Commit Graph

165 Commits

Author SHA1 Message Date
361bc2bc50 Particle edit: Make visibility check to be per-particle system
This way we can see other particle systems while combing another one.
2018-05-15 17:20:02 +02:00
ef49a587d4 DRW: Add DRW_UNIFORM_FLOAT_COPY and DRW_UNIFORM_BOOL_COPY.
And also use a union instead of forcing the cast to void*.
2018-05-11 19:00:32 +02:00
10b9c86c80 DRW: Add DRW_view_layer_engine_data_ensure_ex. 2018-05-11 19:00:32 +02:00
f74c604646 Remove unused functions which will break with copy-on-write 2018-05-11 12:49:25 +02:00
327789eaf8 Draw manager: Add utility function to check whether particle systems are to be drawn 2018-05-11 12:49:25 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
29c650c3cc DRW: Add DRW_pass_state_add and DRW_pass_state_remove 2018-05-07 17:00:10 +02:00
2bc0c4ec59 DRW: Add DRW_STATE_WIRE_SMOOTH to draw smooth wires.
This is only useful if depth test/wire is disabled.
2018-05-06 18:36:47 +02:00
bb063ec31e DRW: Add DRW_viewport_far/near_distance_get functions. 2018-05-04 19:09:12 +02:00
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
ffca77814e DRW: Add plane culling test.
Usefull to see if the view frustum is totally behind a plane.
2018-05-03 16:08:14 +02:00
a56561dcd2 DRW: Make use of new multisample resolve pass. 2018-05-02 20:49:38 +02:00
33356b7be0 DRW: Add DRW_multisamples_resolve function
This manually resolve the content of a multisample FB to a single sample FB.

It resolves color (combine the 2 framebuffers in a logical maner keeping
depth buffer occlusion etc..) instead of a plain glBlitFramebuffer copy.
2018-05-02 20:49:38 +02:00
1fff3e02c2 DRW: Add DRW_STATE_BLEND_PREMUL blend mode. 2018-05-02 20:49:38 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
35220ccde0 Silhouette Overlap Overlay
Added Object Overlap Overlay

 - Added R32UI support to GPU_framebuffer
 - Added R32U support to draw manager
 - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
 - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.

Reviewers: fclem, brecht

Reviewed By: fclem

Subscribers: sergey

Tags: #code_quest

Maniphest Tasks: T54726

Differential Revision: https://developer.blender.org/D3174
2018-04-25 11:09:49 +02:00
2ff8f965df DRW: Add visibility callback function.
This add a callback function that runs after frustum culling test.

This callback returns the final visibility for this object.

Be aware that it's called for EVERY drawcalls that use this callback even
if their visibility has been cached.
2018-04-24 12:48:43 +02:00
358dfe6ac9 DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
2018-04-20 18:29:33 +02:00
ad648b7693 DRW: Add DRW_UNIFORM_INT_COPY.
This allow to use int uniforms that are not references. Convenient for ids.
2018-04-17 13:24:48 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
c2d4ba2ff5 GPU/DRW: Add GPU_R16UI format. 2018-04-16 19:38:58 +02:00
728816dbdc DRW: Override matrices: fix const correctness. 2018-04-15 22:23:51 +02:00
0cbf747ffa Draw manager: Make evaluation context a part of context state
This way we don't have to re-initialize the full evaluation
context in every area we need it.
2018-03-29 12:18:07 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
879eabedda DRWTexture: Remove DRW_texture_update 2018-03-25 20:06:11 +02:00
93e26cb770 DRW: Fix/refactor UBO & Texture binding.
Previous approach was not clear enough and caused problems.
UBOs were taking slots and not release them after a shading group even
if this UBO was only for this Shading Group (notably the nodetree ubo,
since we now share the same GPUShader for identical trees).

So I choose to have a better defined approach:
- Standard texture and ubo calls are assured to be valid for the shgrp
they are called from.
- (new) Persistent texture and ubo calls are assured to be valid accross
shgrps unless the shader changes.

The standards calls are still valids for the next shgrp but are not assured
to be so if this new shgrp binds a new texture.

This enables some optimisations by not adding redundant texture and ubo
binds.
2018-03-16 08:50:31 +01:00
e22bc559b0 DRW: Add DRW_viewport_invert_size_get for more ease of use. 2018-03-14 12:41:00 +01:00
f7f3b08977 GPUTexture: Unlock GL_R16I format. 2018-03-14 12:41:00 +01:00
0f1d7a5796 Eevee: Render: Fix softlock if rendering before lazy shader compil ends.
Calling the rendering operator seems to kill any other WM_job running, leaving
uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update
looping indefinitely (all_materials_updated remaining to false).

To fix this, we resume compilation for materials that are in this state.
Cancelling Render before all material compilation could make certain material
remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-13 03:58:00 +01:00
dfd8a52cd2 DRW: Change clip planes API.
The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.
2018-03-10 02:18:25 +01:00
8444aaaa69 DRW: Put all view-only dependant uniform in a UBO.
This leads to less lookups to the GWNShaderInterface and less uniform upload.

