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2021-06-13Cleanup: redundant initializationCampbell Barton
These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future.
2021-06-11Refactor: use 'BLI_task_parallel_range' in Draw CacheGermano Cavalcante
One drawback to trying to predict the number of threads that will be used in the `task_graph` is that we are only sure of the number when the threads are running. Using `BLI_task_parallel_range` allows the driver to choose the best thread distribution through `parallel_reduce`. The benefit is most evident on hardware with fewer cores. This is the result on an 4-core laptop: ||before:|after: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Differential Revision: https://developer.blender.org/D11558
2021-06-11Refactor: Draw Cache: use 'BLI_task_parallel_range'Germano Cavalcante
This is an adaptation of {D11488}. A disadvantage of manually setting the iter ranges per thread is that we don't know how many threads are running in the background and so we don't know how to best distribute the ranges. To solve this limitation we can use `parallel_reduce` and thus let the driver choose the best distribution of ranges among the threads. This proved to be especially beneficial for computers with few cores. **Benchmarking:** Here's the result on an 4-core laptop: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Here's the result on an 8-core PC: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS ||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms) |large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS ||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms) |looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS ||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms) |subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS ||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms) ||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms) |subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS ||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms) |subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS ||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms) **Notes:** - The improvement can only be noticed if all extracts are multithreaded. - This patch touches different areas of the code, so it can be split into another patch if the idea is accepted. These screenshots show how threads behave in a quadcore: Master: {F10164664} Patch: {F10164666} Differential Revision: https://developer.blender.org/D11558
2021-06-08GPU: Thread safe index buffer builders.Jeroen Bakker
Current index builder is designed to be used in a single thread. This makes all index buffer extractions single threaded. This patch adds a thread safe solution enabling multithreaded building of index buffers. To reduce locking the solution would provide a task/thread local index buffer builder (called sub builder). When a thread is finished this thread local index buffer builder can be joined with the initial index buffer builder. `GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The index list is shared between the parent and sub buffer, but the counters are localized. Ensuring that updating counters would not need any locking. `GPU_indexbuf_subbuilder_finish`: merge the information of the sub builder back to the parent builder. Needs to be invoked outside the worker thread, or when sure that all worker threads have been finished. Internal the function is not thread safe. For testing purposes the extract_points extractor has been migrated to the new API. Herefore changes to the mesh extractor were needed. * When creating tasks, the task number of current task is stored in ExtractTaskData including the total number of tasks. * Adding two functions in `MeshExtract`. ** `task_init` will initialize the task specific userdata. ** `task_finish` should merge back the task specific userdata back. * adding task_id parameter to the iteration functions so they can access the correct task data without any need for locking. There is no noticeable change in end user performance. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11499
2021-06-07GPUIndexBuf: Find the minimum and maximum index through the builderGermano Cavalcante
Moving the bounds code to the builder can be useful for future optimizations like building multithreaded. Reviewed By: fclem, jbakker Differential Revision: https://developer.blender.org/D11455
2021-06-01GPU: add 2D projection functionCampbell Barton
When projecting into screen space Z value isn't always needed. Add 2D projection functions, renaming them to avoid accidents happening again. - Add GPU_matrix_project_2fv - Add ED_view3d_project_v2 - Rename ED_view3d_project to ED_view3d_project_v3 - Use the 2D versions of these functions when the Z value isn't used.
2021-05-28DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses transform feedback. Timings before: between 0.000069s and 0.000362s. Timings after: between 0.000032s and 0.000092s. Speedup isn't noticeable by end-users. The patch is used to test the new compute shader pipeline and integrate it with the draw manager. Allowing EEVEE, Workbench and other draw engines to use compute shaders with the introduction of `DRW_shgroup_call_compute` and `DRW_shgroup_vertex_buffer`. Future improvements are possible by generating the index buffer of hair directly on the GPU. NOTE: that compute shaders aren't supported by Apple and still use the transform feedback workaround. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-05-26Revert "DrawManager: Use Compute Shader to Update Hair."Jeroen Bakker
