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2022-10-08Attribute Node: support accessing attributes of View Layer and Scene.Alexander Gavrilov
The attribute node already allows accessing attributes associated with objects and meshes, which allows changing the behavior of the same material between different objects or instances. The same idea can be extended to an even more global level of layers and scenes. Currently view layers provide an option to replace all materials with a different one. However, since the same material will be applied to all objects in the layer, varying the behavior between layers while preserving distinct materials requires duplicating objects. Providing access to properties of layers and scenes via the attribute node enables making materials with built-in switches or settings that can be controlled globally at the view layer level. This is probably most useful for complex NPR shading and compositing. Like with objects, the node can also access built-in scene properties, like render resolution or FOV of the active camera. Lookup is also attempted in World, similar to how the Object mode checks the Mesh datablock. In Cycles this mode is implemented by replacing the attribute node with the attribute value during sync, allowing constant folding to take the values into account. This means however that materials that use this feature have to be re-synced upon any changes to scene, world or camera. The Eevee version uses a new uniform buffer containing a sorted array mapping name hashes to values, with binary search lookup. The array is limited to 512 entries, which is effectively limitless even considering it is shared by all materials in the scene; it is also just 16KB of memory so no point trying to optimize further. The buffer has to be rebuilt when new attributes are detected in a material, so the draw engine keeps a table of recently seen attribute names to minimize the chance of extra rebuilds mid-draw. Differential Revision: https://developer.blender.org/D15941
2022-09-30Attribute Node: refactor lookup to remove duplication between engines.Alexander Gavrilov
Currently lookup of Object and Instancer attributes is completely duplicated between Cycles, Eevee and Eevee Next. This is bad design, so this patch aims to deduplicate it by introducing a common API in blenkernel. In case of Cycles this requires certain hacks, but according to Brecht it is planned to be rewritten later for more direct access to internal Blender data anyway. Differential Revision: https://developer.blender.org/D16117
2022-09-27GPU: Revert part of D16017 that was accidentally commitedClément Foucault
This code slipped through the final review step surely caused by a faulty merge. Fixes T101372 Regression: World shader setup crashes Blender in rendered view Regression introduced by rB697b447c2069bbbbaa9929aab0ea1f66ef8bf4d0
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
2022-09-16Eevee: 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
2022-09-02DRW-Next: Add uniform attributes (object attributes) supportClément Foucault
This replaces the direct shader uniform layout declaration by a linear search through a global buffer. Each instance has an attribute offset inside the global buffer and an attribute count. This removes any padding and tighly pack all uniform attributes inside a single buffer. This would also remove the limit of 8 attribute but it is kept because of compatibility with the old system that is still used by the old draw manager.
2022-09-02Cleanup: GPU: UniformAttribute: Improve const correctnessClément Foucault
Removes a warning and tidy the API.
2022-09-02Merge branch 'blender-v3.3-release'Clément Foucault
# Conflicts: # release/scripts/addons
2022-09-02Fix T98190: EEVEE: Very slow rendering on Intel HD Graphics 4400Clément Foucault
This particular GPU driver does not constant fold all the way in order to discard the unused branches. To workaround that, we introduce a series of material flag that generates defines that only keep used branches. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15852
2022-09-01GPUMaterial: Make uniform attrib precompute hash and attribute safe nameClément Foucault
This avoids redundant operation at draw time. The per attrib hash is to be used with the future implementation.
2022-08-31Cleanup: Use const for node data in compositorHans Goudey
Push the const usage a bit further for compositor nodes, so that they are more explicit about not modifying original nodes from the editor. Differential Revision: https://developer.blender.org/D15822
2022-08-30GPUMaterial: Expose debug name getterClément Foucault
This also makes it mandatory, but reduced length for release.
