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2022-09-25Cleanup: replace static_casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: use 'u' prefixed integer types for brevity & cast styleCampbell Barton
To use function style cast '(unsigned char)x' can't be replaced by 'unsigned char(x)'.
2022-09-25Cleanup: remove redundant double parenthesisCampbell Barton
2022-09-24BLF: Refactor of DPIHarley Acheson
Correction of U.dpi to hold actual monitor DPI. Simplify font sizing by omitting DPI as API argument, always using 72 internally. See D15961 for more details. Differential Revision: https://developer.blender.org/D15961 Reviewed by Campbell Barton
2022-09-24GPU: Disable static compilation for geometry shaders workaroundClément Foucault
These shaders are only supported by the Metal backed. Regression introduced by 1514e1a5b7e15ec0c11cd40c2b9389982bd5d00e
2022-09-24Overlay: Fix overlay image shadersClément Foucault
Regression introduced in 18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa. Caused by a bad merge.
2022-09-23Mesh: Move selection flags to generic attributesHans Goudey
Using the attribute name semantics from T97452, this patch moves the selection status of mesh elements from the `SELECT` of vertices, and edges, and the `ME_FACE_SEL` of faces to generic boolean attribute Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.select_vert`, `.select_edge`, and `.select_poly`. The `.` prefix means they are "UI attributes",so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list. Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when selection is used. When the flags are removed completely, requirements will decrease. Further notes: * The `MVert` flag is empty at runtime now, so it can be ignored. * `BMesh` is unchanged, otherwise the change would be much larger. * Many tests have slightly different results, since the selection attribute uses more generic propagation. Previously you couldn't really rely on edit mode selections being propagated procedurally. Now it mostly works as expected. Similar to 2480b55f216c Ref T95965 Differential Revision: https://developer.blender.org/D15795
2022-09-23Mesh: Use cached looptris in draw cache extractionHans Goudey
The mesh's triangulation cache is often created for other operations besides the drawing code, but during the mesh draw cache extraction it is recalculated on every single time. It is simpler and faster to use the existing MLoopTri array. It can also save memory if the cache already exists by avoiding allocating a duplicate array. For a 4 million face quad mesh, that is already 128 MB. Also use face normals for mesh triangulation if they aren't dirty, which should provide a general speedup when they're both necessary. Recently 54182e4925de made this more reliable, since the triangulation cache is invalidated properly when the mesh is deformed. Fixes T98073 Differential Revision: https://developer.blender.org/D15550
2022-09-23Mesh: Move sculpt face sets to a generic attributeHans Goudey
Similar to the other refactors from T95965, this commit moves sculpt face sets to use a generic integer attribute named `".sculpt_face_set"`. This makes face sets accessible in the Python API. The attribute is not visible in the attributes list or the spreadsheet because it is meant for internal use, though that could be an option in the future along with other similar attributes. Currently the change is small, but in the future this could simplify code by allowing use of more generic attribute APIs. Differential Revision: https://developer.blender.org/D16045
2022-09-23Cleanup: fix compiler errorsJacques Lucke
2022-09-23Depsgraph: generalize passing parameters to depsgraph object iteratorJacques Lucke
This makes it easier to pass more parameters to the iterator in the future. Differential Revision: https://developer.blender.org/D16047
2022-09-23Cleanup: formatCampbell Barton
2022-09-23Cleanup: compiler warningsCampbell Barton
2022-09-22Curves editmode: show point selectionPhilipp Oeser
Points cannot be selected atm in editmode, this patch just shows the selection from sculptmode in editmode. Since the selection in sculptmode is a float, a point is considered selected as soon as the float selection is above 0.0f. Implementation: this piggy-back on the existing drawing via overlay_edit_curve_point.glsl which requires a "data" VBO which holds flags for selection (next to others such as "active" - which we also have to take care of later). Differential Revision: https://developer.blender.org/D16021
2022-09-22GPU: Ensure rendering operations occur within GPU render boundaries.Jason Fielder
This is required by the Metal backend to perform flushing of temporary objective-C resources. This is implemented as a global autoreleasepool, and is to ensure consistency such that all rendering operations, whether called via events, or via main loop will be within an autoreleasepool. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15900
2022-09-22Metal: GLSL shader compatibility changes for global uniform and interface ↵Jason Fielder
name collision. For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code. Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function. Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15898
2022-09-22Metal: First set of Geometry Shader alternative implementations using SSBO ↵Jason Fielder
vertex shader fetch. These implementations remove dependency on the Geometry pass by instead invoking one vertex shader instance for each expected output vertex, matching what a geometry shader would emit. Each vertex shader instance is then responsible for calculating the same output position based on its vertex_id as the logic would in the geometry shader version. SSBO Vertex fetch enables full random-access into a vertex buffer by binding it as a read-only SSBO. This enables each instance to read neighbouring vertex data to perform contextual calculations as a geometry shader would, for cases where attribute Multiload is not supported. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15901
2022-09-22Metal: MTLContext implementation and immediate mode rendering support.Thomas Dinges
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission. This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure. The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state. Authored by Apple: Michael Parkin-White Ref T96261 (The diff is based on 043f59cb3b5835ba1a0bbf6f1cbad080b527f7f6) Reviewed By: fclem Differential Revision: https://developer.blender.org/D15953
2022-09-22UV: add toggle to show the grid over the imageChris Blackbourn
In UV editor, previously unable to see grid and image at same time. Maniphest Tasks: T78391 Differential Revision: https://developer.blender.org/D16038
2022-09-21Fix EEVEE: Screen Space Refraction Artefacts caused by viewport aspect ratioClément Foucault
This was caused by the vertical/horizontal clasification being done in NDC space which wasn't respecting the Aspect ratio. Multiplying the test vector by the target size fixes the issue.
