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2022-08-18Realtime Compositor: Implement bilateral blur nodeOmar Emara
This patch implements the bilateral blur node for the realtime compositor. Differential Revision: https://developer.blender.org/D15674 Reviewed By: Clement Foucault
2022-08-18Realtime Compositor: Implement despeckle nodeOmar Emara
This patch implements the despeckle node for the realtime compositor. Differential Revision: https://developer.blender.org/D15673 Reviewed By: Clement Foucault
2022-08-18Realtime Compositor: Implement directional blur nodeOmar Emara
This patch implements the directional blur node for the realtime compositor. Differential Revision: https://developer.blender.org/D15672 Reviewed By: Clement Foucault
2022-08-18Realtime Compositor: Implement filter nodeOmar Emara
This patch implements the filter node for the realtime compositor. Differential Revision: https://developer.blender.org/D15661 Reviewed By: Clement Foucault
2022-08-18Realtime Compositor: Implement bokeh image nodeOmar Emara
This patch implements the bokeh image node for the realtime compositor. Differential Revision: https://developer.blender.org/D15660 Reviewed By: Clement Foucault
2022-08-17Merge branch 'blender-v3.3-release'Campbell Barton
2022-08-17Cleanup: spelling in commentsCampbell Barton
2022-08-17Cleanup: strip blank lines around comment blocksCampbell Barton
2022-08-16GPU: ShaderCreateInfo: Use variadic template instead of default argumentsClément Foucault
This should reduce the issue described in T100431. This is also cleaner and without arbitrary argument limit.
2022-08-15EEVEE-Next: HiZ Buffer: New implementationClément Foucault
This new implementation does all downsampling in a single compute shader dispatch, removing a lot of complexity from the previous recursive downsampling. This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen: https://github.com/GPUOpen-Effects/FidelityFX-SPD However I do not implement all the optimization bits as they require vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only for HiZ). Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for the whole downsampling. Note that the previous implementation only processed 6 mips where the new one processes 8 mips. ``` EEVEE ~1.0ms EEVEE-Next ~0.6ms ``` Padding has been bumped to be of 128px for processing 8 mips. A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15Cleanup OpenGL linking and related code after libepoxy mergeSebastian Parborg
This cleans up the OpenGL build flags and linking. It additionally also removes some dead code. One of these dead code paths is WITH_X11_ALPHA which actually never was active even with the build flag on. The call to use this was never called because the default initializer for GHOST was set to have it off per default. Nothing called this function with a boolean value to enable it. These cleanups are needed to support true headless OpenGL rendering. Without these cleanups libepoxy will fail to load the correct OpenGL Libraries as we have already linked them to the blender binary. Reviewed By: Brecht, Campbell, Jeroen Differential Revision: http://developer.blender.org/D15554
2022-08-15GPU: replace GLEW with libepoxyChristian Rauch
With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
2022-08-15Cleanup: fix typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15680
2022-08-14EEVEE-Next: Light: New light moduleClément Foucault
Compared to the previous implementation this has a limit of 65536 lights per scene. Lights exceeding this limit will be ignored. This also introduce fine grained GPU light culling, making rendering many lights in a scene more efficient as long they don't overlap much. Compatible light panels have been unhidden. Note: This commit does not include surface evaluation, only light culling.
2022-08-14GPU: Fix shader builder compilationClément Foucault
Was missing a stub.
2022-08-12CMake: correct linking order regressionCampbell Barton
Library sorting from [0] caused WITH_GPU_BUILDTIME_SHADER_BUILDER to fail. It's possible there are missing dependencies that caused the change in order to break, for now revert that change. [0]: 19b5524d1c0c1c2ee78a8a75b8703b7cc72a8671
2022-08-11Mesh: Move hide flags to generic attributesHans Goudey
This commit moves the hide status of mesh vertices, edges, and faces from the `ME_FLAG` to optional generic boolean attributes. Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`, using the attribute name semantics discussed in T97452. The `.` prefix means they are "UI attributes", so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list by default, Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when the hide status is used. When the flags are removed completely, requirements will decrease when hiding is unused. Further notes: * Some code can be further simplified to skip some processing when the hide attributes don't exist. * The data is still stored in flags for `BMesh`, necessitating some complexity in the conversion to and from `Mesh`. * Access to the "hide" property of mesh elements in RNA is slower. The separate boolean arrays should be used where possible. Ref T95965 Differential Revision: https://developer.blender.org/D14685
2022-08-11Cleanup: spelling in commentsCampbell Barton
2022-08-10Realtime Compositor: Add basic distort nodesOmar Emara
This patch implements the following nodes for the realtime compositor: - Crop node. - Flip node. - Lens distort node. - Rotate node. - Transform node. - Translate node. Differential Revision: https://developer.blender.org/D15231 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add basic matte nodesOmar Emara
This patch implements the following nodes for the realtime compositor: - Box mask node. - Channel matte node. - Chroma matte node. - Color matte node. - Color spill node. - Difference matte node. - Distance matte node. - Ellipse matte node. - Luminance matte node. Differential Revision: https://developer.blender.org/D15230 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add basic convert and vector nodesOmar Emara
This patch implements the following nodes for the realtime compositor: - Map range node. - Map value node. - Math node. - Normal node. - Alpha convert node. - Separate color node. - Combine color node. - Separate XYZ node. - Combine XYZ node. - Separate RGBA node. - Combine RGBA node. - Separate HSVA node. - Combine HSVA node. - Separate YCCA node. - Combine YUVA node. - Set alpha node. - Switch node. - Switch view node. - RGB to BW node. - Color ramp node. Differential Revision: https://developer.blender.org/D15229 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add basic color nodesOmar Emara
This patch implements the following nodes for the realtime compositor: - Alpha over node. - Bright contrast node. - Color balance node. - Color correction node. - Exposure node. - Gamma node. - Hue correct node. - Hue saturation value node. - Invert node. - Mix node. - Posterize node. - Time curve node. - Vector curve node. Differential Revision: https://developer.blender.org/D15228 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add basic output nodesOmar Emara
This patch implements the following nodes for the realtime compositor: - Composite node. - Viewer node. - Split viewer node. Differential Revision: https://developer.blender.org/D15226 Reviewed By: Clement Foucault
2022-08-10Realtime Compositor: Add evaluator and engineOmar Emara
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
2022-08-10Cleanup: spellingCampbell Barton
2022-08-09Cleanup: Move draw_cache_impl_pointcloud.c to C++Hans Goudey
2022-08-09DRW: DebugDraw: Port module to C++ and add GPU capabilitiesClément Foucault
This is a complete rewrite of the draw debug drawing module in C++. It uses `GPUStorageBuf` to store the data to be drawn and use indirect drawing. This makes it easier to do a mirror API for GPU shaders. The C++ API class is exposed through `draw_debug.hh` and should be used when possible in new code. However, the debug drawing will not work for platform not yet supporting `GPUStorageBuf`. Also keep in mind that this module must only be used in debug build for performance and compatibility reasons.
