Commit Graph

3865 Commits

Author SHA1 Message Date
e52fd904e8 Merge branch 'blender-v3.3-release' 2022-08-17 15:45:25 +10:00
95fd163074 Cleanup: spelling in comments 2022-08-17 15:43:17 +10:00
1f2a5fea87 Cleanup: strip blank lines around comment blocks 2022-08-17 12:51:07 +10:00
42179fed71 GPU: ShaderCreateInfo: Use variadic template instead of default arguments
This should reduce the issue described in T100431.
This is also cleaner and without arbitrary argument limit.
2022-08-16 11:55:10 +02:00
b43b62191c EEVEE-Next: HiZ Buffer: New implementation
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.
2022-08-15 18:36:19 +02:00
8ffc11dbcb Cleanup OpenGL linking and related code after libepoxy merge
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
2022-08-15 16:47:20 +02:00
a296b8f694 GPU: replace GLEW with libepoxy
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
2022-08-15 16:10:29 +02:00
12e5b92c9c Cleanup: fix typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680
2022-08-15 13:48:50 +02:00
67d7792503 EEVEE-Next: Light: New light module
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.
2022-08-14 20:40:04 +02:00
4b14fea38e GPU: Fix shader builder compilation
Was missing a stub.
2022-08-14 20:40:04 +02:00
886768a699 CMake: correct linking order regression
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]: 19b5524d1c
2022-08-12 22:13:50 +10:00
2480b55f21 Mesh: Move hide flags to generic attributes
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
2022-08-11 12:59:06 -04:00
32c8a28720 Cleanup: spelling in comments 2022-08-11 09:51:19 +10:00
40c45985a9 Realtime Compositor: Add basic distort nodes
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
2022-08-10 10:30:27 +02:00
c014021802 Realtime Compositor: Add basic matte nodes
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
2022-08-10 10:21:18 +02:00
b5df7a02ac Realtime Compositor: Add basic convert and vector nodes
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
2022-08-10 10:09:35 +02:00
6109ad6cce Realtime Compositor: Add basic color nodes
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
2022-08-10 09:58:44 +02:00
365fbb447e Realtime Compositor: Add basic output nodes
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
2022-08-10 09:40:07 +02:00
624b0ac656 Realtime Compositor: Add evaluator and engine
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
2022-08-10 09:14:22 +02:00
77f41da5f1 Cleanup: spelling 2022-08-10 16:23:11 +10:00
4ab6baefb1 Cleanup: Move draw_cache_impl_pointcloud.c to C++ 2022-08-09 11:10:44 -05:00
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
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.
2022-08-09 15:45:46 +02:00
2e4727e123 GL: Fix error messages missing end of line 2022-08-09 15:45:46 +02:00
19b5524d1c Cleanup: sort cmake file-lists 2022-08-09 13:37:29 +10:00
8d080013f5 Fix T100285: Shader value node always outputs zero
The shader value node always outputs zero in some cases even when its
value is not zero.

This is caused by b639e60864. 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
2022-08-08 17:31:25 +02:00
6089a96be2 Cleanup: spelling, code-blocks 2022-08-04 07:54:29 +10:00
c9821b6c01 Fix compile issue in recent commit.
fallthrough in case statement.
2022-08-03 08:25:41 +02:00
Angus Stanton
ea70687dd5 Image: Display GPU layout in uiTemplateImageInfo
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
2022-08-03 08:15:12 +02:00
f4fe3fb09b EEVEE-Next: Depth Of Field: Port implementation to compute shader
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).
2022-08-02 21:53:17 +02:00
04d43e8dbb GL: Remove lingering image binds
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.
2022-08-02 21:53:17 +02:00
d629402054 GL: Compute: Fix indirect compute barrier and unbind
This path is not used by any existing code so it isn't necessary to
backport.
2022-08-02 21:53:17 +02:00
1e5ab041d7 GPUBatch: Add GPU_batch_draw_indirect
This allows rendering a batch with parameters computed by the GPU.

Contains GL backend implementation.
2022-08-02 21:53:17 +02:00
2ba2efc296 Cleanup: Simplify arguments to sculpt draw functions
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
2022-08-02 13:32:45 -05:00
577a2a5dbe Merge branch 'blender-v3.3-release' 2022-08-01 15:24:48 +02:00
f08ea76db5 GPU: Fix failing compute tests.
Tests created GPUTextures with incorrect mipmaps.
2022-08-01 15:23:53 +02:00
e0603f77af Merge branch 'blender-v3.3-release' 2022-08-01 15:02:31 +02:00
e9586b14b7 Eevee: Add support of rendering curves with cryptomatte.
There were 2 errors.
1. hair code was used to draw curves
2. vertex shader wasn't aware of curves and failed to compile.
2022-08-01 15:00:47 +02:00
b639e60864 Realtime Compositor: Add needed GPU module changes
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
2022-07-29 08:47:52 +02:00
1e0aa2612c EEVEE-Next: Motion Blur new implementation
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.
2022-07-28 17:01:05 +02:00
1998269b10 Refactor: Extract color attributes as generic attributes
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
2022-07-26 08:37:38 -05:00
412d93c298 GPU: Fix compilation with WITH_GPU_BUILDTIME_SHADER_BUILDER option 2022-07-21 15:50:35 +02:00
d6faee2824 Cleanup: format 2022-07-21 17:45:36 +10:00
46a2592eef Cleanup: spelling in comments, typos in tool-tips 2022-07-21 13:21:53 +10:00
9246ff373a Metal: Add license header to new files 2022-07-19 17:14:39 +02:00
Jason Fielder
9835d5e58b Metal: MTLUniformBuffer module implementation
Initial implementation.

Authored by Apple: Michael Parkin-White
Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15357
2022-07-19 17:12:39 +02:00
Jason Fielder
6bba4d864e Metal: MTLQueryPool implementation adding support for occlusion queries.
When a query begins, the current visibility result buffer needs to be
associated with the currently active Render Pass. The MTLContext and
MTLCommandBuffer are responsible for ensuring new render pass objects are
created if the visibility state changes.

Authored by Apple: Michael Parkin-White
Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15356
2022-07-19 17:02:15 +02:00
Ethan-Hall
44f1495b57 EEVEE: use mipmaps of compressed textures (DDS)
Currently Blender generates mipmaps that override the existing ones.
This patch disables generating new mipmaps for compressed textures.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14459
2022-07-19 15:20:53 +02:00
bf49e6040c Fix error in assertion after 92a99c1496 2022-07-16 16:12:48 +10:00
92a99c1496 Fix Eevee backround render crash after recent changes from D15463
Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.

Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.

Ref D15463, D15465
2022-07-15 19:11:07 +02:00
c505f19efe Fix compiler error in debug builds after 1cf465bbc3 2022-07-15 16:52:01 +02:00