2022-09-21Cleanup: spelling in commentsCampbell Barton
2022-09-20Cleanup: quiet warningCampbell Barton
2022-09-20UV: extend custom grid sizes to set each axis separatelyChris Blackbourn
For example, allows a custom UV grid size of 4 x 12. TODO: Fix snapping with custom UV grid sizes. Manifest Tasks: T78391 Differential Revision: https://developer.blender.org/D16000
2022-09-19Move overlay engine to C++Jacques Lucke
This just makes the minimum changes to make the files compile.
2022-09-19Cleanup: spellingCampbell Barton
2022-09-19Cleanup: prefer 'arg' over 'params' for sphinx documentationCampbell Barton
While both are supported, 'arg' is in more common use so prefer it.
2022-09-17DRW: Debug: Fix row / column counters not being reset on initClément Foucault
This fixes the issues with CPU debug print not being in the right order.
2022-09-17DRW: GPU wrapper: Add new StorageVectorBufferClément Foucault
Same as `StorageArrayBuffer` but has a length counter and act like a `blender::Vector` you can clear and append to.
2022-09-16Fix T101100: missing smooth shading with linked subdivision surface in editmodeBrecht Van Lommel
Smooth flag should come from the evaluated mesh, only selection and hidding state should be mapped to the original bmesh. Pre-existing issue revealed by refactor in b247588dc0f4.
2022-09-16Eevee: Add support for Nishita sky textureLukas Stockner
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways. I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that. Anyways, that can be handled later, the sky itself is already a start. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13522
2022-09-16Revert "EEVEE: Fix volumetric resolve in large scenes."Jeroen Bakker
This reverts commit 34051fcc12f388375697dcfc6da53e9909058fe1. Although for normal use this doesn't make a difference. But when working with huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore. For the heist production we added a fix on the render-farm (enable GPU workarounds). {rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not accessible anymore and it and was requested to revert this change.
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-15Cleanup: spelling in comments, comment blocksCampbell Barton
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14Adding `const Scene*` parameter in many areas.Monique Dewanchand
Related to {D15885} that requires scene parameter to be added in many places. To speed up the review process the adding of the scene parameter was added in a separate patch. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15930
2022-09-14Added missing license headers.Jeroen Bakker
2022-09-13EEVEE: Fix volumetric resolve in large scenes.Jeroen Bakker
On NVIDIA volumetric resolve failed for large production scenes. The result would remove most color from the final render. The cause seems to be a faulty driver. This change ported the fragment shader to a compute shader which would select a different compiler branch and didn't show the error.
2022-09-13EEVEE-Next: Cryptomatte render passes.Jeroen Bakker
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport compositor we also improved cryptomatte so it will be real-time. This also allows viewing the cryptomatte passes in the viewport directly. {F13482749} A surface shader would store any active cryptomatte layer to a texture. Object hash is stored as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte layer is active to reduce any unneeded work. During film accumulation the hashes are separated and stored in a texture array that matches the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering the samples are sorted and normalized. NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct mask when using the viewport compositor. Reviewed By: fclem Maniphest Tasks: T99390 Differential Revision: https://developer.blender.org/D15753
2022-09-12Sculpt: Fix T100941: Draw cache invalidation loopJoseph Eagar
PBVH draw was invalidating the draw cache even when disabled (e.g. if modifiers exist).
2022-09-09Subdiv: Avoid quadratic runtime for loose edgesHans Goudey
Currently, when subdividing every single vertex on every loose edge, Blender iterates over all other edges to find neighbors. This has quadratic runtime and can be very slow. Instead, first create a map of edges connected to each vertex. With about 10000 edges, the performance goes from very slow to very smooth in my tests. Because of the nature of quadratic runtime, the improvement will depend massively on the number of elements. The only downside to this is that the map will still be built when there are only a couple loose edges, but that case is probably not so common. Differential Revision: https://developer.blender.org/D15923
2022-09-09Cleanup: Remove unused attribute in draw manager.Jeroen Bakker
There are no plans to use the object attribute anymore.
2022-09-09Cleanup: format, trailing spaceCampbell Barton
2022-09-09Cleanup: spelling in commentsCampbell Barton
2022-09-09Cleanup: quiet conversion warningCampbell Barton
2022-09-08Cleanup: make meaning of base visibility flags more clearBrecht Van Lommel
Rename, add comments, and use flag in the depsgraph to ensure the logic matches. Differential Revision: https://developer.blender.org/D15883
2022-09-08Cleanup: Use C++ methods to retrieve attribute accessorsHans Goudey
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
2022-09-08Cleanup: prefer terms verts/polys over vertices/polygonsCampbell Barton
Follows existing naming for the most part, also use "num" as a suffix in some instances (following our naming conventions).
2022-09-07DRW: update test 'draw_pass_all_commands'Germano Cavalcante
It was incorrectly updated in rBc226c480079fc07e3784f673b1bac4a774fe7937
2022-09-07DRW: fix 'bind_texture' being called in place of 'bind_image'Germano Cavalcante
Error pointed out by tests.
2022-09-07CMake: add missing headersCampbell Barton