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2022-09-30Cleanup: Move draw_manager_data.cc to C++Hans Goudey
This will help with moving mesh runtime data to C++
2022-09-29Cleanup: replace UNUSED() with commented argumentsCampbell Barton
This is the conventional way of dealing with unused arguments in C++. Also quiet enum conversion warnings.
2022-09-29Cleanup: formatCampbell Barton
2022-09-29Sculpt: Rewrite PBVH drawJoseph Eagar
Rewrite PBVH draw to allocate attributes into individual VBOs. The old system tried to create a single VBO that could feed every open viewport. This required uploading every color and UV attribute to the viewport whether needed or not, often exceeding the VBO limit. This new system creates one VBO per attribute. Each attribute layout is given its own GPU batch which is cached inside the owning PBVH node. Notes: * This is a full C++ rewrite. The old code is still there; ripping it out can happen later. * PBVH nodes now have a collection of batches, PBVHBatches, that keeps track of all the batches inside the node. * Batches are built exclusively from a list of attributes. * Each attribute has its own VBO. * Overlays, workbench and EEVEE can all have different attribute layouts, each of which will get its own batch. Reviewed by: Clement Foucault Differential Revision: https://developer.blender.org/D15428 Ref D15428
2022-09-16Eevee: Add support for Nishita sky textureLukas Stockner
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways. I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that. Anyways, that can be handled later, the sky itself is already a start. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13522
2022-09-02Cleanup: GPU: UniformAttribute: Improve const correctnessClément Foucault
Removes a warning and tidy the API.
2022-08-16Cleanup: formatCampbell Barton
2022-08-16Sculpt: Improve sculpt debug drawJoseph Eagar
* Fixed crash in debug draw code. Apparently this is only used by PBVH draw? * Debug draw code can now be forcibly enabled in release mode (i.e. RelWithDebugInfo) by uncommenting a commented out #define. * Fixed colors in debug draw mode. * PBVH node boxes in debug mode now flash a different color when they are updated.
2022-08-14DRW: Add intersection and shape libraries for GLSLClément Foucault
These are meant to provide easy shape and AABB operation for culling. They are currently incomplete but can be extended as one see fits. The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
2022-08-10Cleanup: spellingCampbell Barton
2022-08-10Cleanup: formatCampbell Barton
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.
2022-08-02DRW: Add `DRW_shgroup_call_procedural_indirect()`Clément Foucault
Replaces `DRW_shgroup_call_procedural_triangles_indirect`. This makes the indirect drawing more flexible. Not all primitive types are supported but it is just a matter of adding them.
2022-08-02DRW: Add DRW_shgroup_call_procedural_triangles_indirectClément Foucault
Just like the name suggest, this adds a way to draw a series of proceduraly positioned triangles using and indirect buffer.
2022-06-09Cleanup: formatCampbell Barton
2022-06-08Sculpt: PBVH Draw Support for EEVEEJoseph Eagar
This patch adds support for PBVH drawing in EEVEE. Notes: # PBVH_FACES only. For Multires we'll need an API to get/cache attributes. DynTopo support will be merged in later with sculpt-dev's DynTopo implementation. # Supports vertex color and UV attributes only; other types can be added fairly easily though. # Workbench only sends the active vertex color and UV layers to the GPU. # Added a new draw engine API method, DRW_cdlayer_attr_aliases_add. Please review. # The vertex format object is now stored in the pbvh. Reviewed By: Clément Foucault & Brecht Van Lommel & Jeroen Bakker Differential Revision: https://developer.blender.org/D13897 Ref D13897
2022-05-19Cleanup: format, reduce line length & strip trailing spaceCampbell Barton
2022-05-19DRW: Fix DRW_shgroup_buffer_texture namingClément Foucault
We do not need `_ex` suffix.
2022-05-17DRW: Add DRW_view_camtexco_get()Clément Foucault
2022-05-17Cleanup: formatCampbell Barton
2022-05-15GPUVertBuf: Add support for binding as buffer textureClément Foucault
This is often needed and somehow cumbersome to set up. This will allow some code simplifications.
2022-05-11Cleanup: use '_num' / '_count' suffix instead of '_ct'Campbell Barton
Use num & count (for counters), in drawing code, see: T85728.
2022-04-20Cleanup: clang-formatCampbell Barton
2022-04-19GPU: Replace `GPUMaterialVolumeGrid` by `GPUMaterialAttribute`Clément Foucault
This is to make the codegen and shading nodes object type agnostic. This is essential for flexibility of the engine to use the nodetree as it see fits. The essential volume attributes struct properties are moved to the `GPUMaterialAttribute` which see its final input name set on creation. The binding process is centralized into `draw_volume.cc` to avoid duplicating the code between multiple engines. It mimics the hair attributes process. Volume object grid transforms and other per object uniforms are packed into one UBO per object. The grid transform is now based on object which simplify the matrix preparations. This also gets rid of the double transforms and use object info orco factors for volume objects. Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-04Cleanup: clang-formatCampbell Barton
Add ccl_gpu_kernel_postfix as a statement macro to prevent the following declarations from being indented.
