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2022-02-01Merge branch 'blender-v3.1-release'Sergey Sharybin
2022-02-01Partial Fix: Showing Compositor Backdrop in node editor.Jeroen Bakker
Since splitting the depth and the color shader in the image engine the backdrop wasn't visible anymore. The reson is that the min max uv coordinates were never working for the node editor backdrop that uses its own coordinate space. This partial fix will ignore the depth test when drawing the color part of the backdrop. This will still have artifacts that are visible when showing other options as RGBA. Proper fix would be to calculate the the uv vbo in uv space and not in image space.
2022-02-01Fix T95376: Fix crash when switching to UV workspace.Jeroen Bakker
Can also happen in other places when the overlay engine is active. Some parts of the overlay engine uses builtin shaders, but disable the color space conversion to the target texture. Currently there the overlay engine has its own set of libraries it could include and defined a macro to pass-throught the color space conversion. The library include mechanism currently fails when it couldn't find the builtin library in the libraries of the overlay engine. This only happened in debug mode. This change will not fail, but warns the developer if a library could not be included. In the future this should be replaced by a different mechanism that can disable the builtin library. See {T95382}.
2022-01-31Merge branch 'blender-v3.1-release'Campbell Barton
2022-01-31Merge branch 'blender-v3.1-release'Campbell Barton
2022-01-31Merge branch 'blender-v3.1-release'Campbell Barton
2022-01-31Image editor: Fix drawing artifacts with render results.Jeroen Bakker
Use the input depth texture to determine if the color of the texture should be shown.
2022-01-31Fix T95299: Empty render results show transparency checkerboard.Jeroen Bakker
When an image buffer cannot be read the checkerboard should not be drawn.
2022-01-31Image Editor: Fix background drawing of empty tiles.Jeroen Bakker
Empty (UDIM) tiles where drawn with a transparency checkerboard. They should be rendered with a border background. The cause is that the image engine would select a single area that contained all tiles and draw them as being part of an image. The fix is to separate the color and depth part of the image engine shader and only draw the depths of tiles that are enabled.
2022-01-31Cleanup: spelling in commentsCampbell Barton
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-28Image Engine: Remove unused shader parameter Color.Jeroen Bakker
This change removes an unused shader parameter that also collided when a local varialble with the same name was used on different platforms.
2022-01-28Image Engine: Use GPUShaderCreateInfo.Jeroen Bakker
Ported the image engine shaders to use the GPUShaderCreateInfo struct. No functional changes.
2022-01-28Image engine: Remove unused parameter.Jeroen Bakker
Parameter was used to still be compatible with the previous drawing mode. The previous mode isn't available anymore so the parameter can should be removed.
2022-01-28Image Engine: Fix issue show alpha flag not reset.Jeroen Bakker
After showing the alpha in the image editor the setting was not reset so all images in the editor showed as being transparent. This commit fixes this by resetting the flag before updating.
2022-01-28Draw: Remove unused code in image engine shader.Jeroen Bakker
2022-01-28Draw: Remove unused shader.Jeroen Bakker
tile images aren't a special case anymore for the image engine.
2022-01-28DrawManager: Image engine support huge images.Jeroen Bakker
Adding better support for drawing huge images in the image/uv editor. Also solved tearing artifacts. The approach is that for each image/uv editor a screen space gpu texture is created that only contains the visible pixels. When zooming or panning the gpu texture is rebuild. Although the solution isn't memory intensive other parts of blender memory usage scales together with the image size. * Due to complexity we didn't implement partial updates when drawing images tiled (wrap repeat). This could be added, but is complicated as a change in the source could mean many different changes on the GPU texture. The work around for now is to tag all gpu textures to be dirty when changes are detected. Original plan was to have 4 screen space images to support panning without gpu texture creation. For now we don't see the need to implement it as the solution is already fast. Especially when GPU memory is shared with CPU ram. Reviewed By: fclem Maniphest Tasks: T92525, T92903 Differential Revision: https://developer.blender.org/D13424
2022-01-28Cleanup: spelling in commentsCampbell Barton
Also minor wording improvements.
2022-01-27DRW: Fix some issues with DRW_gpu_wrapper.hhClément Foucault
- Fix assert on size. - Fix void * casting. - Pass extent by values. - Add swap function to avoid letting the types copyable. - Add back the GPUTexture * operator on TextureFromPool.
2022-01-27Cleanup: Clang tidyHans Goudey
Use nullptr, use named parameters, fix deprecated header
2022-01-27DRW: Fix DRW_gpu_wrapper.hhClément Foucault
The UBYTE datatype is not supported by the clear fallback. Also fix vector types headers.
2022-01-27Cleanup: Fix const correctness warningClément Foucault
2022-01-27Cleanup: Add more const correctness to some functionsClément Foucault
These are functions that are used by eevee-rewrite which has more strict const correctness.
2022-01-27GPUShaderCreateInfo: Remove push_constant indexingClément Foucault
This is too much impractical and offers no real benefit.