2022-08-08Fix T100285: Shader value node always outputs zeroOmar Emara
The shader value node always outputs zero in some cases even when its value is not zero. This is caused by b639e6086445f20d428df1f471c73922bbd54b67. In that commit, the behavior of GPU node linking changed such that unlinked sockets get their value from their associated GPU node stack instead of the socket itself. But execution node stacks do not always have their output values initialized, and since the value node stores its value in its output, it follows that its uniform value will be wrong. This patch fixes that by getting the value directly from the socket. This is also done fro the RGBA node, since it is implemented similarly. Finally, the GPU_uniformbuf_link_out function was removed since it is no longer used and does not make sense anymore. Differential Revision: https://developer.blender.org/D15641 Reviewed By: Clement
2022-07-29Realtime Compositor: Add needed GPU module changesOmar Emara
This patch implements the necessary changes to the GPU module that are needed by the realtime compositor. A new function GPU_material_from_callbacks was added to construct a GPU material from a number of callbacks. A callback to construct the material graph by adding and linking the necessary GPU material nodes. And the existing code generator callback. This essentially allows the construction of GPU materials independent of node trees and without the need to do any node tree localization. A new composite source output to the code generator was added. This output contains the serialization of nodes that are tagged with GPU_NODE_TAG_COMPOSITOR, which are the nodes linked to the newly added composite output links. Two new GPU uniform setters were added for int2 and matrix3 types. Shader create info now supports generated compute sources. Shaders starting with gpu_shader_compositor are now considered part of the shader library. Additionally, two fixes were implemented. First, GPU setter node de-duplication now appropriately increments the reference count of the references resources. Second, unlinked sockets now get their value from their associated GPU node stack instead of the socket itself. Differential Revision: https://developer.blender.org/D14690 Reviewed By: Clement
2022-07-26Refactor: Extract color attributes as generic attributesHans Goudey
Previously there was a special extraction process for "vertex colors" that copied the color data to the GPU with a special format. Instead, this patch replaces this with use of the generic attribute extraction. This reduces the number of code paths, allowing easier optimization in the future. To make it possible to use the generic extraction system for attributes but also assign aliases for use by shaders, some changes are necessary. First, the GPU material attribute can now store whether it actually refers to the default color attribute, rather than a specific name. This replaces the hack to use `CD_MCOL` in the color attribute shader node. Second, the extraction code checks the names against the default and active names and assigns aliases if the request corresponds to a special active attribute. Finally, support for byte color attributes was added to the generic attribute extraction. Differential Revision: https://developer.blender.org/D15205
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-04-28GPUMaterial: Rework the deferred compilation to not use double locksClément Foucault
This uses refcounter instead of double thread mutexes. This should be more robust and avoir use after free situation. Also remove redundant structures and the use of scene as the job owner.
2022-04-20Cleanup: spelling in commentsCampbell Barton
2022-04-19Cleanup: GPUMaterial: Remove GPU_material_is_volume_shaderClément Foucault
2022-04-19GPU: Replace `GPUMaterialVolumeGrid` by `GPUMaterialAttribute`Clément Foucault
This is to make the codegen and shading nodes object type agnostic. This is essential for flexibility of the engine to use the nodetree as it see fits. The essential volume attributes struct properties are moved to the `GPUMaterialAttribute` which see its final input name set on creation. The binding process is centralized into `draw_volume.cc` to avoid duplicating the code between multiple engines. It mimics the hair attributes process. Volume object grid transforms and other per object uniforms are packed into one UBO per object. The grid transform is now based on object which simplify the matrix preparations. This also gets rid of the double transforms and use object info orco factors for volume objects. Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-14GPU: Make nodetree GLSL Codegen render engine agnosticClément Foucault
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2021-12-25Fix T94362: GPUMaterialTexture references freed ImageUserJacques Lucke
The issue was caused by rB7e712b2d6a0d257d272ed35622b41d06274af8df and the fact that `GPUMaterialTexture` contains an `ImageUser *` which references the `ImageUser` on e.g. `NodeTexImage`. Since the node tree update refactor, it is possible that the node tree changes without changing the actual material. Therefore, either the renderer should check if the node tree has changed or it should not store pointers to data in node storage. The latter approach is implemented in this patch. Differential Revision: https://developer.blender.org/D13663
2021-12-09Cleanup: move public doc-strings into headers for 'gpu'Campbell Barton
Ref T92709
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-11-03Materials: add custom object properties as uniform attributes.Alexander Gavrilov
This patch allows the user to type a property name into the Attribute node, which will then output the value of the property for each individual object, allowing to e.g. customize shaders by object without duplicating the shader. In order to make supporting this easier for Eevee, it is necessary to explicitly choose whether the attribute is varying or uniform via a dropdown option of the Attribute node. The dropdown also allows choosing whether instancing should be taken into account. The Cycles design treats all attributes as one common namespace, so the Blender interface converts the enum to a name prefix that can't be entered using keyboard. In Eevee, the attributes are provided to the shader via a UBO indexed with resource_id, similar to the existing Object Info data. Unlike it, however, it is necessary to maintain a separate buffer for every requested combination of attributes. This is done using a hash table with the attribute set as the key, as it is expected that technically different but similar materials may use the same set of attributes. In addition, in order to minimize wasted memory, a sparse UBO pool is implemented, so that chunks that don't contain any data don't have to be allocated. The back-end Cycles code is already refactored and committed by Brecht. Differential Revision: https://developer.blender.org/D2057
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-09-03Fix T80332: principle volume shader not working for world in EeveeBrecht Van Lommel
The handling of missing volume grids for the principled volume shader was incomplete, different inputs need different default values.
