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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.
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This avoids issue when the macro is followed by another operator.
Example:
`float result = weighted_sum(a,b,c,d,w) * 5.0;`
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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.
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This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
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Pass `use_hide` to the compute shaders so that we can override the
hidden face flags, like CPU extraction is doing.
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Flags in the smooth shading case were not properly set.
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Addendum to previous fix, which was for point selection, this fixes the
face selection mode. The issue is caused by wrong flags used for paint
mode (the edit mode flag was always used). Also add back flag which was
accidentally removed in 16f5d51109bce849dff5379c60360f271622ac0f.
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The normals flags were not setup properly which made normals for all
elements (vertices, faces) to be drawn when using the normals overlay.
Also remove usage of uints for the flag in the APIs.
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Also fix formating of `curves_attribute_element_id` which was copy pasted.
# Conflicts:
# source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl
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The face dots normals may not be always requested, thus leading to a
crash by null pointer dereference.
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Faces, edges, and vertices are still shown when GPU subdivision is
actived. This is because the related edit mode flags were ignored by the
subdivision code.
The flags are now passed to the various compute shaders mostly as part of
the extra coarse data, also used for e.g. selection. For loose edges, a
temporary buffer is created when extracting them. Loose vertices are
already taken into account as it reuses the routines for coarse mesh
extraction, although `MeshRenderData.use_hide` was not initialized,
which is fixed now.
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This adds support to render Curves attributes in EEVEE.
Each attribute is stored in a texture derived from a VBO. As the
shading group needs the textures to be valid upon creation, the
attributes are created and setup during its very creation, instead
of doing it lazily via create_requested which we cannot rely on
anyway as contrary to the mesh batch, we do cannot really tell if
attributes need to be updated or else via some `DRW_batch_requested`.
Since point attributes need refinement, and since attributes are all
cast to vec4/float4 to account for differences in type conversions
between Blender and OpenGL, the refinement shader for points is
used as is. The point attributes are stored for each subdivision level
in CurvesEvalFinalCache. Each subdivision level also keeps track of the
attributes already in use so they are properly updated when needed.
Some basic garbage collection was added similar to what is done
for meshes: if the attributes used over time have been different
from the currently used attributes for too long, then the buffers
are freed, ensuring that stale attributesare removed.
This adds `CurvesInfos` to the shader creation info, which stores
the scope in which the attributes are defined. Scopes are stored
as booleans, in an array indexed by attribute loading order which
is also the order in which the attributes were added to the material.
A mapping is necessary between the indices used for the scoping, and
the ones used in the Curves cache, as this may contain stale
attributes which have not been garbage collected yet.
Common utilities with the mesh code for handling requested
attributes were moved to a separate file.
Differential Revision: https://developer.blender.org/D14916
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Fix the following error messages on Blender startup
since commit 308a12ac647d6f9b4ef2b6c403903e0aeb65a571.
This commit fixes T98194.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15007
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This uses the recently introduced evaluator's vertex
data to smoothly interpolate original coordinates instead
of using linear interpolation.
The orcos are interpolated at the same time as positions
and as such, the specific subdivision routine for the
orco extractor has been removed. The patch evaluation
shader uses a definition to enable code specific to
orco evaluation.
Since the orco layer may not have been requested on first
render, and since orco data is now stored in the OpenSubDiv
evaluator, the evaluator needs to be recreated if an
orco layer is suddenly available. For this, a callback
to check if the evaluator has the data was added. This is
added to the evaluator as the `Subdiv` cache stored in the
modifier is invalidated less often than the Mesh batch cache
and so leads to fewer evaluator recreations.
Differential Revision: https://developer.blender.org/D14999
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Also add missing task-ID reference & remove colon after \note as it
doesn't render properly in doxygen.
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Introduced by rBadbe71c3faba.
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Recently `gpu_shader_3D_smooth_color_frag.glsl` had the uniform declarations removed.
For shaders without `ShaderCreateInfo` that require this source this results in the error:
```
ERROR (gpu.shader): hair_refine_shader_transform_feedback_workaround_create FragShader:
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54 | fragColor = finalColor;
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| gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'fragColor'
| gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'finalColor'
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55 | fragColor = blender_srgb_to_framebuffer_space(fragColor);
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| gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
| gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
```
So port that shader to use `ShaderCreateInfo`.
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Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).
As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.
Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.
Differential Revision: https://developer.blender.org/D13730
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This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
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Some old compiler do not like this character even if inside an `#error`
directive.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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This should have no functional changes.
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The fix does not fix the case of shaders comming from the OpenSubdiv API.
This reverts commit f5191b87608f6607aa1dbd4b9409174db351984b.
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This was caused by the use of a reserved keyword macro that is not
directly used but causes an error on some compiler.
Change the occurences to not match the macros.
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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.
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This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.
Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
`g_data.N` for that.
Closure sampling with upstread weight eval is now supported if the engine needs
it.
This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.
The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.
This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
radius. The SSS kernel "shape" (radii) are still defined by the socket default
values.
Appart from the listed changes no other regressions are expected.
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Undefined behaviour for divergent control-flow fixes, replacement for partial vector references, and resolution of a number of calculation precision issues occuring on macOS.
Authored by Apple: Michael Parkin-White
Ref: T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14437
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This was introduced by rBeccb0b222e3465baa71430223c5ee2f0206a7b02.
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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.
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MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as:
#define roughness shaderinst->roughness.
Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors.
A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14452
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# Conflicts:
# source/blender/draw/intern/draw_common_shader_shared.h
# source/blender/draw/intern/shaders/draw_view_info.hh
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The lines paint mask IBO extraction was not implemented for GPU subdivision.
For it to work, we also now need to preserve the subdivision loop to
subdivision edge map, which until now was overwritten to store coarse edges
(the map to coarse edges is still preserved).
Also the paint flag stored in the 4th dimension of the loop normal buffer
was not properly set for flat shaded faces, leading to other kind of
artefacts and render issues.
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Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:
- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14378
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Mostly quality of life functions and macros.
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This library contains the needed functions to render GPencil object
geometry. Centralizing these will make it possible for other draw
engines (EEVEE, Overlay) to reuse the same vertex shader code and
possibly the same fragment rejection methods.
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The constant M_PI_4 is added to GLSL to ensure it works there too.
Differential Revision: https://developer.blender.org/D14288
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14307
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