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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
2020-07-15DRW: View: Add ViewVecs calculationClément Foucault
This will remove some code duplication between draw engines.
2020-06-15Fix curve handle color ID displayCampbell Barton
Regression in 49f59092e7c8c caused all handles to display using the 'aligned' theme color. Arrange flags to fix this, add assert to avoid this happening again. Also rename flag so it's use is clearer.
2020-05-26Curves: Implement Handles for selected points onlyAntonio Vazquez
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves. I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel.. Reviewed By: fclem, #user_interface, billreynish, Severin Differential Revision: https://developer.blender.org/D7754
2020-04-03Cleanup: use term 'attr' instead of 'attrib'Campbell Barton
This was already the case in most parts of the GPU API. Use full name for descriptive-comments.
2020-03-26Fix T75090: crash with old NVIDIA drivers after overlay refactorBrecht Van Lommel
Work around GLSL compiler bug with backslash in preprocessor macros.
2020-03-23UI: Theme options for checkerboard pattern colors and sizeMichael Soluyanov
This patch adds ability to set up colors and size of background (transparency) checkerboard pattern in viewport and 2d editors. No new backgrounds, only changing colors in existing ones. This is not the background of the viewport, it is a transparency checkerboard that is turned on only in render mode, when the transparency mode is on. And also in 2D-editors, (image, sequencer, etc). Reviewed By: Pablo Vazquez, Julian Eisel Differential Revision: https://developer.blender.org/D6791
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
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
2020-03-03Revert "Fix T74110: EEVEE Shadow Pass"Jeroen Bakker
This reverts commit 403bb357ae2b1d2561a0d77c96035ba54c197cbd. The old implementation matches cycles closer. See T74378
2020-03-03Cleanup: formatting, spellingCampbell Barton
2020-02-27Fix T74110: EEVEE Shadow PassJeroen Bakker
Shadow could penetrate occluded geometry. This patch adds a check to see if the light is in the right location to light the pixel. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6918
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2020-02-04Fix T72504 EEVEE: Crash when rendering Instance Collection with hairClément Foucault
This was caused by a double free of the instance data. Remove the need of the instance data fix the issue.
2019-12-08Fix T72240: GLSL error with some old NVIDIA drivers, causing crash at startupBrecht Van Lommel
2019-12-07UI: Custom Face Orientation ColorsHarley Acheson
Adds theme settings to allow change of front and back faces of the Face Orientation overlay Differential Revision: https://developer.blender.org/D6262 Reviewed by Jeroen Bakker
2019-12-05Revert "Fix T71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers"Clément Foucault
This reverts commit cf77b67c459d481f6d8d34d13e14d22a6cad0842.
2019-12-05Fix T71576 Mesh error on mutimaterial Meshes on legacy nvidia driversClément Foucault
Differential Revision: https://developer.blender.org/D6351