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2022-02-01GPUShader: Rename createInfo storage QualifiersClément Foucault
Using opt-in instead of opt-out to make code easier to read. Add combined flag enum. Making restrict an inverse flag option because it is so rare to use it.
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-27GPUShaderCreateInfo: Remove push_constant indexingClément Foucault
This is too much impractical and offers no real benefit.
2022-01-26DRW: Fix builtin uniform name mismatchClément Foucault
This lead to severe unreported regression, like volume rendering broken in workbench.
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
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-25Draw: Migrate hair refine compute shader to use create info.Jeroen Bakker
This patch migrates the draw manager hair refine compute shader to use GPUShaderCreateInfo. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13915
2022-01-24Cleanup: spelling in commentsCampbell Barton
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
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
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
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
2021-09-24Hair Info Length AttributeJeroen Bakker
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair. Reviewed By: #eevee_viewport, brecht Differential Revision: https://developer.blender.org/D10481
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-05-28Merge branch 'blender-v2.93-release'Clément Foucault
2021-05-28EEVEE: Fix NaN caused by ensure_valid_reflection()Clément Foucault
This was caused by unsafe sqrt calls. Fixes T86578 white artifacts in EEVEE Reviewed By: brecht, dfelinto Differential Revision: https://developer.blender.org/D11428
2021-05-28DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses transform feedback. Timings before: between 0.000069s and 0.000362s. Timings after: between 0.000032s and 0.000092s. Speedup isn't noticeable by end-users. The patch is used to test the new compute shader pipeline and integrate it with the draw manager. Allowing EEVEE, Workbench and other draw engines to use compute shaders with the introduction of `DRW_shgroup_call_compute` and `DRW_shgroup_vertex_buffer`. Future improvements are possible by generating the index buffer of hair directly on the GPU. NOTE: that compute shaders aren't supported by Apple and still use the transform feedback workaround. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-05-26Revert "DrawManager: Use Compute Shader to Update Hair."Jeroen Bakker
This reverts commit 8f9599d17e80254928d2d72081a4c7e0dee64038. Mac seems to have an error with this change. ``` ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src' ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src' ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2 ERROR: make: *** [all] Error 2 ```
2021-05-26DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses tranform feedback. Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s Timings compute shader between 0.000032 and 0.000092s Future improvements: * Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-04-20Fix T87369 EEVEE: Ambient Oclussion: Firefly caused by degenerated normalClément Foucault
This was caused by some sort of degenerated normals.
2021-04-20Fix T87541 EEVEE: AO causes black outline around objects and NaN pixelsClément Foucault
It seems the pow result is unstable on some implementations. Also avoid undefined behavior by clamping aoFactor to strict positive values.
2021-04-09Fix T87150: bad points appearance in orthographic viewPhilipp Oeser
Points are drawn as half octahedron (aligned to the camera). Getting the appropriate matrix for facing the camera would fail in in orthographic view, points were not facing the camera (revealing their missing other half octahedron) Maniphest Tasks: T87150 Differential Revision: https://developer.blender.org/D10923
2021-03-15EEVEE: Contact Shadow: Fix self intersection issuesClément Foucault
This was cause by the change of some epsilon values for reflections. This commit changes the planar reflection tracing to have correct handling of parallel rays and discard any self intersection with normal screen raytrace.
2021-03-13Cleanup: EEVEE: Remove hammersley texture and split hammersley codeClément Foucault
2021-03-08EEVEE: Use Fullscreen maxZBuffer instead of halfresClément Foucault
This removes the need for per mipmap scalling factor and trilinear interpolation issues. We pad the texture so that all mipmaps have pixels in the next mip. This simplifies the downsampling shader too. This also change the SSR radiance buffer as well in the same fashion.
2021-02-21Cleanup: EEVEE: change cameraVec macro to cameraVec(P)Clément Foucault
This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
2021-02-21EEVEE: Ambient Occlusion: RefactorClément Foucault
- Fix noise/banding artifact on distant geometry. - Fix overshadowing on un-occluded surfaces at grazing angle producing "fresnel" like shadowing. Some of it still appears but this is caused to the low number of horizons per pixel. - Improve performance by using a fixed number of samples and fixing the sampling area size. A better sampling pattern is planned to recover the lost precision on large AO radius. - Improved normal reconstruction for the AO pass. - Improve Bent Normal reconstruction resulting in less faceted look on smoothed geometry. - Add Thickness heuristic to avoid overshadowing of thin objects. Factor is currently hardcoded. - Add bent normal support to Glossy reflections. - Change Glossy occlusion to give less light leaks from lightprobes. It can overshadow on smooth surface but this should be mitigated by using SSR. - Use Bent Normal for rough Glossy surfaces. - Occlusion is now correctly evaluated for each BSDF. However this does make everything slower. This is mitigated by the fact the search is a lot faster than before.