This reverts commit 8f9599d17e80254928d2d72081a4c7e0dee64038. Mac seems to have an error with this change. ``` ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src' ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src' ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2 ERROR: make: *** [all] Error 2 ```
2021-05-26DrawManager: Use Compute Shader to Update Hair.Jeroen Bakker
This patch will use compute shaders to create the VBO for hair. The previous implementation uses tranform feedback. Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s Timings compute shader between 0.000032 and 0.000092s Future improvements: * Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
2021-05-26GPU: Compute Pipeline.Jeroen Bakker
With the compute pipeline calculation can be offloaded to the GPU. This patch only adds the framework for compute. So no changes for users at this moment. NOTE: As this is an OpenGL4.3 feature it must always have a fallback. Use `GPU_compute_shader_support` to check if compute pipeline can be used. Check `gpu_shader_compute*` test cases for usage. This patch also adds support for shader storage buffer objects and device only vertex/index buffers. An alternative that had been discussed was adding this to the `GPUBatch`, this was eventually not chosen as it would lead to more code when used as part of a shading group. The idea is that we add an `eDRWCommandType` in the near future. Reviewed By: fclem Differential Revision: https://developer.blender.org/D10913
2021-05-21Eevee Wavelength Node SupportIyad Ahmed
This patch adds wavelength node support to Eevee, similar to how Eevee Blackbody node works, thus it is a little off from Cycles. Reviewed By: #eevee_viewport, fclem, brecht Differential Revision: https://developer.blender.org/D11326
2021-05-14Python GPU: New 'platform' moduleGermano Cavalcante
This module exposes the platform utils defined in the GPU module in C. This will be useful for porting existing code with `bgl` to `gpu`. Reviewed By: fclem, brecht, campbellbarton Maniphest Tasks: T80730 Part of D11147
2021-05-14Python GPU: New 'capabilities' moduleGermano Cavalcante
This module exposes the capabilities defined in the GPU module in C. This will be useful for porting existing code in `bgl` to `gpu`. Reviewed By: fclem, brecht, campbellbarton Maniphest Tasks: T80730 Part of D11147
2021-05-06Cleanup: spellingCampbell Barton
2021-05-03Cleanup: spellingCampbell Barton
2021-05-03Cleanup: clang-tidyJacques Lucke
2021-05-01Merge branch 'blender-v2.93-release'Campbell Barton
2021-05-01Fix T86450: Random dark UI elements when redrawingCampbell Barton
Resolves occasional glitch/flicker drawing dark buttons in the UI. Regression in 405a5d3bd7ada5dd5af605b59ba07c7144f144a2 which removed shader unbinding when the batch is drawn. GPU_shader_bind could run with the sRGB uniform in an unexpected state. Reviewed By: fclem Ref D11124
2021-04-30Cleanup: Rename `#if GPU_USE_PY_REFERENCES` to `#ifndef ↵Germano Cavalcante
GPU_NO_USE_PY_REFERENCES` This is safer for incremental build. And there was already a macro `GPU_USE_PY_REFERENCES` used elsewhere.
2021-04-30Python GPU: Add new methods to port the code templates in the manualGermano Cavalcante
This commit adds a new API tha allow to replace the bgl API in the exemples on: https://docs.blender.org/api/current/gpu.html **Overview (New API):** ``` gpu.state: active_framebuffer_get GPUFramebuffer: read_color GPUOffscreen: texture_color ``` Reviewed By: brecht Differential Revision: https://developer.blender.org/D11031
2021-04-30Python GPU: Add reference of PyObject GPU object to the GPU object itselfGermano Cavalcante
Instead of creating different python wrappers for the same GPU object, return the same `PyObject` created earlier. This also allows for more secure access to existing GPU objects. Reviewed By: brecht Differential Revision: https://developer.blender.org/D11044
2021-04-30Cleanup: use const variablesCampbell Barton
2021-04-08Cleanup: enable modernize-use-equals-default checkJacques Lucke
This removes a lot of unnecessary code that is generated by the compiler automatically. In very few cases, a defaulted destructor in a .cc file is still necessary, because of forward declarations in the header. I removed some defaulted virtual destructors, because they are not necessary, when the parent class has a virtual destructor already. Defaulted constructors are only necessary when there is another constructor, but the class should still be default constructible. Differential Revision: https://developer.blender.org/D10911
2021-03-24Cleanup: remove stdio.h header from MEM_guardedalloc.hCampbell Barton
This was included for `FILE *` which isn't used in the header. Ref D10799
2021-03-08Cleanup: use ofs instead of offs as an abbreviation for offsetCampbell Barton
Used for local structs/variables, since `ofs` is by far the most widely used abbreviation.
2021-03-04Cleanup: use const arraysCampbell Barton
2021-02-24Fix line width broken for consecutive line draw callsJulian Eisel
D9054 did multiple consecutive `immBegin()`/`immEnd()` draw calls to draw multiple lines at varying thickness. This would only work for the first line, then they'd all get a 1px thickness (at least on macOS). Issue was that `wide_line_workaround_end()` called `immBindShader()` directly to restore the old shader (which the workaround overrides). However this doesn't set `imm->builtin_shader_bound` which has to be done for the workaround to work on the next `immBegin()` call. Instead `immBindBuiltinProgram()` can be called. Differential Revision: https://developer.blender.org/D10520 Reviewed by: Clément Foucault
2021-02-21GPU: Add define to ouput more context lines for GLSL errorsClément Foucault
This is work in progress, but it is very useful even as it is.
2021-02-21GPU: Add RGB10_A2 format supportClément Foucault
Nice format to output high definition normals or normalized colors.