2022-04-02Cleanup: Further use of const for object bounding boxesHans Goudey
Also solves two warnings from the previous similar commit, f688e3cc3130e70e77f0bb0. The change to the grease pencil modifier is quite suspicious, but doesn't change the behavior, which was already broken.
2022-03-31DRW: Rename DRW_shgroup_uniform_vec4_array_copy to mat4_copyClément Foucault
This function was not used for anything other than mat4. This was because of a limitation of the DRW module/ This makes it cleaner for the GLSL and also less tempting to use it for other unconventional purpose.
2022-03-30Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal ↵Jason Fielder
backend. - Metal uniform array compatibility in DRW module. - Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14438
2022-03-20DRW: Make use of shader shared headerClément Foucault
# Conflicts: # source/blender/draw/intern/draw_manager.h # source/blender/draw/intern/draw_manager_exec.c # source/blender/draw/intern/draw_shader_shared.h
2022-03-18DRW: Add support for compute indirect command.Clément Foucault
This just expose the GPU API through DRW.
2022-03-18DRW: Add support for GPUStorageBufClément Foucault
2022-02-22Cleanup: clang-formatCampbell Barton
2022-02-18Cleanup: Rename original curve object type enumHans Goudey
This commit renames enums related the "Curve" object type and ID type to add `_LEGACY` to the end. The idea is to make our aspirations clearer in the code and to avoid ambiguities between `CURVE` and `CURVES`. Ref T95355 To summarize for the record, the plans are: - In the short/medium term, replace the `Curve` object data type with `Curves` - In the longer term (no immediate plans), use a proper data block for 3D text and surfaces. Differential Revision: https://developer.blender.org/D14114
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-04DRW: Add DRW_UNUSED_RESOURCE_TRACKING for ubo and ssboClément Foucault
When uncommented, this option will make any call binding a resource that is not present in the shader produce a warning message with its origin.
2022-02-04DRW: Add compute_ref calls, barriers calls, and vertex_buffer_refClément Foucault
- Compute ref let the size of dispatch be modified just before drawing. - Barrier call makes it possible to chain multiple compute passes in one pass. - DRW_shgroup_vertex_buffer_ref is the analog of DRW_shgroup_uniform_block_ref.
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-27Cleanup: Fix const correctness warningClément Foucault
2022-01-27Cleanup: Add more const correctness to some functionsClément Foucault
These are functions that are used by eevee-rewrite which has more strict const correctness.
2022-01-26D13910: Workbench: Port shaders to use GPUShaderCreateInfoClément Foucault
Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
2021-12-25Fix T94362: GPUMaterialTexture references freed ImageUserJacques Lucke
The issue was caused by rB7e712b2d6a0d257d272ed35622b41d06274af8df and the fact that `GPUMaterialTexture` contains an `ImageUser *` which references the `ImageUser` on e.g. `NodeTexImage`. Since the node tree update refactor, it is possible that the node tree changes without changing the actual material. Therefore, either the renderer should check if the node tree has changed or it should not store pointers to data in node storage. The latter approach is implemented in this patch. Differential Revision: https://developer.blender.org/D13663
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-11-09Viewport: Remove different outline color for instancesHans Goudey
With instancing becoming more common with geometry nodes, instances are less of a separate thing and more of an essential part of evaluated data. Displaying them with a separate outline, while helpful in some cases, is not worth the lack of visibility or confusion about selected/active status. Information about the performance of the scene due to instancing is always available with the statistics like vertex count, etc. The problems were compounded by the fact that the instancing system is used to output geometry components that don't correspond to the object's original type. So this patch also fixes that problem. Fixes T92079, T81010 Ref T91310 Differential Revision: https://developer.blender.org/D13133
2021-10-26XR: View adjustments for variable viewer scalePeter Kim
This adjusts some calculations and visibility flags for XR viewports in order to account for a possible scale factor in the XR view matrix. This scale factor can be introduced via the XR session settings base scale, which allows a viewer to begin their session at a specific reference scale, or the XR session state navigation scale, which allows a viewer to adjust their scale relative to the reference scale during the session. Reviewed by Severin as part of D11501, but requested to be committed separately.
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
2021-08-04Fix T90427: Center View to Mouse brokenGermano Cavalcante
rBfb87d236edb7 made the values returned by `projmat_dimensions` more standardized following the documentations. But the functions in Blender that called `projmat_dimensions` followed a proposal that these values corresponded to a distance of 1m of clip. Adjust these functions to follow the new algorithm.
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-21Cleanup: spellingCampbell Barton
2021-07-21Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msgCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.