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2022-04-20Cleanup: clang-formatCampbell Barton
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.
2022-04-14Metal: GLSL shader compatibility 3rd passJason Fielder
Undefined behaviour for divergent control-flow fixes, replacement for partial vector references, and resolution of a number of calculation precision issues occuring on macOS. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14437
2022-03-30Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal ↵Jason Fielder
backend. - Metal uniform array compatibility in DRW module. - Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14438
2022-03-30Metal: GLSL Shader compatibility 5Jason Fielder
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as: #define roughness shaderinst->roughness. Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors. A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution. Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14452
2022-03-30Metal: GLSL Compatibility - explicit mat4_to_mat3 conversionJason Fielder
Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded. Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14418
2022-03-30Overlay: Port Edit Mode shaders to ShaderCreateInfoClément Foucault
This should have no regression.
2022-03-22Cleanup: make format and fix warningJacques Lucke
2022-03-22Metal: Make GLSL shader source MSL compliant alsoJason Fielder
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences: - Explicit type-casts (C++ requirements) - Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0). - Metal/OpenGL compatibility paths - GLSL Function prototypes - Explicit accessors for vector types when sampling textures. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14378
2022-03-16Cleanup: incorrect comments, use C commentsCampbell Barton
2022-03-11Cleanup: fix source typos homogenous->homogeneousBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D14306
2022-03-07Shader Nodes: add Alpha output to Object Info nodeEthan-Hall
An alpha component can be specified for an object's color. This adds an alpha socket to the object info shader node allowing for the alpha component of the object's color to be accessed in the shader editor. Differential Revision: https://developer.blender.org/D14141
2022-02-17GPU: Remove runtime sampler texture slot assignmentClément Foucault
This avoid potential shader recompilation and is more in line with vulkan design.
2022-02-11File headers: add missing copyright, add MIT to SPDX licensesCampbell Barton
2022-02-11Cleanup: remove white-space before headersCampbell Barton
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
2022-02-08Eevee: support the no-op Bump node optimization like in Cycles.Alexander Gavrilov
A Bump node without a Height input is meaningless and does nothing. As such, it is available as an old workaround that allows making Node Group inputs that default to normal when not connected, by routing via a no-op Bump node before doing math. Cycles specifically recognizes this use case and either bypasses the node, or converts it into a Geometry Normal node, but Eevee was still evaluating it as usual. That incurred performance cost, and also normalized the vector unlike Cycles. This implements the same bypass logic for Eevee. Since I'm not sure if it's possible to totally remove the node at this stage, it emits a no-op function call to copy the input vector. Differential Revision: https://developer.blender.org/D14045
2022-02-04Fix T95427: Crash during dragging a link in a node editorClément Foucault
This was caused by macros interpreted as recursive. Workaround by not using macros at all and just define local variables which hopefully will be optimized.
2022-01-31Merge branch 'blender-v3.1-release'Jacques Lucke
2022-01-31Fix T95341: BGL renders incorrect colorJeroen Bakker
Missing include statements of the gpu_shader_colorspace_lib.glsl in various shaders ignored the target texture color space.
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-27GPUShaderCreateInfo: Remove push_constant indexingClément Foucault
This is too much impractical and offers no real benefit.
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-21GPU: Remove unused resources in shader create info.Jeroen Bakker
When adding the shader create infos some additional resources where defined that doesn't exist in the shader itself. This commit will remove them.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-20Cleanup: clang-formatCampbell Barton
2022-01-19GPUShaderCreateInfo: Rework geometry shader layout supportClément Foucault
This merge the description into one struct only that can be more easily copied during `finalize()`. The in and out layout parameters are better named and extended with the invocation count (with fallback support)
2022-01-19Fix T94987: Dragged node links are invisible.Jeroen Bakker
Route cause was data alignment mismatch between GPU and CPU. This mismatch would not allow us to bind the UBO where data wasn't available on the GPU. Fixed by using float4 in stead of float2. This could eventually be packed, but that would lead to less readable code.