2022-01-27Cleanup: Workbench: Remove extern shader stringsClément Foucault
This is not needed anymore with the new dependency system.
2022-01-26DRW: Fix builtin uniform name mismatchClément Foucault
This lead to severe unreported regression, like volume rendering broken in workbench.
2022-01-26GPUShader: Add GLSL source modification pass to support enumsClément Foucault
This uses a light parser / string modification pass to convert C++ enum declaration syntax to GLSL compatible one. GLSL having no support for enums, we are forced to convert the enum values to a series of constant uints. The parser (not really one by the way), being stupidly simple, will not change anything to the values and thus make some C++ syntax (like omitting the values) not work. The string replacement happens on all GLSL files on startup. I did not measure significant changes in blender startup speed. There is plans to do all of this at compile time. We limit the scope of the search to `.h` and `.hh` files to prevent confusing syntax in `.glsl` files. There is basic error reporting with file, line and char logging for easy debuggabiliy. The requirements to use this enum sharing system are already listed in `gpu_shader_shared_utils.h` and repeated on top of the preprocessor function.
2022-01-26D13910: Workbench: Port shaders to use GPUShaderCreateInfoClément Foucault
Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
2022-01-25Workbench: Use GPU_ARB_gpu_shader5 instead of GL variantClément Foucault
This is to be able to turn off the extension usage on demand.
2022-01-25GLShader: Fix buffer overflow caused by workaround uniformClément Foucault
In order to use a workaround builtin uniform, we need to count it just like other uniforms and give it some space in the name buffer. This also fixes extensions being added after the uniform declaration. All `#extension` directives are now part of the gl backend.
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-25Draw: Migrate hair refine compute shader to use create info.Jeroen Bakker
This patch migrates the draw manager hair refine compute shader to use GPUShaderCreateInfo. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13915
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-24Add workaround for broken interface query functions on Intel HD Graphics ↵Clment Foucault
4400 and 4600 Fixes T93680 For current drivers of Intel HD Graphics 4400 and 4600, various Program Introspection functions appear broken and return incorrect values, causing crashes in the current handling of SSBOs. Disable use of this feature on those devices. Add checks to features that use SSBOs (Hair and Subdivision Modifier). Reviewed By: fclem, jbakker Maniphest Tasks: T93680 Differential Revision: https://developer.blender.org/D13806
2022-01-24GPU subdiv: reduce memory usage for point IBOKévin Dietrich
The point IBO should only have data for coarse vertices (or in general, the vertices in the original mesh). As it used for displaying the vertices for selection in edit mode, and as it indexes into the VBOs for the positions and edit data, it is itself only indexed by coarse/ original vertex index. For the subdivision case, this would allocate space for the final subdivision vertex and reallocate to make room for loose geometry, although only the first coarse vertex count amount of data would be. Now just allocate for the required memory. Also reuse index buffer APIs instead of doing manual work.
2022-01-24GPU subdiv: fix unitialized dataKévin Dietrich
2022-01-24Cleanup: sort cmake file listsCampbell Barton
2022-01-24Cleanup: sort struct forward declarationsCampbell Barton
2022-01-24Cleanup: spelling in commentsCampbell Barton
2022-01-20Fix T94726: crash with GPU subdivision on a custom bone shapeKévin Dietrich
Custom bones are drawn by instancing the GPUBatch of the base object. To access the mesh and its GPUBatch, `BKE_object_get_evaluated_mesh` was used. However, since GPU subdivision support, this will return a subdivision wrapper which will never be drawn, and thus will have an invalid batch, which caused the crash. `BKE_object_get_evaluated_mesh_no_subsurf` should be used instead, to return the mesh that will be drawn, and have the subdivision evaluated on the GPU. Note that the rest of the draw code is already using this function.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-17Revert "Revert "GPUShaderCreateInfo for interface abstraction""Jeroen Bakker
This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7. Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17Revert "GPUShaderCreateInfo for interface abstraction"Jeroen Bakker
This reverts commit 8fb2ff458ba579dba08bfdf57d043ad158b5db07. Missing some files.
2022-01-17GPUShaderCreateInfo for interface abstractionJeroen Bakker
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
2022-01-16Fix T94865: GPU subdiv crash switching to texpaint areaKévin Dietrich
The crash is due to the fact that GPU subdivision extraction routines for edit data (including UVs) only worked for BMesh. However, a Mesh based version is still needed for texture painting. This adds the missing components. This also ensures all data are properly initialized (at least the ones revealed by the bug).
2022-01-16Cleanup: deduplicate GPU subdiv data extraction loopsKévin Dietrich
This puts the loop over the final subdivision quads outside of the mesh iteration callback. This can also allow for easier parallel execution in the future if need be.
2022-01-15Fix T94918: GPU subdivision uses viewport levels for final renderKévin Dietrich
The resolution for the subdivision grid traversal was always based on the viewport setting.
2022-01-14Cleanup: spelling in comments, C++ style comments for disabled codeCampbell Barton
Also ensure space at end of comment.
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770