Commit Graph

2464 Commits

Author SHA1 Message Date
b13bf8556b Cleanup: clang-format 2022-02-22 10:08:38 +11:00
dde5cc6670 Cleanup: Use curves wrapper 2022-02-21 17:06:17 -05:00
ddf189892c Cleanup: Rename original curve object type enum
This commit renames enums related the "Curve" object type and ID type
to add `_LEGACY` to the end. The idea is to make our aspirations clearer
in the code and to avoid ambiguities between `CURVE` and `CURVES`.

Ref T95355

To summarize for the record, the plans are:
- In the short/medium term, replace the `Curve` object data type with
 `Curves`
- In the longer term (no immediate plans), use a proper data block for
  3D text and surfaces.

Differential Revision: https://developer.blender.org/D14114
2022-02-18 09:50:29 -06:00
af308049bc Merge branch 'blender-v3.1-release' 2022-02-18 14:55:54 +01:00
8b4da9a191 Fix strict compilation warnings 2022-02-18 10:14:34 +01:00
43b40f7bde Merge remote-tracking branch 'origin/blender-v3.1-release' 2022-02-17 08:41:01 +01:00
be3047c500 Fix T95827: vertex groups do not display correctly with GPU subdivision
Issue caused by 993839ce85 which modified
the coarse face flags update function, but forgot the case where we have
a mapped extraction with no BMesh.
2022-02-17 08:40:38 +01:00
401383f245 Fix vertex groups not rendering properly with GPU subdivision
This was missing the BMesh case. Issue found while investigating T95827.
2022-02-17 08:38:12 +01:00
c324cf1539 Curves: Further implementation of new curves data structure
The general idea here is to wrap the `CurvesGeometry` DNA struct
with a C++ class that can do most of the heavy lifting for the curve
geometry. Using a C++ class allows easier ways to group methods, easier
const correctness, and code that's more readable and faster to write.
This way, it works much more like a version of `CurveEval` that uses
more efficient attribute storage.

This commit adds the structure of some yet-to-be-implemented code,
the largest thing being mutexes and vectors meant to hold lazily
calculated evaluated positions, tangents, and normals. That part might
change slightly, but it's helpful to be able to see the direction this
commit is aiming in. In particular, the inherently single-threaded
accumulated lengths and Bezier evaluated point offsets might be cached.

Ref T95355

Differential Revision: https://developer.blender.org/D14054
2022-02-16 11:32:37 -06:00
1efb8e215e Merge remote-tracking branch 'origin/blender-v3.1-release' 2022-02-15 17:53:51 +01:00
48b26d9c2e Fix T95697: GPU subdivision ignores custom normals
Similarly to the CPU subdivision, we interpolate custom loop normals
from the coarse mesh, and this for the final normals.
2022-02-15 17:53:22 +01:00
430ced76d5 GPU subdiv: fix custom data interpolation for N-gons
Not all coarse vertices were used to compute the center value (off by
one), and the interpolation for the current would always start at the
base corner for the base face instead of the base corner for the current
patch.
2022-02-15 17:53:12 +01:00
9d01358a68 Cleanup: unused argument warnings 2022-02-15 13:04:31 +11:00
15141ec19a Merge remote-tracking branch 'origin/blender-v3.1-release' 2022-02-14 14:49:11 +01:00
993839ce85 Fix T95177: GPU subdiv crashes mirror modifier in edit-mode
The issue has two causes: on one hand origin indices were not handled
properly, on the other hand the extraction type (Mesh, BMesh, or mapped)
was not detected correctly.

For the second case reuse the MeshRenderData creation from the coarse
code path so that we make the same decisions. Loose geometry extraction
had to be updated to properly handle the BMesh cases.

For the origin indices, in some cases (for edges and faces), the arrays
used by the subdivision code already have the origin indices baked into
them, so mapping them a second time through the origin index layer is
wrong, and could cause out of bounds accesses.

For vertices especially, we would use two arrays: one for mapping
subdivision vertices to coarse vertices, and another one to map coarse
vertices to subdivision loops used for the selection index buffer. The
second one is now removed (which saves a bit of memory) as it is did not
have the proper data setup for use with the origin indices and we can
easily compute it using the first array anyway.
2022-02-14 14:48:44 +01:00
2d231f837a Merge branch 'blender-v3.1-release' 2022-02-11 20:51:27 +09:00
675f38aca7 Fix excessive re-creation of VR viewport textures
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.

This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.

Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).

Reviewed By: jbakker, fclem

Differential Revision: https://developer.blender.org/D14059
2022-02-11 20:46:55 +09:00
fe55789b6f File headers: manually convert files to use SPDX headers
Also add BSD-2-Clause to SPDX license list.
2022-02-11 15:15:49 +11:00
281ba8a063 File headers: add missing copyright, add MIT to SPDX licenses 2022-02-11 14:56:03 +11:00
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
b73c265974 Merge branch 'blender-v3.1-release' 2022-02-10 16:04:50 +01:00
94f0230230 Fix T95666: Crash when attempting multires linear subdivide
The crash was happening when the mesh had loose edges.

Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
2022-02-10 15:51:19 +01:00
fe1816f67f Curves: Rename "Hair" types, variables, and functions to "Curves"
Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".

This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.

The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.

Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
  existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
  since that is also used by the old hair particle system.

