Age | Commit message (Collapse) | Author |
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This avoids logic op and having to draw on the render frame-buffer.
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Missing NULL check in f7bbc7cdbb6cb
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Change extraction callbacks to take index ranges instead of calling them
for each mesh element (poly, loop, vert & edge).
This gives a minor overall performance gain in my tests, ~5% on average.
Details:
- Use typed parameter structs and macros for looping over elements.
Without this, changes to these callbacks is time consuming as changes
need to be made in many places.
- Avoid iterating over polygon-loops when iterating over polygons
is sufficient.
- Simplify logic to access adjacent loops for faster line extraction.
- Rename 'loop' iterators to 'poly' (as they take polygon ranges)
the iterator callbacks can operator on either polygon or loop data.
- Use term 'last' for the last index (inclusive),
use 'end' when this value (not inclusive).
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This follows Cycles closer.
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Also fix an issue with antialiasing when xray opacity is set to 0.
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This was missing in previous cleanup commits.
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Forgot to free the tangent layer for bmesh in the drawing code.
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This is not likely to be the silver bullet but it fix the common case.
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And also remove some sRGB hack.
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Better readability and allows adding new struct members without
adding empty slots to every 'MeshExtract' struct.
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In the viewport an object can be set to be displayed as wire. When
rendering the viewport this setting is ignored and follows the
path or doing a final render. This patch will add an exception
when rendering a viewport render.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8043
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The fix is to disable the fading for in the +Z direction in this case.
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Gives around ~5% speedup on high poly meshes.
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This bug was introduced in d82c3d86155e
Reviewers: @fclem
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lookdev
Just a matter of not clearing the updating flag in this case.
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This was caused by a missing DRWPass initialization.
Now we create the passes for every timestep but avoid clearing the
buffer after the first sample.
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To avoid this we just bypass culling if the object is too big to avoid
float precision issues.
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This was caused by the override viewport size not being maintained after
DRW_cache_restart().
Also this fixes issue with the inv_size not being updated correctly.
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Reviewers: fclem
Differential Revision: https://developer.blender.org/D8103
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This was caused by the step motion blur implementation.
`DRW_cache_restart` was reseting the cache and cause
`EEVEE_renderpasses_postprocess` to not work inside
`EEVEE_render_read_result`.
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This is a really small fix. Could be included in 2.83 LTS branch.
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We now bypass EEVEE's rendering if the TAA accumulation has ended.
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Related to T78153
Differential Revision: https://developer.blender.org/D8100
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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Forgot to update the lineOutput what resulted in that the sphere was not
rendered on all platforms.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8098
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Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.
This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.
Still need to run the tests for an hour to see if it is fixed
Reviewed By: Clément Foucault, Philipp Oeser
Differential Revision: https://developer.blender.org/D8095
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This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
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Using 'name' for the full path of a file reads badly,
especially when id.name is used in related code.
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Regression in deaff945d0b9
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This feature was removed by error during the refactor done in draw engine.
Differential Revision: https://developer.blender.org/D8082
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This patch implements the list panel system D7490 for constraints.
In this case the panels are still defined in Python.
The layouts are also updated to use subpanels and the a more organized
single column layout. There may be more tweaks necessary for the
layouts.
Reviewed By: Severin, billreynish, Mets
Differential Revision: https://developer.blender.org/D7499
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This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.
For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.
Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.
We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.
We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.
We use a background reconstruction method that needs another setting
(Background Separation).
Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.
One caveat is that hair particles are not yet supported. Support will
come in another patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7297
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This values was not working because was removed by error in refactor.
Reviewed By: mendio, fclem
Differential Revision: https://developer.blender.org/D8061
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loop cut selected
The selection engine requires a viewport.
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IK degrees of freedom is rendered using wires and a solid sphere. The
solid used the wireframe drawing what resulted into drawing glitches.
This patch adds a new shader to draw the solid shape.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8044
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Lines loose extraction cannot happen on the fly as the render data isn't
complete. This patch will do the lines loose subbuffer extraction as a
simple task and not on the fly.
This patch introduces 2 sub-types of tasks that are executed single threaded.
`EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry.
`EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached
`lines` IBO.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7964
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The underlying issue is that the loose edge extraction cannot be
threaded. This patch will extract the loose edges during initialization
of the render mesh data.
When working on this patch the mesh_render_data_update was split into
multiple functions to identify what part was failing. These functions
would also help us with debugging.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7962
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The memory leak is noticeable when using custom bone shapes. When using custom
bone shapes objects could be extracted twice. Where the second extraction can
overwrite data created by the first extraction what causes the memory leak.
Options that have been checked:
1. Use two task graphs phases. One for normal extraction (DST.task_graph) and
the other one will handle extractions that require blocking threads.
2. Keep a list of all objects that needs extraction and only start extraction
when all objects have been populated.
The second would slow performance as the extraction only happens when all
objects have been populated. In the future we might want to go for the second
option when we have the capability to render multiple viewports with a single
populate. As this design isn't clear this patch will implement the first
option.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7969
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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.
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This was caused by DST.dupli_origin not being reset properly. This had
not effect in master but has effect in EEVEE motion blur branch.
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