Commit Graph

112 Commits

Author SHA1 Message Date
1c91b6ee29 UVEdit: Port texpaint_loop_wire to batch request
This removes code duplication and put an end to the old "create at request"
batch creation.

Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.

Also fixes the modified uv display in uv edit mode.
2019-01-11 16:00:23 +01:00
621a6d4a5d UVEdit: Add back uv angle stretch aspect correction
This is now done in shader so that the batches are shared across ImageUV
areas.
2019-01-11 16:00:23 +01:00
1459a70489 GPUShader: Cleanup Unused shaders 2019-01-11 16:00:23 +01:00
9d19ff9076 GPUShader: Add selection id shader
This is to separate id drawing from standard color drawing.
2019-01-11 16:00:23 +01:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
bb83bd773c Cleanup: Remove old smoke drawing code 2018-10-09 19:08:25 +02:00
a2d633316b Cleanup: Remove some unneeded code
Reviewers: fclem

Differential Revision: https://developer.blender.org/D3767
2018-10-04 18:54:08 +02:00
781995a09c Edit UVs: Refactor drawing Edit UV in Image Editor
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.

We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.

Update could be more granular (and a bit faster) but it's not our main
concern ATM.

This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
2018-10-01 15:14:46 +02:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
19f46c6ac0 Weight Paint: Multiply overlay on the mesh
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3727
2018-09-24 17:10:29 +02:00
Dalai Felinto
425cfdd5be GPU Python API: shader.uniform_float
The existing alternative is to use a buffer and call
uniform_vector_float which is overkill for such a simple operation.
2018-09-20 19:51:06 +00:00
3f20b3b585 Cleanup: use r_ prefix for return args 2018-09-15 10:34:59 +10:00
1287965089 GPU module: Initial implementation of the gpu.shader submodule.
Differential Revision: https://developer.blender.org/D3688
2018-09-14 09:46:19 -03:00
39fabaddfd GPU: Remove residue of OpenSubdiv
Was done more like a hack on top of old drawing pipeline.
Should be re-implemented to fit new draw manager closer.
2018-09-12 14:30:28 +02:00
ae57383648 Cleanup: comment blocks 2018-09-02 18:28:27 +10:00
34b3d6e2f8 UI: Optimize the area border drawing
It is was not really a bottleneck but it was triggering my OCD when 1/3rd
of the drawcalls in a normal scene were basically only caused by this.
2018-08-23 22:29:45 +02:00
4a3348cfe0 GPUShader: Remove some of the unused shaders
keeping GPU_SHADER_SMOKE until other occurences are removed.
2018-08-14 21:46:13 +02:00
8f6ff3adfa GPUShader: Add name for debugging & identifying shaders. 2018-08-02 18:33:49 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
0f97718c10 DRW: Add option to only resolve framebuffer colors without depth test 2018-07-30 14:18:55 +02:00
428743a9b0 Cleanup: style for GPU module 2018-07-18 23:10:31 +10:00
Dalai Felinto
ccabb26082 OpenGL: documentation for the builtin GPU shaders
This is intended to help developers to know how and when to use each shader.
There are plenty of undocumented shaders, but it's a matter of filling them in.

The script I used to quickly find the related shaders for a const is: P700

Original patch: D2318
2018-05-23 16:02:53 +02:00
a25856f2a8 GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
2018-05-16 16:58:32 +02:00
1677ea89c7 Metaball: Move handles shader to draw/modes/shader and reference them in draw_common.c 2018-05-03 09:11:02 -03:00
73cb83d48f GPUShader: Remove unused envelope shaders. 2018-05-02 20:49:38 +02:00
12570c7373 GPUShader: Add GPU_SHADER_2D_IMAGE_MULTISAMPLE_2/4/8/16
This shader is used instead of blitting back and forth to a single sample
buffer.

This means it resolves the color and depth samples and outputs a fragment
which can be depth tested and blended on top of an existing framebuffer.

