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2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-05-11Cleanup: use '_num' suffix instead of '_size' for CurveGeometryCampbell Barton
Follow conventions from T85728.
2022-05-10DrawManager: Hide lock acquire behind experimental feature.Jeroen Bakker
The acquire locking of the draw manager introduced other issues. The current implementation was a hacky solution as we know that the final solution is something totally different {T98016}. Related issues: * {T97988} * {T97600}
2022-05-09Cleanup: simplify filling curve batch cache buffersJacques Lucke
Write to arrays directly instead of using the "step" utility.
2022-05-09Cleanup: use different hardcoded shape to make the root/tip radius usefulJacques Lucke
Those settings are intended to be removed at some point, but for now they are still needed because the radius attribute isn't supported.
2022-05-09Fix T97853: Crash with edit mode X-ray and subdivisionHans Goudey
The mesh drawing code used a different mesh to check whether or not to draw face dots and to actually retrieve them. The fix is moving the responsibility of determining whether to use subsurf face dots to the creation of `MeshRenderData` where the mesh used for drawing is known, rather than doing it at a higher level. Differential Revision: https://developer.blender.org/D14855
2022-05-06Merge branch 'blender-v3.2-release'Sergey Sharybin
2022-05-06DrawManager: Make instance data persistent.Jeroen Bakker
When resizing a viewport all engine instance data was cleared. This wasn't the intended design and lead to performance regressions in the image engine. This patch makes sure that the instance data isn't cleared when the viewport size changes. When using instance data, draw engines are responsible to update the textures accordingly. This could also reduce flickering/stalling when resizing the viewport in eevee-next. Fixes T95428. Reviewed By: fclem Maniphest Tasks: T95428 Differential Revision: https://developer.blender.org/D14874
2022-05-06Cleanup: spelling in comments, use doxygen commentsCampbell Barton
2022-05-05Merge branch 'blender-v3.2-release'Clément Foucault
2022-05-05DRW: Hair: Fix shader compilation of transform feedback shaderClément Foucault
Introduced by rBadbe71c3faba.
2022-05-05Cleanup: spelling in commentsCampbell Barton
2022-05-05Fix T97835: crash when creating hair particle system on MacGermano Cavalcante
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: | 54 | fragColor = finalColor; | | 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' | 55 | fragColor = blender_srgb_to_framebuffer_space(fragColor); | | 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`.
2022-05-04Fix T96845: artifacts with GPU subdivision and mirror modifierKévin Dietrich
The coarse polygon count was set to the one of the BMesh instead of the the one of the mesh used for subdivision, which caused the compute shaders to output wrong data.
2022-05-04Cleanup: quiet strict-prototypes warningCampbell Barton
2022-05-03Fix T93179: geonodes UVs and Vertex colors do not work in EEVEEKévin Dietrich
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
2022-05-03Fix T96338: GPU subdiv crash switching to UV editingKévin Dietrich
The crash is caused as the data for the UV editor is requested before the data for the mesh as a separate draw update. Since building the UV stretch angle buffer requires the position buffer, the latter is not created yet in this case. To fix this, create a local position buffer from the subdivision data. An alternate fix was considered to remove the dependency on the position buffer by interpolating on the GPU the coarse stretch angle buffer but this did work. Maybe this will be revisited.
2022-05-02EEVEE: Rewrite: Implement nodetree support with every geometry typesClément Foucault
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
2022-05-02GPUShader: Remove GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZEClément Foucault
This had only one use and it was for debugging. Remove the shader for now. This also simplifies the debug drawing even if slower.
2022-05-01Fix T97545 DRW: Crash cause by invalid `"` char in glsl sourceClément Foucault
Some old compiler do not like this character even if inside an `#error` directive.
2022-05-01Overlay: Port wireframe shader to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-05-01Overlay: Port image empty shader to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-05-01Overlay: Port outline shaders to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-04-30Overlay: Port edit uv shaders to use shaderCreateInfoClément Foucault
This should have no functional changes.
2022-04-29Fix rendering of wire curves when used as custom bone objectsSebastian Parborg
In the current code we do not render any curves if they have not been converted to meshes. This change makes the custom bone drawing try to render mesh objects first and then falls back to curve objects if there is no mesh data available. Reviewed By: Clement Differential Revision: http://developer.blender.org/D14804
2022-04-29Fix T97686 DRW: Freeze when switching to material preview or render viewClément Foucault
This was caused by the compilation job being created suspended (to avoid UI slowdown because of the material Preview Icons). The suspended job wasn't passing the `WM_jobs_test` in `DRW_deferred_shader_remove` and the material would still be in the compile queue with its status equal to `GPU_MAT_QUEUED`. This would block the main thread in the waiting loop. But since the job manager timer needs to execute in the main thread, the compilation job was never being pushed out of its suspended state. This lead to a complete lock situation. The solution is to use `WM_jobs_customdata_from_type` which does exactly what we need. Also fixed a nullptr free.
