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2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-07GPU: Rename gpu_extensions to gpu_capabilitiesClément Foucault
This makes more sense as this module has more to it than just GL extensions.
2020-09-01EEVEE: Volumetric: Fix Mesa Compiler errorClément Foucault
The compiler does not seems to understand the `const` in the function declaration and complains about non constant indexing of unsized array.
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.
2020-08-08Clenup: use STREQ macroCampbell Barton
2020-08-07Cleanup: GPU, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/gpu` module. No functional changes.
2020-08-05Merge branch 'blender-v2.90-release'Jeroen Bakker
2020-08-05Fix T77346: GPU Workaround Always Render Using Main ContextJeroen Bakker
In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel GPUs on Windows. The crash happened in the `local_context_workaround` that temporary stored compiled materials in a binary form to reload it in the main GL context. It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it is still needed for HD4000. After several unsuccesfull fixes we came to the conclusion that we could not support the local context workaround and needed to come with a different workaround. The idea of this patch is that in these cases there is only a single context that is used for rendering. Threads that uses these contextes are guarded by a mutex and will block. Impact on User Level: * Due to main mutex lock the UI freezes when rendering or baking or feel less snappy Reviewed By: Clément Foucault, Brecht van Lommel Differential Revision: https://developer.blender.org/D8410
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
2020-07-26Cleanup: GPU_codegen.c: Use LISTBASE_FOREACH macro instead of for loopsClément Foucault
2020-07-26Cleanup: GPU: Remove unused code and headerClément Foucault
2020-07-15Fix T78369: Sculpt Vertex Colors not rendering in EEVEEPablo Dobarro
The vertex colors node was using the M_COL attribute type but Sculpt Vertex Colors use CD_PROP_COLOR Now the Vertex Color node also fallbacks to legacy vertex colors if Scultp Vertex Colors are not enabled as experimental. Reviewed By: brecht Maniphest Tasks: T78369 Differential Revision: https://developer.blender.org/D8185
2020-06-02Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensureClément Foucault
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: use term 'attr' instead of 'attrib'Campbell Barton
This was already the case in most parts of the GPU API. Use full name for descriptive-comments.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
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.
2020-02-16Fix T73880: error rendering UDIM in Eevee after recent refactorBrecht Van Lommel
2020-02-15Cleanup: refactor GPU material attribute and texture requestsBrecht Van Lommel
2020-02-15Cleanup: split off code from gpu_codegen.c into smaller filesBrecht Van Lommel
2020-02-15Cleanup: don't perform some GPU shader codegen operations twiceBrecht Van Lommel
2020-02-06Cleanup: refactor default materials and shader nodesBrecht Van Lommel
2020-01-17DRW: Use USHORT for vertex color and upload them in linear color to the GPUClément Foucault
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610
2020-01-16Fix T71788 Invalid (pink) shader when using wireframe nodeClément Foucault
This was caused by the clip distance not being passed by the geometry shader.
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
2019-12-16Fix T72467: Crash when using many (>64) images in a shaderLukas Stockner
Previously this limit was rather high, but with UDIMs it's fairly easy to reach this many images. Even though this exceeds the texture limit on most hardware as far as I can tell, it should at least not crash. The old code uses a fixed array which overflows eventually, this fix replaces the array with a GSet. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6416
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
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
This patch adds a new Vertex Color node. The node also returns the alpha of the vertex color layer as an output. Reviewers: brecht Differential Revision: https://developer.blender.org/D5767
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-07Fix T68843: wireframe node in Eevee fails on macOSJean First
Differential Revision: https://developer.blender.org/D5712
2019-08-30GPU: Split gpu_shader_material into multiple files.OmarSquircleArt
This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
2019-08-27Cleanup: fix compiler warningBrecht Van Lommel
2019-08-26GPU: add mechanism for splitting up big gpu_shader_material.glsl fileBrecht Van Lommel
Compiling this big file for every Eevee material is bad for performance, and now that we are adding more nodes it gets worse. This patch adds a simple mechanism to split up that file, and use only the parts used by shader nodes. When a function is used by GPU_link, we detect which GLSL file it came from and use it in GLSL code generation automatically. Dependencies between GLSL files are manually specified, and function names must be unique across all GLSL files. Most of the actual splitting up will be done in later commits. Differential Revision: https://developer.blender.org/D5569
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
2019-08-15GPU: Vertex Format: ADd function for safe GLSL attrib nameClément Foucault
This remove code duplication and use base63 encoding of the hash. Use mumur hash to have more randomness.
2019-08-14Eevee: Fix background alpha regressionClément Foucault
2019-08-14Eevee: Improve Transparent BSDF behaviorClément Foucault
Alpha blended Transparency is now using dual source blending making it fully compatible with cycles Transparent BSDF. Multiply and additive blend mode can be achieved using some nodes and are going to be removed.
2019-08-01Cleanup: misc spelling fixes in variable names & definesCampbell Barton
T68045 by @luzpaz
2019-06-05Fix crash when editing shaders on Intel HD 4000.mano-wii
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created. However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary. This solution is limited only to Intel HD 4000 and windows. Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5019
2019-05-31Cleanup: style, use braces in source/ (include disabled blocks)Campbell Barton
2019-05-14Cleanup: DRW: Move ModelMatrix declaration to common_view_libClément Foucault
2019-05-14GPU: Remove ModelViewMatrix and ModelViewMatrixInverse usageClément Foucault
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807