Age | Commit message (Collapse) | Author |
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And also enable pass names when using `--debug-gpu` option.
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This was caused by a left over DRWPass->state modification
that made the subsequent samples redraw without Blending enabled.
This led to incorrect blending.
The fix is to use the new API for pass instancing.
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This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
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Also correct wrapped lines of example code in threads.cc.
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This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
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No functional changes
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This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
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Also order sizeof(..) first to promote other values to size_t.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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This makes it less confusing what functions are for blender
structures.
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Fix T79306 DRW: small issues with yesterday commits modifying TEXTARGET
Fix T79303 Image texture node crashes EEVEE when connected to a shader output
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Also includes outline overlays. Removes the temp overlay drawing
We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.
This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.
Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8301
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This will remove some code duplication between draw engines.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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To avoid this we just bypass culling if the object is too big to avoid
float precision issues.
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Reviewers: fclem
Differential Revision: https://developer.blender.org/D8103
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This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.
For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.
Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.
We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.
We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.
We use a background reconstruction method that needs another setting
(Background Separation).
Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.
One caveat is that hair particles are not yet supported. Support will
come in another patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7297
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This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.
This fix T77453 Image texture not repeating in viewport
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This makes the query of theses mandatory uniforms faster.
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This bridge between the new sampler state support from GPUTexture and
draw material handling.
The Sampler State is just the one from the texture for now. No change in
logic.
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This has been replace by manual model+viewproj transform inside the shader.
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This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.
This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.
All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.
Since unbinding can be heavy we only do it when using `--debug-gpu`.
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These are the modifications:
-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.
One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.
The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)
Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7642
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This is to fix an assert in EEVEE caused by a transparent shading group
that is create but not populated by any drawcall.
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When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
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The material indices in a mesh can exceed the number of available materials
slots in the object or mesh, sculpt drawing was not taking that into account.
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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These headers are not needed right away, but will be in the upcoming
commit.
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The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
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This was already the case in most parts of the GPU API.
Use full name for descriptive-comments.
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In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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The default face set color is white, so we can skip drawing the default
face set. This allows to enable again the optimization of not drawing
overlays in nodes where the mask is empty.
This will still slow down the viewport when a new face set is created
for the whole mesh or when inverting the mask, like in previous
versions.
I also renamed the function to make more clear that now it is checking
for both mask and face sets.
Reviewed By: brecht
Maniphest Tasks: T74692
Differential Revision: https://developer.blender.org/D7207
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This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
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This further separates requested attributes and textures from the actual
node graph, that can be retained after the graph has been compiled and
freed. It makes it easier to add volume grids as a native concept, which
sits somewhere between an attribute and a texture.
It also adds explicit link types for UDIM tile mapping, rather than
relying on fairly hidden logic.
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We detect the case where we need to invert the facing directly inside the
DRWView update and do the appropriate GL calls at draw time.
Fix T63047 Camera with negative scale works only in Cycles Rendered view
Fix T71352 Negative scale camera causes BLI_assert
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