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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: spelling in commentsCampbell Barton
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.
2022-01-19Fix T95039,T94998: Shaders compilation errors on Mac.Jeroen Bakker
Cause was incorrect logic when generating the resource layout. It the explicit_location_support setting was ignored and the binding were generated for image, uniform buffers and storage buffers.
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: spelling in commentsCampbell Barton
2022-01-18Cleanup: quite old-style-declaration warning, strip trailing spaceCampbell Barton
2022-01-17Fix compiler warning on WindowsAntonio Vazquez
The variable was `uint64_t` and needs `1ull`
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
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2022-01-11GPU: Utility function to bind UBO to batches.Jeroen Bakker
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_VARYING_SIZE_VARYING_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_FIXED_SIZE_UNIFORM_COLOR.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
2022-01-10Cleanup: Consistent naming GPU_SHADER_2D_AREA_BORDERS.Jeroen Bakker
2022-01-10GPU: Remove unused UV shaders.Jeroen Bakker
The UV shaders have been migrated to the overlay engine and aren't accessible via the python API.
2022-01-10Fix compile error in gpu test.Jeroen Bakker
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: move public doc-strings into headersCampbell Barton
Some recent changes re-introduced public-style doc-strings in the source file.
2022-01-06Cleanup: remove unnecessary slashes and quotes from paths in CMakeCampbell Barton
2022-01-06Cleanup: spelling in commentsCampbell Barton
2022-01-06Cleanup: Clang-tidy: modernize-redundant-void-argAaron Carlisle
2022-01-05Cleanup: Remove unused code (USE_COLOR_U32)Jeroen Bakker
2022-01-03Cleanup: Clang tidyHans Goudey
2021-12-30Cleanup: clang-tidy modernize-redundant-void-argAaron Carlisle
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-25Fix T94362: GPUMaterialTexture references freed ImageUserJacques Lucke
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
2021-12-25Cleanup: use new c++ guarded allocator APIAaron Carlisle
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-18GPU: add memory barriers for vertex and index buffersKévin Dietrich
This adds memory barriers to use with `GPU_memory_barrier` to ensure that writes to a vertex or index buffer issued before the barrier are completed after it, so they can be safely read later by another shader. `GPU_BARRIER_VERTEX_ATTRIB_ARRAY` should be used for vertex buffers (`GPUVertBuf`), and `GPU_BARRIER_ELEMENT_ARRAY` should be used for index buffers (`GPUIndexBuf`). Reviewed By: fclem Differential Revision: https://developer.blender.org/D13595
2021-12-17GPU: Sort SSBOs In Shader Interface.Jeroen Bakker
SSBOs weren't sorted, but other types were. This was an oversight when SSBOs were introduced (GPU compute pipeline). Issue identified by @fclem.
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
2021-12-14Cleanup: resolve parameter mis-matches in doc-stringsCampbell Barton
Renamed or removed parameters which no longer exist.
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
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
2021-12-09Cleanup: move public doc-strings into headers for 'gpu'Campbell Barton
Ref T92709
2021-12-08Cleanup: Clang-Tidy modernize-redundant-void-argAaron Carlisle
2021-11-30Cleanup: capitalize NOTE tagCampbell Barton
2021-11-25Merge branch 'blender-v3.0-release'Philipp Oeser
2021-11-25Fix T92609 Default Compositing tab shows red overlay when stereoscopy is ↵Clément Foucault
turned on This was caused by the drawing not being done on the right frammebuffer.
2021-11-20Merge branch 'blender-v3.0-release'Brecht Van Lommel
2021-11-20Fix T92090: Eevee crash with Intel HD 4000 and macOS 10.15.7Brecht Van Lommel
A recent security update to macOS 10.15.7 causes crashes when using Eevee and various other 3D viewport features. It appears that glGenerateMipmap is broken, causing a crash whenever its commands are flushed/submitted to the GPU. Ideally this would be fixed in a driver update, however it's unlikely this will happen. Earlier macOS versions have been receiving security updates for 2 years, and that window has just passed for 10.15. Further, computers with these GPUs can't upgrade to a newer macOS version. As a workaround, disable mipmaps on these GPUs, by setting the mipmap max level to 0 and not calling glGenerateMipmaps. Effects like depth of field also use mipmaps, but fill in the mip levels by other means. In those cases we keep the mipmap level. Differential Revision: https://developer.blender.org/D13295