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2021-06-08Cleanup: replace typedef structs with structs.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit edituv.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit lines_adjacency.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit lines_paint_mask.Jeroen Bakker
2021-06-08Cleanup: Separate fdots extraction in own compile unit.Jeroen Bakker
2021-06-07Cleanup: Move extract lines to compile unit.Jeroen Bakker
2021-06-07Cleanup: Move extract tris in own compile unit.Jeroen Bakker
2021-06-07Cleanup: compiler warnings signed/unsigned mismatchCampbell Barton
2021-06-07Cleanup: silence warningsGermano Cavalcante
2021-06-07Fix: do not use threading for 'extract_points'Germano Cavalcante
`extract_points` doesn't support multithreading yet.
2021-06-07Cleanup: remove redundant cast, use const castsCampbell Barton
2021-06-07Cleanup: renamed function to `extract_run_single_threaded`.Jeroen Bakker
2021-06-07Cleanup: Added Guarderalloc deallocators to CPP structs.Jeroen Bakker
2021-06-07Added TODO comment for putting parameters into struct.Jeroen Bakker
2021-06-07Cleanup: move extract points into own compile unit.Jeroen Bakker
2021-06-05Fix T88859: Assert when changing view modesGermano Cavalcante
The `loose_lines`' ibo was not being initialized.
2021-06-05Fix assert in gpencil_batches_ensureCampbell Barton
2021-06-03Overlay: Flash on Mode Transfer overlayPablo Dobarro
This implements T87633 This overlay renders a flash animation on the target object when transfering the mode to it using the mode transfer operator. This provides visual feedback when switching between objects without extra overlays that affect the general color and lighting in the scene. Differences with the design task: - This uses just a fade out animation instead of a fade in/out animation. The code is ready for fade in/out, but as the rest of the overlays (face sets, masks...) change instantly without animation, having a fade in/out effect gives the impression that the object flashes twice (once for the face sets, twice for the peak alpha of the flash animation). - The rendering uses a flat color without fresnel for now, but this can be improved in the future to make it look more like the shader in the prototype. - Not enabled by default (can be enabled in the overlays panel), maybe the defaults can change for 3.0 to disable fade inactive and enable this instead. Reviewed By: jbakker, JulienKaspar Differential Revision: https://developer.blender.org/D11055
2021-06-03Cleanup: use ascii characters instead of unicode where possibleCampbell Barton
Follow own code style docs.
2021-06-03Draw Mesh Extractor: Fix used thread countGermano Cavalcante
Some threads were always idle because of this.
2021-06-02Cleanup: Remove unused 'ExtractTaskData's membersGermano Cavalcante
2021-06-02EEVEE: AOVs not same as cycles.Jeroen Bakker
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
2021-06-02Revert "EEVEE: AOVs not same as cycles."Jeroen Bakker
This reverts commit 730a46e87d261543c9550ddef406894e14d5bea6.
2021-06-02EEVEE: AOVs not same as cycles.Jeroen Bakker
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
2021-06-02Cleanup: Clang formatHans Goudey
2021-06-02Cleanup: trailing commas to avoid right shiftCampbell Barton
This matches most declarations already in this file.
2021-06-02Cleanup: spelling in commentsCampbell Barton
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: NULL->nullptr.Jeroen Bakker
2021-06-01Cleanup: API for MeshExtractRunTimeData.Jeroen Bakker
2021-06-01DrawManager: Use CPP for Mesh Extraction Scheduling.Jeroen Bakker
More cleanups will come to make this more CPP-like.
2021-06-01Cleanup: Split draw_cache_extract_mesh into multiple files.Jeroen Bakker
draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP. draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure. draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
2021-06-01Cleanup: spelling in commentsCampbell Barton
2021-05-31Fix undeclared identifiers with 'DEBUG_TIME'Germano Cavalcante
These identifiers were accidentally removed in rB44d2479dc36f.
