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2021-11-23Merge branch 'blender-v3.0-release'Jacques Lucke
2021-11-23Fix T93297: incorrect eevee motion blur with geometry instancesJacques Lucke
This disables motion blur for geometry instances in eevee, which did not work correctly anyway. See code comment for more details. Differential Revision: https://developer.blender.org/D13334
2021-11-23Cleanup: Silence compilation warning.Jeroen Bakker
For now made DRW_notify_view_update_offscreen static.
2021-11-23Merge branch 'blender-v3.0-release'Clément Foucault
2021-11-23Fix T89204: slow repeated rendering with GPUOffscreen.draw_view3d.Christian Stolze
Reviewed By: fclem Differential Revision: D13235
2021-11-19Merge branch 'blender-v3.0-release'Clément Foucault
2021-11-19Fix T91838 Crash when toggling edit mode on object with geometry node ↵Clément Foucault
modifier, but only if the instanced objects material has a normal map assigned. This is only a workaround to avoid the crash. The underlying issue is left unfixed. New report for tracking the underlying issue is T93223.
2021-11-19Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-19Fix T92682: EEVEE motion blur crash with curve objectsHans Goudey
After rBb9febb54a492, the evaluated mesh from a curve is now presented to render engines as a separate mesh object, but some code still assumed that a curve object itself could have an evaluated mesh. However, this is still true for surface objects and metaballs, which don't use geometry sets yet. Differential Revision: https://developer.blender.org/D13272
2021-11-19Cleanup: fix typos in comments and docsBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13264
2021-11-18Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-18Fix T92442: undo removal of Eevee cryptomatte accurate mode optionBrecht Van Lommel
The Cycles accurate mode was removed, but the Eevee option for this has a different meaning and should not have been removed. The Eevee accurate makes cryptomatte accumulate for every sample, which Cycles has always done regardless of any option.
2021-11-15Merge branch 'blender-v3.0-release'Kévin Dietrich
2021-11-15Fix T92750: sculpt vertex colors missing in object modeKévin Dietrich
The layers were not aliased properly for usage in the shaders. Regression caused by rB03013d19d167.
2021-11-09Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-09Fix: Crash with no active object after recent commitHans Goudey
rBaa13c4b386b13111 added a check for the active object in drawing code, but it missed adding a check for the active base before trying to retrieve its object.
2021-11-09Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-09Viewport: Remove different outline color for instancesHans Goudey
With instancing becoming more common with geometry nodes, instances are less of a separate thing and more of an essential part of evaluated data. Displaying them with a separate outline, while helpful in some cases, is not worth the lack of visibility or confusion about selected/active status. Information about the performance of the scene due to instancing is always available with the statistics like vertex count, etc. The problems were compounded by the fact that the instancing system is used to output geometry components that don't correspond to the object's original type. So this patch also fixes that problem. Fixes T92079, T81010 Ref T91310 Differential Revision: https://developer.blender.org/D13133
2021-11-09Cleanup: clang-formatCampbell Barton
2021-11-08Basic engine shaders testJarrett Johnson
This patch adds shader compilation tests for the basic engine in `shaders_test.cc` Addresses T92701 Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13066
2021-11-08Fix ASAN issue in image editor.Jeroen Bakker
Adding virtual constructors to base classes.
2021-11-05Cleanup: Remove redundant scope qualifiers.Jeroen Bakker
2021-11-05Cleanup: Split image engine into ImageEngine, SpaceAccessor and DrawingMode.Jeroen Bakker
Image engine is used to draw an image into a space. The current structure wasn't clear and couldn't be easilly extended. This refactor spliced the image draw engine into 3 main components. - Space accessors: contains an interface to communicate with space data (Image editor, UV Editor, Node Editor) in a common way. This reduced the branching in the code base. - DrawingMode: contains an interface to the used tactic to draw an image inside the space framebuffer. Currently only one mode is implemented; in the future there could be a separate drawing mode for huge images. - ImageEngine: the core that connects the draw manager with the space data and drawing mode.
2021-11-03Merge branch 'blender-v3.0-release'Campbell Barton
2021-11-03Cleanup: spellingCampbell Barton
2021-11-02Fix: Build error on windows.Ray Molenkamp
External symbols in C files need to be marked as such otherwise the linker will not find them.