2021-02-14Cleanup: spellingCampbell Barton
2021-02-13EEVEE: Refactor closure_lit_lib.glslClément Foucault
This refactor was needed for some reasons: - closure_lit_lib.glsl was unreadable and could not be easily extended to use new features. - It was generating ~5K LOC for any shader. Slowing down compilation. - Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks. What this refactor does: - Add some macros to define the light object loops / eval. - Clear separation between each closures which now have separate files. Each closure implements the eval functions. - Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque). - The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before). - Make light iteration last to avoid carrying more data than needed. - Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals). - Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers. - Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks. - Separate transmission roughness is now working on Principled BSDF. - Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`. - SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated. - SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way). - Principle fully black specular tint now returns black instead of white. - This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables). - This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch. - Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot. Render tests needs to be updated after this. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D10390 # Conflicts: # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13EEVEE: Depth of field: New implementationClément Foucault
This is a complete refactor over the old system. The goal was to increase quality first and then have something more flexible and optimised. |{F9603145} | {F9603142}|{F9603147}| This fixes issues we had with the old system which were: - Too much overdraw (low performance). - Not enough precision in render targets (hugly color banding/drifting). - Poor resolution near in-focus regions. - Wrong support of orthographic views. - Missing alpha support in viewport. - Missing bokeh shape inversion on foreground field. - Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...) - Fix T81092 I chose Unreal's Diaphragm DOF as a reference / goal implementation. It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie. You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04 Along side the main implementation we provide a way to increase the quality by jittering the camera position for each sample (the ones specified under the Sampling tab). The jittering is dividing the actual post processing dof radius so that it fills the undersampling. The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness. Effect of overblur (left without, right with): | {F9603122} | {F9603123}| The actual implementation differs a bit: - Foreground gather implementation uses the same "ring binning" accumulator as background but uses a custom occlusion method. This gives the problem of inflating the foreground elements when they are over background or in-focus regions. This is was a hard decision but this was preferable to the other method that was giving poor opacity masks for foreground and had other more noticeable issues. Do note it is possible to improve this part in the future if a better alternative is found. - Use occlusion texture for foreground. Presentation says it wasn't really needed for them. - The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy stage for simplicity. - We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force pass during resolve. Using the separate pass could be a future optimization if needed but might give less precise results. - We don't use compute shaders at all so shader branching might not be optimal. But performance is still way better than our previous implementation. - We mainly rely on density change to fix all undersampling issues even for foreground (which is something the reference implementation is not doing strangely). Remaining issues (not considered blocking for me): - Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color, highlights are dilated and make convergence quite slow or imposible when using jittered DOF (or gives ) - ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus convolution compared to the half resolution. This is not really noticeable if using jittered camera.~~ Fixed - Foreground occlusion approximation is a bit glitchy and gives incorrect result if the a defocus foreground element overlaps a farther foreground element. Note that this is easily mitigated using the jittered camera position. |{F9603114}|{F9603115}|{F9603116}| - Foreground is inflating, not revealing background. However this avoids some other bugs too as discussed previously. Also mitigated with jittered camera position. |{F9603130}|{F9603129}| - Sensor vertical fit is still broken (does not match cycles). - Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the shape does not rotate. - ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better stability and overall coverage. - Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of bleeding. But at this size it is preferable to use jittered camera position. Codewise the changes are pretty much self contained and each pass are well documented. However the whole pipeline is quite complex to understand from bird's-eye view. Notes: - There is the possibility of using arbitrary bokeh texture with this implementation. However implementation is a bit involved. - Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual max sample count is already quite high but samples are not evenly distributed due to the ring binning method. - While this implementation does not need 32bit/channel textures to render correctly it does use many other textures so actual VRAM usage is higher than previous method for viewport but less for render. Textures are reused to avoid many allocations. - Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the texture can be shared with other viewport with different camera settings.
2021-02-06UI: Fix Typos in Comments and Docsluzpaz
Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
2021-01-24Cleanup: email address formattingCampbell Barton
Match git style email addresses, ignored by the spell checker.
2021-01-04Fix T84260: NURBS edit mode lines not showingFalk David
When in edit mode, the edit lines for de-selected surfaces did not show up. The bug was caused by the is_gpencil bool which reused another flag. Both grease pencil and nurbs surfaces use the edit_curve_handle shader. A dedicated flag was added to make sure the is_gpencil bool is set correctly. Reviewed By: fclem Maniphest Tasks: T84260 Differential Revision: https://developer.blender.org/D9985
2021-01-04Cleanup: docy comments beginning with '/**' don't end with '**/'Campbell Barton
2020-11-19Cleanup: Grammar: "Allow to" vs gerundHans Goudey
In cases where "Allow" is followed by an infinitive, a noun needs to directly follow it. But it makes more sense to follow it with a gerund instead.
2020-10-19Spelling: MiscellaneousHarley Acheson
Corrects 34 miscellaneous misspelled words. Differential Revision: https://developer.blender.org/D9248 Reviewed by Campbell Barton
2020-10-19Spelling: Then Versus ThanHarley Acheson
Corrects incorrect usages of the words 'then' and 'than'. Differential Revision: https://developer.blender.org/D9246 Reviewed by Campbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-30Cleanup: use angle-brackets for email addressesCampbell Barton
This is already the most widely used convention. Use this so `make check_spelling_c` will ignore all email addresses.
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-08-18Fix T79800: Split vertex size for grease pencilAntonio Vazquez
Differential Revision: https://developer.blender.org/D8607
2020-08-10Merge branch 'blender-v2.90-release'Jeroen Bakker
2020-08-09Fix T79246 GPUShader: compile error on AWS Elastic GraphicsClément Foucault
2020-08-03Cleanup: remove trailing space, newlines at eofCampbell Barton
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2020-07-15PointCloud: Initial rendering support for WorkbenchClément Foucault
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
2020-07-15DRW: Add glsl math librariesClément Foucault
Copied from eevee bsdf_common_lib.glsl