2021-05-31Refactor: DRW Mesh Extractor: Join the extractors in a same loopJeroen Bakker
This patch replaces / redoes the entire MeshExtractors system. Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead. Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading. This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions. The type of extraction can be chosen using flags. This optimized the process by around 34%. Initial idea and implementation By @mano-wii. Fine-tuning, cleanup by @atmind. MASTER: large_mesh_editing: - rdata 9ms iter 50ms (frame 155ms) - Average: 6.462874 FPS PATCH: large_mesh_editing: - rdata 9ms iter 34ms (frame 136ms) - Average: 7.379491 FPS Differential Revision: https://developer.blender.org/D11425
2021-05-31Fix T88456: DrawManager: Keep subset RenderMeshData around when geometry ↵Jeroen Bakker
does not change. Reuse loose geometry during selection (and other operations) from previous calculation. Loose geometry stays the same, but was recalculated to determine the size of GPU buffers. This patch would reuse the previous loose geometry when geometry wasn't changed. Although not the main bottleneck during selection it is measurable. Master. `rdata 46ms iter 55ms (frame 410ms)` This patch. `rdata 5ms iter 52ms (frame 342ms)` Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11339
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
2021-05-28GPencil: Fix unreported random rotation for single point with textureAntonio Vazquez
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path. Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
2021-05-28DrawManager: Early return for buffer cache creationGermano Cavalcante
No real functional changes. This is useful for benchmark cases when `cache->uv_cage` is passed but has no buffers are requested.
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
2021-05-27Merge branch 'blender-v2.93-release'Clément Foucault
2021-05-27Revert "EEVEE: Ensure Reflection: Use new implementation"Clément Foucault
Both before and after can have artifacts with some normal maps, but this seems to give worse artifacts on average which are not worth the minor performance increase. This reverts commit 5c4d24e1fd752a8a89d44d05e8e3f9b31f2d7db0. Ref T88368, D10084
2021-05-27Geometry Nodes: Draw curve data in the viewportHans Goudey
This patch adds relatively small changes to the curve draw cache implementation in order to draw the curve data in the viewport. The dependency graph iterator is also modified so that it iterates over the curve geometry component, which is presented to users as `Curve` data with a pointer to the `CurveEval` The idea with the spline data type in geometry nodes is that curve data itself is only the control points, and any evaluated data with faces is a mesh. That is mostly expected elsewhere in Blender anyway. This means it's only necessary to implement wire edge drawing of `CurveEval` data. Adding a `CurveEval` pointer to `Curve` is in line with changes I'd like to make in the future like using `CurveEval` in more places such as edit mode. An alternate solution involves converting the curve wire data to a mesh, however, that requires copying all of the data, and since avoiding it is rather simple and is in-line with future plans anyway, I think doing it this way is better. Differential Revision: https://developer.blender.org/D11351
2021-05-27Fix incorrect BLI_snprintf usageCampbell Barton
Event though in practice this wasn't causing problems as the fixed size buffers are generally large enough not to truncate text. Using the result from `snprint` or `BLI_snprintf` to step over a fixed size buffer allows for buffer overruns as the returned value is the size needed to copy the entire string, not the number of bytes copied. Building strings using this convention with multiple calls: ofs += BLI_snprintf(str + ofs, str_len_max - ofs); .. caused the size argument to become negative, wrapping it to a large value when cast to the unsigned argument.
2021-05-27Cleanup: Specify amount of buffers through preprocessor directivesGermano Cavalcante
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
2021-05-26GPU: Compute Pipeline.Jeroen Bakker
With the compute pipeline calculation can be offloaded to the GPU. This patch only adds the framework for compute. So no changes for users at this moment. NOTE: As this is an OpenGL4.3 feature it must always have a fallback. Use `GPU_compute_shader_support` to check if compute pipeline can be used. Check `gpu_shader_compute*` test cases for usage. This patch also adds support for shader storage buffer objects and device only vertex/index buffers. An alternative that had been discussed was adding this to the `GPUBatch`, this was eventually not chosen as it would lead to more code when used as part of a shading group. The idea is that we add an `eDRWCommandType` in the near future. Reviewed By: fclem Differential Revision: https://developer.blender.org/D10913