We do static shader variation with manual loop unrolling for performance
reason. In my test I get 25% more perf with intel integrated gpu and 75%
performance gain with dedicated nvidia card compared to a single shader
with a uniform for sample count.
2018-05-02 20:49:38 +02:00
c490428bd4 UI: desaturate toolbar icons that the mouse is not over.
This does not look great with light toolbar buttons as in the default,
so consider this a work in progress.
2018-04-26 16:37:59 +02:00
c754ddf395 Remove unused shader
Originally added for icon drawing, no longer used.
2018-04-22 08:57:56 +02:00
c23f33ac9e View3D: Atenuate banding artifacts on background gradient.
Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.

Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
2018-04-21 16:49:38 +02:00
bc11cb3daa UI: Support for runtime geometry icons 2018-04-20 15:26:06 +02:00
60b33ea327 GPU: Add GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE.
Will be used for probe outline id drawing.
2018-04-17 13:24:48 +02:00
fcb4aaf7a9 GPUShader: Add GPU_SHADER_2D_WIDGET_BASE_INST shader.
This will let us draw multiple widget base at once.
2018-04-06 14:22:20 +02:00
4a73127a2b UI: Perf: Improve ui_draw_dropshadow.
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch.

This mean less overdraw and less drawcalls.

I had to hack the opacity falloff curve manually to get approximatly the
same result as previous technique. I'm sure with a bit more brain power
somebody could find the perfect function.
2018-04-06 10:25:53 +02:00
d48597eb54 GPUShader: Add 2D Nodelink shader.
Special shader to draw nodelinks for the node editor.

We only pass bezier points to the GPU and vertex position is handled inside
the vertex shader.
The arrow is also part of the batch to avoid separate drawcalls for it.

We still draw 2 pass one for shadow and one for the link color on top.

One variation to draw instances of theses links so that we only do one
drawcall.
2018-04-05 16:08:46 +02:00
c77870fc78 UI: Perf: Batch icons drawcalls together.
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.

Using glUniform is way faster than using imm for that matter.

Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
2018-03-31 19:43:22 +02:00
4241d6a9cc BFL: Fix broken vertical texts.
I've made a separate version of the geom shader that works with full
3D modelviewmat.

This commit also includes some fixup inside blf_batching_start().
2018-03-30 22:50:17 +02:00
ba9c2746b6 GPUShader: Add specialized widget base shader.
This vertex shader let us draw widgets with batches instead of imm calls.
2018-03-29 14:22:50 +02:00
637993fafe UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
2018-03-28 00:05:51 +02:00
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
13261304a3 DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-02-26 19:41:17 +01:00
fa0e89b9e8 Metalball drawing: rename mball helpers to handles
and also rename some related functions
2018-02-16 02:01:09 -02:00
e9b1163162 Code cleanup: stop using rectangle textures in window draw, simplify code. 2018-02-13 20:02:31 +01:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
f7db1a4366 Gawain: Make common uniforms become builtins
This improves eevee's cache performance by 13% in my test.
2017-10-08 15:49:25 +02:00
7c96f613e4 DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.

This resolves a problem where selection was limited
to immediate-mode buffer size.
2017-08-17 06:34:02 +10:00
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
5dd9e17266 DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
23f256b24b DwM: Armature: add solid envelope bone drawing.
Envelope bones are now pretty much identical to old drawing code.

Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
3c799ba801 DwM: Armature: Add distance outline and wire drawing of envelope bones.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.

Some notes:

I did not try to implement the 'capsule' approach suggested by @fclem, because:
  1. I spent enough time on this already, and finally got something working.
  2. I managed to get rid of geometry shader completely.
  3. Current approach allows us to use same shader for
     distance outline and envelope wire.

It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
2017-05-17 12:34:06 +02:00
3fbafaffa1 Eevee: Add tonemapping using ocio.
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11 16:29:35 +02:00