Age | Commit message (Collapse) | Author |
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A global variable was mistakenly used here which would accumulate the
vertex attributes (leading to an assertion failure after a while), use
the wrong number of components depending on the attribute data type,
among other issues.
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This was caused by a wrong mass rename on a piece of code used only on
older hardware.
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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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* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
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This has been replaced by `draw_object_infos`.
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This was caused by a missing `normalize`.
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This has been replaced by `draw_object_infos`.
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This was caused by a missing `normalize`.
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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 seems to be caused by the `!` used in conjunction with a macro.
Using the macro directly as condition does not exhibit this issue.
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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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Resizing was not resizing the `data_` buffer. Also use `power_of_2_max_u`.
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Also fix naming convention on public variable.
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This message will remain in effect until we bump up the minimum
hardware requirement.
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This module allow tracking of object and geometry data accross time.
This commit adds no user visible changes.
It work in both viewport (*) and render mode, gives correct motion
for any camera projection type and is compatible with displacement (**).
It is a huge improvement upon the old EEVEE velocity which was only used
for motion blur and only available in render.
It is also an improvement for speed as the animated objects do not need to
be rendered a 3rd time. The code is also much cleaner: no GPUVertBuf
duplication, no GPUBatch amendment, no special cases for different geometry
types, no DRWShadingGroup per object, no double buffering of velocity.
The module is still work in progress as the final output may still be
flawed.
(*): Viewport support is already working but there might be some cases where
mapping will fail. For instance if topology changes but not vertex count.
(**): Displacement does not contribute to motion vectors. Surfaces using
displacement will have the same motion vectors as if they were not displaced.
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This could have produce errors especially in the iterators.
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This is to avoid hiding resize inside the `[]` operator.
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We do not need `_ex` suffix.
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The problem is that depsgraph evaluation happens before the OpenGL context
is initialized, and so modifier evaluation happens without GPU subdivision.
Later the BKE_subsurf_modifier_can_do_gpu_subdiv test in the draw code gives
a different result.
This just checks if the mesh has information for GPU subdivision in the draw
code, and if so uses it. This is only set if the test for supported GPU
subdivision passes in the modifier evaluation.
Additionally it may be good to perform OpenGL context initialization earlier
so background render can take advantage of GPU subdivision, but this is more
complicated.
Differential Revision: https://developer.blender.org/D14969
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This buffer resizes on access.
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The template also takes the length of the chain to allow triple buffering.
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Simplifies refactoring in D14685, allows use of better data structures.
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This is often needed and somehow cumbersome to set up. This will allow some
code simplifications.
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Similar to cf69652618fefcd22b2cde9a2.
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Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.
Ref T95842
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When extracting UV point indices, only the vertex points coming from the
original geometry should be drawn. For this, the routines (for subdivision
and coarse meshes) would only consider a vertex to be real if the extraction
type is `MAPPED`, and that an origin index layer on the vertices exist
with a valid origin index for the current vertex.
However, if the extraction type is `MESH`, which can happen with for
example an empty Geometry Node modifier, or with deferred subdivision,
this would consider every vertex to not be "real" and therefore hidden from
the UV editor.
This reworks the condition for "realness" to also consider a vertex to be
real if there is no origin layer on the vertices. The check on the extraction
type is removed as it becomes redundant.
This only modifies the check in the UV data extraction for point indices,
however similar checks exist throughout the extraction code, these will
be dealt with separately in master.
Differential Revision: https://developer.blender.org/D14773
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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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Caused by rBe4bb898e40ee
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