2022-08-09GL: Fix error messages missing end of lineClément Foucault
2022-08-09Cleanup: sort cmake file-listsCampbell Barton
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
2022-08-04Cleanup: spelling, code-blocksCampbell Barton
2022-08-03Fix compile issue in recent commit.Jeroen Bakker
fallthrough in case statement.
2022-08-03Image: Display GPU layout in `uiTemplateImageInfo`Angus Stanton
Add IMB_gpu_get_texture_format and GPU_texture_format_description to retrieve and 'stringify' an eGPUTextureFormat. These are then used in the image info panel used in several areas across blender. New Information: {F13330937} Reviewed By: jbakker Maniphest Tasks: T99998 Differential Revision: https://developer.blender.org/D15575
2022-08-02EEVEE-Next: Depth Of Field: Port implementation to compute shaderClément Foucault
This is a port of the previous implementation but using compute shaders instead of using the raster pipeline for every steps. Only the scatter passes is kept as a raster pass for obvious performance reasons. Many steps have been rewritten to take advantage of LDS which allows faster and simpler downsampling and filtering for some passes. A new stabilize phase has been separated from another setup pass in order to improve it in the future with better stabilization. The scatter pass shaders and pipeline also changed. We now use indirect drawcall to draw quads using triangle strips primitives. This reduces fragment shader invocation count & overdraw compared to a bounding triangle. This also reduces the amount of vertex shader invocation drastically to the bare minimum instead of having always 3 verts per 4 pixels (for each ground).
2022-08-02GL: Remove lingering image bindsClément Foucault
This updates image bind tracking to be the same as texture binds. Adding a new bind flag to avoid conflict when the texture is used in both slots. Fixes a gl error in glBindImageTextures about invalid image binds.
2022-08-02GL: Compute: Fix indirect compute barrier and unbindClément Foucault
This path is not used by any existing code so it isn't necessary to backport.
2022-08-02GPUBatch: Add GPU_batch_draw_indirectClément Foucault
This allows rendering a batch with parameters computed by the GPU. Contains GL backend implementation.
2022-08-02Cleanup: Simplify arguments to sculpt draw functionsHans Goudey
Instead of passing pointers to specific mesh data, rely on retrieving that data from the mesh internally. This makes it easier to support retrieving additional data from Mesh (like active attribute names in D15101 or D15169). It also makes the functions simpler conceptually, because they're drawing a mesh with an acceleration strcture on top. The BKE_id_attribute_copy_domains_temp call was unnecessary because the GPU_pbvh_mesh_buffers_update function was only called when Mesh/PBVH_FACES is used in the first place. Differential Revision: https://developer.blender.org/D15197
2022-08-01Merge branch 'blender-v3.3-release'Jeroen Bakker
2022-08-01GPU: Fix failing compute tests.Jeroen Bakker
Tests created GPUTextures with incorrect mipmaps.
2022-08-01Merge branch 'blender-v3.3-release'Jeroen Bakker
2022-08-01Eevee: Add support of rendering curves with cryptomatte.Jeroen Bakker
There were 2 errors. 1. hair code was used to draw curves 2. vertex shader wasn't aware of curves and failed to compile.
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
2022-07-28EEVEE-Next: Motion Blur new implementationClément Foucault
The new implementation leverage compute shaders to reduce the number of passes and complexity. The max blur amount is now detected automatically, replacing the property in the render panel by a simple checkbox. The dilation algorithm has also been rewritten from scratch into a 1 pass algorithm that does the dilation more efficiently and more precisely. Some differences with the old implementation can be observed in areas with complex motion.
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
2022-07-21GPU: Fix compilation with WITH_GPU_BUILDTIME_SHADER_BUILDER optionClément Foucault
2022-07-21Cleanup: formatCampbell Barton
2022-07-21Cleanup: spelling in comments, typos in tool-tipsCampbell Barton
2022-07-19Metal: Add license header to new filesClément Foucault
2022-07-19Metal: MTLUniformBuffer module implementationJason Fielder
Initial implementation. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15357