Age | Commit message (Collapse) | Author |
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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.
|
|
Removes a warning and tidy the API.
|
|
# Conflicts:
# release/scripts/addons
|
|
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
|
|
This avoids redundant operation at draw time.
The per attrib hash is to be used with the future implementation.
|
|
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
|
|
This also makes it mandatory, but reduced length for release.
|
|
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
|
|
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
|
|
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
|
|
- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
|
|
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.
|
|
|
|
|
|
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.
|
|
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.
|
|
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
|
|
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
|
|
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
|
|
Ref T92709
|
|
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
|
|
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
|
|
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
|
|
No functional changes
|
|
The handling of missing volume grids for the principled volume shader was
incomplete, different inputs need different default values.
|
|
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.
|
|
This is just the backend work. It is not plugged in yet because it
needs more external cleanup/refactor.
|
|
|
|
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
|
|
|
|
- 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
|
|
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
|
|
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.
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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.
|
|
|
|
|
|
|
|
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
|
|
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
|
|
|
|
The object color property is added as an additional output in
the Object Info node.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5554
|