2022-01-18Fix T95003: Shader issue using voronoi noise.Jeroen Bakker
Cause of the issue isn't that clear, but the NVIDIA GLSL compiler complained that it couldn't find an overloaded function when the second parameter is an interger. This change fixes it by using a float.
2022-01-18GPU: Create Info for GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR.Jeroen Bakker
This patch converts GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR shader to use the GPUShaderCreateInfo pattern. It can be used as a reference when converting other shaders. In this special case the flat uniform vector cannot be used anymore as it doesn't fit as push constants. To solve this a uniform buffer is used.
2022-01-18Cleanup: quite old-style-declaration warning, strip trailing spaceCampbell Barton
2022-01-17Revert "Revert "GPUShaderCreateInfo for interface abstraction""Jeroen Bakker
This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7. Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17Revert "GPUShaderCreateInfo for interface abstraction"Jeroen Bakker
This reverts commit 8fb2ff458ba579dba08bfdf57d043ad158b5db07. Missing some files.
2022-01-17GPUShaderCreateInfo for interface abstractionJeroen Bakker
This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
2022-01-10Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.Jeroen Bakker
Shader isn't used and not accessible via py-api.
2022-01-10Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA.Jeroen Bakker
Shader isn't used and not accessible via py-api.
2022-01-10Remove GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR.Jeroen Bakker
Shader isn't used and not accessible via the py-api.
2022-01-10Remove GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA.Jeroen Bakker
Shader isn't used and isn't accessible via py-api.
2022-01-10Cleanup: Remove unused source files.Jeroen Bakker
2022-01-05Cleanup: Remove unused code (USE_COLOR_U32)Jeroen Bakker
2021-12-14Nodes: Add vector support to Map Range nodeCharlie Jolly
This replaces lost functionality from the old GN Attribute Map Range node. This also adds vector support to the shader version of the node. Notes: This breaks forward compatibility as this node now uses data storage. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D12760
2021-12-10Fix T92036: `Magic Texture` in Volumetric World Shaders render differently ↵William Leeson
with the CPU and GPU When rendering volume surfaces in unbounded worlds the volume stepping can produce large values. If used with a magic texture node the values can results in a Inf float which when used in a sin or cos produces a NaN. To fix this the input values are mapped into the periodic range of the sin and cos functions (-2*PI 2*PI) this stops the possibility of a Inf occurring and thus the NaN. It also improves the accuracy and smoothness of the result due to loss of precision when large values are summed with smaller ones effectively removing the parts of the smaller number (i.e. those in the -2PI to 2PI range) that result in variation of the output of sin and cos. Reviewed By: brecht Maniphest Tasks: T92036 Differential Revision: https://developer.blender.org/D12821
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
2021-11-05Fix T92807: Incorrect display planar tracking.Jeroen Bakker
Issue introduced in {7e66616b7e15} where the shader was replaced with a 2d image shader. This patch reverts several commits that removed the 3d image shader.
2021-11-02Fix T77681, T92634: noise texture artifacts with high detailBrecht Van Lommel
We run into float precision issues here, clamp the number of octaves to one less, which has little to no visual difference. This was empirically determined to work up to 16 before, but with additional inputs like roughness only 15 appears to work. Also adds misisng clamp for the geometry nodes implementation.
2021-10-21Nodes: Fix missing variablePablo Vazquez
2021-10-21Node Editor: Introduce color overlay and dashed wires theme settingPablo Vazquez
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai. I updated the patches to work with `master` and with the new overlay toggle. The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires. Theme setting for dash opacity: {F11370574, size=full} {F11286177, size=full, autoplay, loop} {F11149912, size=full} For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes. Reviewed By: #user_interface, HooglyBoogly Differential Revision: https://developer.blender.org/D12886
2021-10-13Fix T88766 EEVEE: Missing glossy reflections with Shader to RGB & SSR is active.Clément Foucault
This was due to the shading evaluation being outdated inside the ShaderToRGBA glsl code.
2021-10-05Cleanup: Geometry Nodes dashed linesDalai Felinto
No functional change, just cleaning up the shader code a bit. Part of this is removing dead code (the discard was never called), and part is shuffling mix/max around based on feedback by Sybren Stüvel.