2021-02-20Cleanup: doxygen sectionsCampbell Barton
2021-02-18Cleanup: spelling, correct doc-string argumentsCampbell Barton
2021-02-17Cleanup: Abbreviate enums with 'UNSIGNED_' in the nameGermano Cavalcante
2021-02-17Python: gpu module: add new submodules and typesGermano Cavalcante
This commit extends the gpu python API with: ``` gpu.types.Buffer #"__init__", "to_list" gpu.types.GPUTexture #"__init__", "clear", "read", "format" gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__", "__exit__" with "GPUFrameBufferStackContext") gpu.types.GPUUniformBuf #"__init__", "update" gpu.state #"blend_set", "blend_get", "depth_test_set", "depth_test_get", "depth_mask_set", "depth_mask_get", "viewport_set", "viewport_get", "line_width_set", "line_width_get", "point_size_set", "color_mask_set", "face_culling_set", "front_facing_set", "program_point_size_set" ``` Add these methods to existing objects: ``` gpu.types.GPUShader #"uniform_sample", "uniform_buffer" ``` Maniphest Tasks: T80481 Differential Revision: https://developer.blender.org/D8826
2021-02-17Cleanup: spellingCampbell Barton
2021-02-13EEVEE: Refactor closure_lit_lib.glslClément Foucault
This refactor was needed for some reasons: - closure_lit_lib.glsl was unreadable and could not be easily extended to use new features. - It was generating ~5K LOC for any shader. Slowing down compilation. - Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks. What this refactor does: - Add some macros to define the light object loops / eval. - Clear separation between each closures which now have separate files. Each closure implements the eval functions. - Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque). - The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before). - Make light iteration last to avoid carrying more data than needed. - Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals). - Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers. - Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks. - Separate transmission roughness is now working on Principled BSDF. - Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`. - SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated. - SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way). - Principle fully black specular tint now returns black instead of white. - This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables). - This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch. - Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot. Render tests needs to be updated after this. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D10390 # Conflicts: # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-09Fix T81206: Do not limit gl texture size in image editorJeroen Bakker
This patch will show textures in the image editor with the maximum available resolution determined by the GPU Hardware/Driver. Currently the size is limited by the user preference texture size limit. An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request gpu textures in the max supported resolution. When this flag isn't set the gpu texture is limited by the user preference setting. When the gl resolution limit is disabled the GPU texture is always created for the max supported resolution. Reviewed By: Clément Foucault Maniphest Tasks: T81206 Differential Revision: https://developer.blender.org/D9160
2021-02-05Cleanup: outdated/unhelpful commentsCampbell Barton
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2021-01-28Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-28Fix T81334: Python view-port drawing depth-test regressionCampbell Barton
Since 216d78687d2b9468b05fb598d1cef0b8424a40d2 the depth function (glDepthFunc) was left in an undefined state for drawing callbacks that use the `bgl` module. This meant enabling depth-test from Python's bgl module also needed to set the depth function (which previously wasn't necessary). Set the depth function as part of GPU_bgl_start
2021-01-26Merge remote-tracking branch 'origin/blender-v2.92-release'Sybren A. Stüvel
2021-01-26Viewport Rendering: Don't clamp when overlays are disabled.Jeroen Bakker
During viewport rendering the color values were clamped in order to apply the overlay on top of it. This clamping would show the scene colors washed out. This patch adds a work around to skip the clamping when the overlays are turned off. Parial fix for {T77909}
2021-01-21Docs: add note on convention for setting line-widthCampbell Barton
2021-01-20Cleanup: remove extra in trailing asteriskCampbell Barton
Comment blocks not conforming to convention.
2021-01-11Revert "Fix typo; Documentation; Expose layer for framebuffer attachament; ↵Germano Cavalcantemano-wii
Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask" This reverts commit 9db3d1951da15254efbbcf028176facb78118ec1. This was an accidental commit of the patch D8826
2021-01-11Fix typo; Documentation; Expose layer for framebuffer attachament; Add ↵Germano Cavalcantemano-wii
framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask
2021-01-04Fix T84095: Eevee vextex color isn't working with hairJeroen Bakker
Regression introduced by {c766d9b9dc56}. When converting the vertex buffer to a texture buffer the fetch mode wasn't checked and the short was bitwise interpreted as a float. This change checks the fetch_mode and select the correct texture buffer. This could also be added to other places when needed. At this time it is only added here to support vertex colors when used with hair particles.
2021-01-04GPU: Add HQ normals workaround.Jeroen Bakker
This change makes it possible for platforms to only support high quality normal rendering. This is part of {T82856} where current AMD drivers running on the polaris architecture does not support the low quality setting due to a driver bug. In a next commit the work around will be enabled.
2021-01-04Cleanup: docy comments beginning with '/**' don't end with '**/'Campbell Barton
2020-12-30Cleanup: Use LISTBASE_FOREACH macroPhilipp Oeser
Differential Revision: https://developer.blender.org/D9960