Differential Revision: https://developer.blender.org/D14007
2022-02-07 11:56:48 -06:00
48fbf0baea DRW: Add preprocessor error if including common_view_lib.glsl without draw_view
This avoid making include mistake and potentially detect areas that do
not really need common_view_lib.glsl.
2022-02-06 01:25:46 +01:00
26b70fce8a GPU: move gpu_shader_shared_utils.h to the public section of the module
This is then easier to include in other modules.
2022-02-05 22:42:34 +01:00
cbd23a7304 DRW: Fix memory leak in UniformArrayBuffer 2022-02-05 13:59:46 +01:00
a5e9f9b346 DRW: Fix a comment 2022-02-04 18:54:32 +01:00
7b88a206b2 DRW: Add DRW_UNUSED_RESOURCE_TRACKING for ubo and ssbo
When uncommented, this option will make any call binding a resource that is
not present in the shader produce a warning message with its origin.
2022-02-04 18:54:32 +01:00
9aa25ff53d DRW: Add compute_ref calls, barriers calls, and vertex_buffer_ref
- Compute ref let the size of dispatch be modified just before drawing.
- Barrier call makes it possible to chain multiple compute passes in one pass.
- DRW_shgroup_vertex_buffer_ref is the analog of DRW_shgroup_uniform_block_ref.
2022-02-04 18:54:32 +01:00
665997f1cd DRW: Fix bug in cubemap creation in draw::Texture
The order of if clause made impossible to create a cubemap.
2022-02-04 18:54:32 +01:00
e7912dfa19 Attributes: Infrastructure for generic 8-bit integer data type
This commit adds infrastructure for 8 bit signed integer attributes.
This can be useful given the discussion in T94193, where we want to
store spline type, Bezier handle type, and other small enums as
attributes.

This is only exposed in the interface in the attribute lists, so it
shouldn't be an option in geometry nodes, at least for now.
I expect that this type won't be used directly very often, it
should mostly be cast to an enum type. However, with support
for 8 bit integers, it also makes sense to add things like mixing
implementations for consistency.

Differential Revision: https://developer.blender.org/D13721
2022-02-04 10:29:11 -06:00
f59767ff97 Curves: Changes to the new curves data-block
This patch refactors the "Hair" data-block, which will soon be renamed
to "Curves". The larger change is switching from an array of `HairCurve`
to find indices in the points array to simply storing an array of offsets.
Using a single integer instead of two halves the amount of memory for that
particular array.

Besides that, there are some other changes in this patch:
- Split the data-structure to a separate `CurveGeometry`
  DNA struct so it is usable for grease pencil too.
- Update naming to be more aligned with newer code and the style guide.
- Add direct access to some arrays in RNA
-- Radius is now retrieved as a regular attribute in Cycles.
-- `HairPoint` has been renamed to `CurvePoint`
-- `HairCurve` has been renamed to `CurveSlice`
- Add comments to the struct in DNA.

The next steps are renaming `Hair` -> `Curves`, and adding support
for other curve types: Bezier, Poly, and NURBS.

Ref T95355

Differential Revision: https://developer.blender.org/D13987
2022-02-03 10:49:51 -06:00
d82372aee3 Cleanup: spelling in comments 2022-02-02 13:53:46 +11:00
f39ade9e00 GPUShader: Rename createInfo storage Qualifiers
Using opt-in instead of opt-out to make code easier to read.
Add combined flag enum.
Making restrict an inverse flag option because it is so rare to
use it.
2022-02-01 19:05:22 +01:00
2110e271f5 Merge branch 'blender-v3.1-release' 2022-02-01 17:53:19 +01:00
b03fb70eff Silence draw manager warning.
This message isn't useful for users so silenced it.
2022-02-01 13:50:19 +01:00
f8713aae5e Cleanup: Remove unused datatoc definitions. 2022-02-01 12:14:52 +01:00
34449ba9a6 Merge branch 'blender-v3.1-release' 2022-02-01 11:04:38 +01:00
146618fb22 Fix T95376: Fix crash when switching to UV workspace.
Can also happen in other places when the overlay engine is active. Some
parts of the overlay engine uses builtin shaders, but disable the color
space conversion to the target texture.

Currently there the overlay engine has its own set of libraries it could
include and defined a macro to pass-throught the color space conversion.

The library include mechanism currently fails when it couldn't find the
builtin library in the libraries of the overlay engine. This only
happened in debug mode.

This change will not fail, but warns the developer if a library could
not be included. In the future this should be replaced by a different
mechanism that can disable the builtin library. See {T95382}.
2022-02-01 08:38:34 +01:00
012e41fc8b Cleanup: use our own conventions for tags in comments 2022-01-31 10:49:59 +11:00
9f6b19526d Cleanup: spelling in comments
Also minor wording improvements.
2022-01-28 14:52:47 +11:00
a21f1e81e0 DRW: Fix some issues with DRW_gpu_wrapper.hh
- Fix assert on size.
- Fix void * casting.
- Pass extent by values.
- Add swap function to avoid letting the types copyable.
- Add back the GPUTexture * operator on TextureFromPool.
2022-01-27 18:46:01 +01:00
658ae5d63f DRW: Fix DRW_gpu_wrapper.hh
The UBYTE datatype is not supported by the clear fallback. Also fix vector
types headers.
2022-01-27 17:05:02 +01:00
aa2164da33 Cleanup: Fix const correctness warning 2022-01-27 15:26:43 +01:00
6f1ab97c53 Cleanup: Add more const correctness to some functions
These are functions that are used by eevee-rewrite which has more strict
const correctness.
2022-01-27 14:59:37 +01:00
5abab0a41a GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
2022-01-27 08:54:24 +01:00
57dfec79f4 DRW: Fix builtin uniform name mismatch
This lead to severe unreported regression, like volume rendering broken
in workbench.
2022-01-26 19:09:05 +01:00
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
2022-01-26 12:46:37 +01:00
c813a1b358 Cycles: add Point Info node
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
2022-01-25 17:14:20 +01:00
Jeroen Bakker
3f42417cd4 Draw: Migrate hair refine compute shader to use create info.
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13915
2022-01-25 14:46:45 +01:00