org/D13439
2021-11-24Cleanup: use lowercase in private functions.Jeroen Bakker
2021-11-24Cleanup: Silent compilation warning in draw_manager.Jeroen Bakker
2021-11-23Fix T89204: slow repeated rendering with GPUOffscreen.draw_view3d.Christian Stolze
Reviewed By: fclem Differential Revision: D13235
2021-10-18Fix T92250 EEVEE: Render crash with Motion Blur and OverscanClément Foucault
This was caused by `DRW_view_data_texture_list_size_validate` which now delete everything from the render engine. This might change in the future but for now we just avoid calling it from the render loop (when using DRW_cache_restart).
2021-10-12Fix T91981: Crash when using operators that needs scene depthClément Foucault
There was a double lock in the object depth drawing function. Also the texture read was not reading the texture with the right format. Now it needs a conversion. Fix T91981 Particle Edit make Blender Crash Fix T92006 Light spot interactively point can't use
2021-10-12XR Controller Support Step 4: Controller DrawingPeter Kim
Addresses T77127 (Controller Drawing). Adds VR controller visualization and custom drawing via draw handlers. Add-ons can draw to the XR surface (headset display) and mirror window by adding a View3D draw handler of region type 'XR' and draw type 'POST_VIEW'. Controller drawing and custom overlays can be toggled individually as XR session options, which will be added in a future update to the VR Scene Inspection add-on. For the actual drawing, the OpenXR XR_MSFT_controller_model extension is used to load a glTF model provided by the XR runtime. The model's vertex data is then used to create a GPUBatch in the XR session state. Finally, this batch is drawn via the XR surface draw handler mentioned above. For runtimes that do not support the controller model extension, a a simple fallback shape (sphere) is drawn instead. Reviewed By: Severin, fclem Differential Revision: https://developer.blender.org/D10948
2021-10-06Cleanup: spelling in commentsCampbell Barton
2021-10-05Fix memory leak when running test cases.Jeroen Bakker
Issue is that test cases re-uses draw manager. The new `DRWRegisteredDrawEngine` struct is only freed when a valid opengl context was found. what isn't the case when running test cases. Also made sure that re-using draw manager would use re-inited values.
2021-10-05DRW: Move buffer & temp textures & framebuffer management to DrawManagerClément Foucault
This is a necessary step for EEVEE's new arch. This moves more data to the draw manager. This makes it easier to have the render or draw engines manage their own data. This makes more sense and cleans-up what the GPUViewport holds Also rewrites the Texture pool manager to be in C++. This also move the DefaultFramebuffer/TextureList and the engine related data to a new `DRWViewData` struct. This struct manages the per view (as in stereo view) engine data. There is a bit of cleanup in the way the draw manager is setup. We now use a temporary DRWData instead of creating a dummy viewport. Development: fclem, jbakker Differential Revision: https://developer.blender.org/D11966
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-13Fix T91311: incorrect batch generation for instancesJacques Lucke
This was a mistake in {rB5a9a16334c573c4566dc9b2a314cf0d0ccdcb54f}.
2021-09-08Asset: Dropping Material assets on material slot under mouse cursor.Jeroen Bakker
This patch allows dropping material assets from material slot under the mouse cursor. Before this change the material slot had to be hand-picked from the properties panel. For consistency it is chosen to do this in any shading mode as the tooltip shows what is exactly going to happen during release. The feature also works for other object types than Meshes as it uses the drawn surface on the GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0 cards and are very responsive. Reviewed By: fclem, Severin Differential Revision: https://developer.blender.org/D12190
2021-09-06Geometry Nodes: support for geometry instancingJacques Lucke
Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-08-31Cleanup: DRW color management seperated in multiple functions.Jeroen Bakker
2021-08-31Cleanup: Moved DRW_vieport_colormanagement_set to draw_color_management.Jeroen Bakker
2021-08-31Cleanup: Draw Manager remove do_color_management from drawing context.Jeroen Bakker
The do_color_management option was set, but never read.
2021-08-31Cleanup: Remove unused DRW_state_do_color_management.Jeroen Bakker
Function wasn't used since we migrated to the new color management pipeline. It is also not expected it would be needed in the current design.
2021-08-05DRW: New Select Debug EngineGermano Cavalcante
This is a simple engine used only to debug the texture of select ids. It is only used when the `WITH_DRAW_DEBUG` option is enabled and the debug value is 31. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5490
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-08-03Fix select engine buffer having wrong vertex sizeGermano Cavalcante
The theme used was wrong and the vertex size is twice as set in the theme.
2021-07-21Fix incorrect use of BLI_assert with error stringsCampbell Barton
Some asserts were never raised because of invalid checks.
2021-07-21Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msgCampbell Barton
2021-07-11Cleanup: correct spelling in comments, remove profanityCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-28Cleanup: repeated terms in code comments & error messagesCampbell Barton
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-22Draw: Added testcases for hair refine shaders.Jeroen Bakker
2021-05-20GPencil: Fix missing annotations in VSE stripAntonio Vazquez
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation` The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called. Differential Revision: https://developer.blender.org/D11329
2021-03-30Cleanup/Refactor: Unify functions that redraw the depth bufferGermano Cavalcante
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
2021-03-18Fix T86219: Compositor backdrop not using Color Management ViewPhilipp Oeser
Transforms in certain cases This was caused by wrong flag checking in {rB278011e44d43}, which just seems to be a copy-paste error. For example, enabeling 'Auto-Offset' in the View menu would lead to CM being ignored. Maniphest Tasks: T86219 Differential Revision: https://developer.blender.org/D10751
2021-03-18Cleanup: spellingCampbell Barton
2021-02-20Cleanup: doxygen sectionsCampbell Barton
2021-02-09Cleanup: spellingCampbell Barton
2021-02-05Merge branch 'blender-v2.92-release'Jeroen Bakker
2021-02-05Fix T85260: Viewport render does not draw backgroundJeroen Bakker
Regression introduced by {rBed809866b172} where overlays weren't drawn when overlays are turned off. The background in wireframe, solid (always) and material preview and render preview (when not using scene world) are also part of the overlays.
2021-02-05Cleanup: correct spelling in commentsCampbell Barton