2020-08-21GPUUniformBuf: Rename struct and change API a bitClément Foucault
This follows the GPU module naming of other buffers. We pass name to distinguish each GPUUniformBuf in debug mode. Also remove DRW_uniform_buffer interface.
2020-08-18GPUState: Add GL backend and state tracking but do not use itClément Foucault
This is just the backend work. It is not plugged in yet because it needs more external cleanup/refactor.
2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-30GPU: Fix compilation errorClément Foucault
2020-07-30EEVEE: GLSL refactor/cleanupClément Foucault
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-06-03GPUMaterial: Add support for different sampler state per image samplerClément Foucault
This bridge between the new sampler state support from GPUTexture and draw material handling. The Sampler State is just the one from the texture for now. No change in logic.
2020-06-02EEVEE: Refactor of eevee_material.cClément Foucault
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
2020-03-18Objects: Eevee and workbench rendering of new Volume, Hair, PointCloudBrecht Van Lommel
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
2020-03-11Eevee: internal support for arbitrary number of volume gridsBrecht Van Lommel
This has no user visible impact yet since smoke volumes only support a fixed set of attributes, but will become important with the new volume object. For GPU shader compilation, volume grids are now handled separately from image textures. They are somewhere between a vertex attribute and an image texture, basically an attribute that is stored as a texture. Differential Revision: https://developer.blender.org/D6952
2020-03-11Smoke: put density/color in separate textures, fixes for workbench shaderBrecht Van Lommel
This is more in line with standard grids and means we don't have to make many special exceptions in the upcoming change for arbitrary number of volume grids support in Eevee. The workbench shader was also changed to fix bugs where squared density was used, and the smoke color would affect the density so that black smoke would be invisible. This can change the look of smoke in workbench significantly. When using the color grid when smoke has a constant color, the color grid will no longer be premultiplied by the density. If the color is constant we want to be able not to store a grid at all. This breaks one test for Cycles and Eevee, but the setup in that test using a color without density does not make sense. It suffers from artifacts since the unpremultiplied color grid by itself will not have smooth boundaries. Differential Revision: https://developer.blender.org/D6951
2020-02-27Cleanup: more refactoring of GPU material attributes and texturesBrecht Van Lommel
This further separates requested attributes and textures from the actual node graph, that can be retained after the graph has been compiled and freed. It makes it easier to add volume grids as a native concept, which sits somewhere between an attribute and a texture. It also adds explicit link types for UDIM tile mapping, rather than relying on fairly hidden logic.
2020-02-20Cleanup: unused structsCampbell Barton
2020-02-20Cleanup: declatatuons for functions that don't existCampbell Barton
2020-02-15Cleanup: refactor GPU material attribute and texture requestsBrecht Van Lommel
2020-01-16Fix T73133: UDIM texture count in Eevee is limited by OpenGLLukas Stockner
Based on @fclem's suggestion in D6421, this commit implements support for storing all tiles of a UDIM texture in a single 2D array texture on the GPU. Previously, Eevee was binding one OpenGL texture per tile, quickly running into hardware limits with nontrivial UDIM texture sets. Workbench meanwhile had no UDIM support at all, as reusing the per-tile approach would require splitting the mesh by tile as well as texture. With this commit, both Workbench as well as Eevee now support huge numbers of tiles, with the eventual limits being GPU memory and ultimately GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs. Initially my plan was to have one array texture per unique size, but managing the different textures and keeping everything consistent ended up being way too complex. Therefore, we now use a simpler version that allocates a texture that is large enough to fit the largest tile and then packs all tiles into as many layers as necessary. As a result, each UDIM texture only binds two textures (one for the actual images, one for metadata) regardless of how many tiles are used. Note that this rolls back per-tile GPUTextures, meaning that we again have per-Image GPUTextures like we did before the original UDIM commit, but now with four instead of two types. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6456
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-22Shading: Add object color to Object Info node.OmarSquircleArt
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554