We need to move the render result logic outside the render engine code.
It makes no sense for Eevee/Clay/... to have to re-implement the render resilt
creation logic. Beside the original implementation really got it wrong, by
ignoring the different render layers needed for the final render.
Finally, there is no need to re-create the logic for views. So this was also
fixed.
Note 1: This will break still if the depsgraph of the needed view layers is not
updated / created. We need to address this separately. For now if users want
to test this, just show each view layer in the viewport at least once.
Note 2: We are still getting depsgraph from scene and creating if needed.
`BKE_scene_get_depsgraph(scene, view_layer, true);` according to Sergey we need
to move the render depsgraph for the Render struct instead. I will do it
separately as well.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.
This is in prevision of the VAO manager patch.
This manager allows to distribute existing batches for instancing
attributes. This reduce the number of batches creation.
Querying a batch is done with a vertex format. This format should
be static so that it's pointer never changes (because we are using
this pointer as identifier [we don't want to check the full format
that would be too slow]).
This might make the original Instance Data manager useless but it's currently used by DRW_object_engine_data_ensure().
Theses batches keeps their memory chuck allocated after transfer to be reused and updated very often.
NOTE: This commit break instancing in DRW. (it's fixed in the next commit)
This was caused by dupli's ObjectEngineData that were not free.
This allocates the data using the instance data manager (no alloc/free between frames). Though the data should be treated as not persistent in this case.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.
A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
General idea of the fix: skip the whole draw manager callback madness which
was used to tag object's engine specific data as dirty. Use generic recalc
flag in ObjectEngineData structure instead. This gives us the following
benefits;
- Sovles mentioned bug report.
- Avoids whole interface lookup for opened viewports for EVERY changed ID.
- Fixes missing updates when viewport is temporarily invisible.
Reviewers: dfelinto, fclem
Differential Revision: https://developer.blender.org/D3028
Main idea is to make specific engine types be a subclass of generic
ObjectEngineData structure.
This required following changes:
- Have extra size argument to engine data allocation function.
Not sure whether there is less error-prone way of doing this.
- Add init() callback to engine data allocation function.
Additionally, added some extra checks to Eevee's engine data getters, so we do
not silently cast lamp data to lightprobe data.
Reviewers: dfelinto, fclem
Differential Revision: https://developer.blender.org/D3027
`gpu_texture_try_alloc` invalidates zero-sized textures.
The message in the console is not correct in this case (because it is not due to lack of memory).
This optimisation only works if no material in the scene require the AO pass.
For this either set the AO distance to 0 or both Cavity and Edges factors to 0.
This double the performance of scenes with very high triangle count.
This is because certain part of the engine may require a blank framebuffer to bind textures to.
This is the case when using only array textures, unsupported by DRW_framebuffer_init().
Instead of creating non temp textures only at framebuffer creation, we create them and bind them if their pointer is NULL.
This should simplify the framebuffers creation code.
This modify the selection code quite a bit but it's for the better.
When using selection we use the same batching / instancing process but we draw each element at a time using a an offset to the first element we want to draw and by drawing only one element.
This result much less memory allocation and better draw time.