2021-11-02Removed compilation warning nullptr check in image engine.Jeroen Bakker
2021-11-02Merge branch 'blender-v3.0-release'Jacques Lucke
2021-11-02Images: refactor how failed image load attempts are rememberedJacques Lucke
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate whether an image failed to load. There were three possible values which (probably) had the following meanings: * `0`: There was an error while loading the image. Don't try to load again. * `1`: Default value. Try to load the image. * `2`: The image was loaded successfully. This image-wide flag did not make sense unfortunately, because loading may work for some frames of an image sequence but not for others. Remember than an image data block can also contain a movie. The purpose of the `->ok` flag was to serve as an optimization to avoid trying to load a file over and over again when there is an error (e.g. the file does not exist or is invalid). To get the optimization back, the patch is changing `MovieCache` so that it can also cache failed load attempts. As a consequence, `ibuf` is allowed to be `NULL` in a few more places. I added the appropriate null checks. This also solves issues when image sequences are used with the Image Texture node in Geometry nodes (also see D12827). Differential Revision: https://developer.blender.org/D12957
2021-11-02Merge branch 'blender-v3.0-release'Philipp Oeser
2021-11-02Merge branch 'blender-v3.0-release'Campbell Barton
2021-11-02Cleanup: clang-tidyCampbell Barton
2021-11-02Fix T92608: Image Editor does not display stereo imagesPhilipp Oeser
Caused by own {rB5aa3167e48b2}. Related commit: {rBebaa3fcedd23}. For stereo renders, `BKE_image_is_multilayer` is true, however we seem to get to down to `space_image_gpu_texture_get` [where this is called] from `IMAGE_cache_init` with a NULL Image->RenderResult. So what then happens is that `BKE_image_multilayer_index` is called and even though it has an appropriate codepath for stereo, it earlies out and does not set multi_index correctly. Still a bit puzzled why RenderResult is NULL for a render, but since other places also check for a valid RenderResult before going down the _multilayer_ route (and doing _multiview_ instead), now do the same thing, BKE_image_multiview_index is now called in these cases (and seems to behave correctly, checked with layers and passes and all seems to display correctly, either in stereo or choosing individual eyes). thx @jbakker & @brecht for double-checking. Maniphest Tasks: T92608 Differential Revision: https://developer.blender.org/D13063
2021-11-02UI: always show the cursor while transforming the cursorCampbell Barton
2021-11-02Cleanup: Change image engine to CPP.Jeroen Bakker
Added namespace blender::draw::image_engine. Code is still C-a-like. Only changed the obvious code style to CPP (structs, nullptr, casts).
2021-11-01Pointcloud selection supportJarrett Johnson
This patch adds support for selecting pointclouds. Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately. {F11652666} Addresses T92415 Reviewed By: fclem Differential Revision: https://developer.blender.org/D13059
2021-11-01Pointcloud selection supportJarrett Johnson
This patch adds support for selecting pointclouds. Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately. {F11652666} Addresses T92415 Reviewed By: fclem Differential Revision: https://developer.blender.org/D13059
2021-11-01Revert "Pointcloud selection support"Clément Foucault
This reverts commit a50f8b3fd8e74d7cc0f2224f110c85493acee1cc.
2021-11-01Pointcloud selection supportJarrett Johnson
This patch adds support for selecting pointclouds. Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately. {F11652666} Addresses T92415 Reviewed By: fclem Differential Revision: https://developer.blender.org/D13059
2021-11-01Cleanup: spelling, use C commentsCampbell Barton
2021-10-27Fix T88443: Lattice still shows edges with "Bounds" display typePhilipp Oeser
Lattice wires are drawn as part of "Extras". Unlike the other types details (Cameras, Lights, Lightprobes and Speakers), Lattices actually have boundingboxes defined, so hide the lattice wires if only the boundingbox is requested. Maniphest Tasks: T88443 Differential Revision: https://developer.blender.org/D11343
2021-10-27Cleanup: clang-format, clang-tidy, spellingCampbell Barton
2021-10-27Revert "Revert "Eevee: support accessing custom mesh attributes""Germano Cavalcante
This reverts commit e7fedf6dba5fe2ec39260943361915a6b2b8270a. And also fix a compilation issue on windows. Differential Revision: https://developer.blender.org/D12969
2021-10-26Revert "Eevee: support accessing custom mesh attributes"Ray Molenkamp
This reverts commit 03013d19d16704672f9db93bc62547651b6a5cb8. This commit broke the windows build pretty badly and I don't feel confident landing the fix for this without review. Will post a possible fix in D12969 and we'll take it from there.
2021-10-26Eevee: support accessing custom mesh attributesKévin Dietrich
This adds generic attribute rendering support for meshes for Eevee and Workbench. Each attribute is stored inside of the `MeshBufferList` as a separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with the GPU shader compilation code. Since `DRW_MeshCDMask` is not general enough, attribute requests are stored in new `DRW_AttributeRequest` structures inside of a convenient `DRW_MeshAttributes` structure. The latter is used in a similar manner as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed, used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in `DRW_MeshAttributes` to prevent too many attributes being used. To ensure thread-safety when updating the used attributes list, a mutex is added to the Mesh runtime. This mutex will also be used in the future for other things when other part of the rendre pre-processing are multi-threaded. `GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for this design. Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors are now handled using this system to avoid to complicate things. In the future regular vertex colors will also use this. From this change, bit operations for DRW_MeshCDMask are now using uint32_t (to match the representation now used by the compiler). Due to the difference in behavior for implicit type conversion for scalar types between OpenGL and what users expect (a scalar `s` is converted to `vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) , all scalar types are using a float3 internally for now, which increases memory usage. This will be resolved during or after the EEVEE rewrite as properly handling this involves much deeper changes. Ref T85075 Reviewed By: fclem Maniphest Tasks: T85075 Differential Revision: https://developer.blender.org/D12969
2021-10-26XR: View adjustments for variable viewer scalePeter Kim
This adjusts some calculations and visibility flags for XR viewports in order to account for a possible scale factor in the XR view matrix. This scale factor can be introduced via the XR session settings base scale, which allows a viewer to begin their session at a specific reference scale, or the XR session state navigation scale, which allows a viewer to adjust their scale relative to the reference scale during the session. Reviewed by Severin as part of D11501, but requested to be committed separately.
2021-10-24Cleanup: spelling in commentsCampbell Barton
2021-10-20Cleanup: use elem macrosCampbell Barton
2021-10-20Cleanup: sort cmake file listsCampbell Barton
2021-10-20Cleanup: trailing space, use single quotes for enumsCampbell Barton