We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
2018-03-10 02:18:25 +01:00
7c31edb385 DRW: Culling: Expose & Add culling functions to engines.
This way engines can do preemptive culling by themselves.
2018-03-10 02:18:25 +01:00
3a209c2857 DRW: Deferred compilation initial implementation. 2018-03-06 16:44:04 +01:00
5e730974fe DRW: Add DRWMatrixState to manage all matrices together. 2018-03-02 18:35:59 +01:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
eeae50fc1c DRW: add ability to lock states from changing
Selection code relies on being able to set the depth functions
however passes have their own depth settings.

Add DRW_state_lock to ignore passes settings for particular flags.

This fixes occlusion queries cycling through objects under the cursor.
2018-03-01 17:14:35 +11:00
0df21e2504 DRW: Refactor & Split draw_manager.c into multiple files.
Refactor include:
- Removal of DRWInterface. (was useless)
- Split DRWCallHeader into a new struct DRWCallState that will be reused in the future.
- Use BLI_link_utils for APPEND/PREPEND.
- Creation of the new DRWManager struct type. This will enable us to create more than one manager in the future.
- Removal of some dead code.
2018-02-28 01:29:26 +01:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
Dalai Felinto
0305fc30b3 Fix border rendering for eevee + stop passing render result around
Technically the original issue is that xof/yof in render result is calculated
for drawing border render. So a simpler patch could be:

```
- rr->xof = re->disprect.xmin;
+ rr->xof = re->disprect.xmin + BLI_rcti_cent_x(&re->disprect) - (re->winx / 2);
```

However everywhere in the code we are getting border directly from re->disprect
which we may as well do here too.

Besides I'm taking this as a chance to get rid of RenderResult in the internal
loop of eevee, to help prepare the code to the upcoming rendering pipeline
changes.
2018-02-23 13:26:30 -03:00
c5eba46d7f Gawain: Refactor: VAOs caching AND use new VAOs manager.
A major bottleneck of current implementation is the call to create_bindings() for basically every drawcalls.
This is due to the VAO being tagged dirty when assigning a new shader to the Batch, defeating the purpose of the Batch (reuse it for drawing).

Since managing hundreds of batches in DrawManager and DrawCache seems not fun enough to me, I prefered rewritting the batches itself.

--- Batch changes ---
For this to happen I needed to change the Instancing to be part of the Batch rather than being another batch supplied at drawtime.
The Gwn_VertBuffers are copied from the batch to be instanciated and a new Gwn_VertBuffer is supplied for instancing attribs.
This mean a VAO can be generated and cached for this instancing case.

A Batch can be rendered with instancing, without instancing attribs and without the need for a new VAO using the GWN_batch_draw_range_ex with the force_instance parameter set to true.

--- Draw manager changes ---
The downside with this approach is that we must track the validity of the instanced batch (the original one). For this the only way (I could think of) is to set a callback for when the batch is getting free.
This means a bit of refactor in the DrawManager with the separation of batching and instancing Batches.

--- VAO cache ---
Each VAO is generated for a given ShaderInterface. This means we can keep it alive as long as the shader interface lives.
If a ShaderInterface is discarded, it needs to destroy every VAO associated to it. Otherwise, a new ShaderInterface with the same adress could be generated and reuse the same VAO with incorrect bindings.
The VAO cache itself is using a mix between a static array of VAO and a dynamic array if the is not enough space in the static.
Using this hybrid approach is a bit more performant than the dynamic array alone.
The array will not resize down but empty entries will be filled up again. It's unlikely we get a buffer overflow from this. Resizing could be done on next allocation if needed.

--- Results ---
Using Cached VAOs means that we are not querying each vertex attrib for each vbo for each drawcall, every redraw!
In a CPU limited test scene (10000 cubes in Clay engine) I get a reduction of CPU drawing time from ~20ms to 13ms.

The only area that is not caching VAOs is the instancing from particles (see comment DRW_shgroup_instance_batch).
2018-02-21 15:28:26 +01:00
Dalai Felinto
c14925bddf Proper implementation of compositor support for Draw Manager
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.
2018-02-20 11:03:26 -03:00
c45f28ce95 New function to check if running opengl render 2018-02-16 16:52:27 +01:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
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.
2018-02-14 18:59:42 +01:00
629a874817 DRW: Add instance buffer manager.
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().
2018-02-14 18:59:42 +01:00
dacc6d4b02 Object Mode: remove Scene.obedit in draw manager
Part of larger change to remove this variable entirely.
2018-02-13 18:15:47 +11:00
be2bd5d722 Fix mixed weight-paint & pose mode 2018-02-09 02:34:32 +11:00
885d78150d Use eObjectMode for function arguments 2018-02-06 23:27:49 +11:00
28dfc47cf0 Object Mode: Add to EvaluationContext & DRWContextState 2018-02-06 18:03:28 +11:00