Commit Graph

220 Commits

Author SHA1 Message Date
6b03621c01 DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.

Timings before: between 0.000069s and 0.000362s.
Timings after:  between 0.000032s and 0.000092s.

Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.

Future improvements are possible by generating the index buffer
of hair directly on the GPU.

NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-28 08:16:26 +02:00
2c607ec2f6 Revert "DrawManager: Use Compute Shader to Update Hair."
This reverts commit 8f9599d17e.

Mac seems to have an error with this change.
```
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
                 ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
                 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
                 ERROR: make: *** [all] Error 2

```
2021-05-26 20:32:05 +02:00
Jeroen Bakker
8f9599d17e DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses tranform feedback.

Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s
Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s
Timings compute shader between 0.000032 and 0.000092s

Future improvements:
* Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-26 17:03:37 +02:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
7b45850eac Cleanup: spelling 2021-01-21 10:59:50 +11:00
54f89e8704 Cleanup: docy comments beginning with '/**' don't end with '**/' 2021-01-04 17:38:11 +11:00
5af9b9f45b Merge branch 'blender-v2.91-release' 2020-11-04 14:14:38 +01:00
3ffa0452af Fix T67832: Camera Background Images View Transform
This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7067
2020-11-04 14:13:24 +01:00
6fdcca8de6 Materials: add custom object properties as uniform attributes.
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
2020-11-03 16:35:44 +03:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
fafc1fbd7f Fix T80107 Selection: Regression in Box selection
The Draw State now needs to be in sync with what the selection
code set. We query the state just before locking it.
2020-09-16 01:40:45 +02:00
136bdb561b GPU: Add Image Load Store extension support
This wraps the functionality used to speedup EEVEE volumetrics.

This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
2020-09-12 15:29:54 +02:00
6b436b80a4 GPU: Rename gpu_extensions to gpu_capabilities
This makes more sense as this module has more to it than just
GL extensions.
2020-09-07 19:37:05 +02:00
7ffff04e49 GPUVertBuf: Make GPUVertBuf private to the GPU module
This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
2020-09-06 22:13:06 +02:00
53a806f6df GPU: Move UBO binding validation to GL backend
This also make the validation quicker by tracking the currently
bound slots.
2020-09-01 12:03:52 +02:00
f3a65a1b4a GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990.

This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.

There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.

Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.

This also adds support for naming framebuffers but it is currently not
used.
2020-08-30 13:11:02 +02:00
Jeroen Bakker
3198fec1fe Fix T80160: Workbench shadows are broken
In recent refactoring {a9f2ebb21508} an issue was introduced that the
opengl rasterizer would be disabled when only writing to a stencil
buffer.

This fix adds stencil writing to the write mask and set it. This makes
the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be
enabled in `GLStateManager::set_write_mask`.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8743
2020-08-28 14:38:33 +02:00
a204324966 DRW: Fix state not being locked
Regression introduced by rBe12c08e8d170b7ca40f204a5b0423c23a9fbc2c1
2020-08-22 01:42:15 +02:00
220fbdf593 GPUShader: Make GPUShader* an opaque pointer to blender::gpu::Shader
This avoids the misleading inheritance.

Also cleanup by setting the blender::gpu::Shader as active shader to
avoid some casting.
2020-08-21 14:16:42 +02:00
7edd8a7738 GPUUniformBuf: Rename struct and change API a bit
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
2020-08-21 14:16:42 +02:00
5e65498e3d DRW: Remove some more direct gl state modification. 2020-08-20 16:11:14 +02:00
d412a5e6fa DRW: Fix crash drawing gpencil 2020-08-19 11:54:05 +02:00
adca09b643 GPUState: Port default state to StateManager constructor 2020-08-18 21:30:11 +02:00
a9f2ebb215 Cleanup: DRW: Use GPUState instead of raw opengl calls
Should not break anything! Huh!
2020-08-18 21:30:10 +02:00
216d78687d GPUShader: GL backend isolation 2020-08-18 21:30:09 +02:00
854c999d82 GPUShader: Change shader state tracking to be part of the GPUContext
This remove the use of batch->program and replace it with batch->shader.

This will allow GL abstraction latter.
2020-08-13 14:20:23 +02:00
186abf7d3b GPUBatch: Remove usage of gl_prim_type outside of GPU module 2020-08-13 14:20:23 +02:00
38ef35b1ed GPUDrawList: GL backend isolation 2020-08-13 14:20:23 +02:00
171e77c3c2 Cleanup: use array syntax for sizeof with fixed values
Also order sizeof(..) first to promote other values to size_t.
2020-08-08 13:38:00 +10:00
156448ba4b Cleanup: Draw, Clang-Tidy else-after-return fixes (incomplete)
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.

No functional changes.
2020-08-07 12:01:40 +02:00
19175f4757 GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle 2020-07-30 13:28:50 +02:00
56d0a554a8 GPU: Move gpu_uniformbuffer.c to C++
This also rewrite and simplify the module a bit.
2020-07-29 15:03:02 +02:00
4c28b1c74e Cleanup: GPU: Encapsulate clipDistances
This also remove some non functionnal state changes that were left
from legacy code.
2020-07-18 03:43:52 +02:00
5099cbeec9 Cleanup: GPU: Move depth/color masks functions to GPU_state 2020-07-16 18:01:44 +02:00
ba5b303c88 DRW: Fix T77370: Redundant anti aliasing/blur effect 2020-06-04 21:28:19 +02:00
0f32029522 Fix T77315 Overlay: Selection Highlighting not working with complex scene
Was caused by a UBO bind to the wrong slot.
2020-06-04 12:57:26 +02:00
96eab08755 DRW: Always unbind texture after drawing
This fix issues with the image editor
2020-06-03 16:24:04 +02:00
866e067d65 GPUTexture: Add support for binding textures with custom sampler states 2020-06-03 16:18:50 +02:00
0e14eb7b31 Cleanup: DRW: Remove support for ModelViewProjectionMatrix
This has been replace by manual model+viewproj transform inside the shader.
2020-06-03 11:02:56 +02:00
a1f9eebc0b DRW: Remove automatic bind locations and use hardcoded locations for textures
This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.

This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.

All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.

Since unbinding can be heavy we only do it when using `--debug-gpu`.
2020-06-02 23:44:22 +02:00
b18c2a3c41 EEVEE: Refactor of eevee_material.c
These are the modifications:

-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.

One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.

The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)

Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7642
2020-06-02 16:58:07 +02:00
38cfcdd51b DRW: Remove defered uniform creation 2020-06-02 16:46:38 +02:00
973e1f9d9a Cleanup: use term 'attr' instead of 'attrib'
This was already the case in most parts of the GPU API.
Use full name for descriptive-comments.
2020-04-03 17:25:58 +11:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
21f016f010 DrawManager: Pack Draw State Bits
Some draw state bits are mutual exclusive. This patch will free some
draw state bits by packing the mutual exclusive bits in a mask.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D7088
2020-03-12 09:35:27 +01:00
8b2072868d Cleanup: spelling 2020-03-11 21:39:56 +11:00
bf1b323b15 DRW: Fix wrong test condition
Fixes the warning: address of array 'cmd->draw.batch->inst' will
always evaluate to 'true'
2020-03-10 04:47:37 +01:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
598ab525da Cleanup: Replace ABS/SQUARE/CUBE with function calls
While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.

There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).

For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.

Differential Revision: https://developer.blender.org/D7051
2020-03-09 14:47:59 +01:00
67cbce0b02 DRW: Fix facing reset when drawing with inverted camera 2020-02-20 00:03:26 +01:00