2022-04-29Fix wrong cast from uint to int (2)Germano Cavalcante
Error in rB3d877c8a0d06
2022-04-29Fix wrong cast from uint to intGermano Cavalcante
Error in rB3d877c8a0d06
2022-04-29Select Engine: port shader to use 'GPUShaderCreateInfo'Germano Cavalcante
Simple port with a few cosmetic changes: - Attribute named "color" for indices VBO is now called "index" - The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source) Differential Revision: https://developer.blender.org/D14800
2022-04-28GPUMaterial: Rework the deferred compilation to not use double locksClément Foucault
This uses refcounter instead of double thread mutexes. This should be more robust and avoir use after free situation. Also remove redundant structures and the use of scene as the job owner.
2022-04-27Fix T97235: PBVH draw cache invalidation bugJoseph Eagar
The PBVH draw cache wasn't being invalidated in all cases. It is now invalidated whenever a PBVH node's draw buffers are freed.
2022-04-27Fix T96434: bad performance with viewport statistics and GPU subdivisionKévin Dietrich
The subdivision is always recomputed on the CPU when displaying stats if the mesh is animated which leads to bad performance. This caches the subdivision topology counters from the draw code in the mesh runtime and uses them for the viewport statistics. Differential Revision: https://developer.blender.org/D14774
2022-04-27Cleanup: formatKévin Dietrich
2022-04-27Fix T96283: last disabled subsurf is used for GPU subdivisionKévin Dietrich
When more than one, consecutive, subdivision modifier is used on a Mesh, the last subsurf modifier is used for GPU subdivision even though it might be disabled. This is because retrieving the last subsurf modifier in the draw code did not check whether the modifier was disabled or not. To fix this, the session UUID of the modifier which delegated evaluation to the GPU code is cached and used in the draw to select the right subsurf modifier. Differential Revision: https://developer.blender.org/D14488
2022-04-25Fix: Incorrect implicit enum conversionHans Goudey
Hardcode Catmull Rom curves for now, since nothing else is implemented.
2022-04-25Cleanup: spelling in commentsCampbell Barton
2022-04-24Cleanup: clang-formatCampbell Barton
2022-04-22Cleanup: Clang tidy, unused variable warningsHans Goudey
Also remove unnecessary uses of `struct` and add const in one place.
2022-04-22Cleanup: Remove unused variables, adjust commentsHans Goudey
2022-04-22Fix: Build error on macOS after previous commitHans Goudey
2022-04-22Curves: Further split of curves draw code from particlesHans Goudey
Extends the changes started in f31c3f8114616bb to completely separate much of the DRW curves code from the particle hair drawing. In the short term this increases duplication, but the idea is to simplify development by making it easier to do larger changes to the new code, and the new system will replace the particle hair at some point. After this, only the shaders themselves are shared. Differential Revision: https://developer.blender.org/D14699
2022-04-20Revert "Fix GPU subdivision: Crash on adding subdivision surface modifier"Clément Foucault
The fix does not fix the case of shaders comming from the OpenSubdiv API. This reverts commit f5191b87608f6607aa1dbd4b9409174db351984b.
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
2022-04-20Fix GPU subdivision: Crash on adding subdivision surface modifierClément Foucault
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.
2022-04-20Cleanup: spelling in commentsCampbell Barton
2022-04-20Cleanup: clang-formatCampbell Barton
2022-04-19DRW: Volume: Fix warning about unused variableClément Foucault
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.
2022-04-19DRW: Centralize smoke domain texture managementClément Foucault
This code was duplicated in multiple engines. Now it is the draw manager responsability to manage the throwaway fluid textures.
2022-04-19Refactor: Move mesh face dot tag out of MVertHans Goudey
Continuing the refactors described in T93602, this commit moves the face dot tag set by the subdivision surface modifier out of `MVert` to `MeshRuntime`. This clarifies its status as runtime data and allows further refactoring of mesh positions in the future. Before, `BKE_modifiers_uses_subsurf_facedots` was used to check whether subsurf face dots should be drawn, but now we can just check if the tags exist on the mesh. Modifiers that create new new geometry or modify topology will already remove the array by clearing mesh runtime data. Differential Revision: https://developer.blender.org/D14680