Commit Graph

83 Commits

Author SHA1 Message Date
3b7bce45d2 Fix T97686 DRW: Freeze when switching to material preview or render view
This was caused by the compilation job being created suspended (to avoid
UI slowdown because of the material Preview Icons). The suspended job
wasn't passing the `WM_jobs_test` in `DRW_deferred_shader_remove` and
the material would still be in the compile queue with its status equal to
`GPU_MAT_QUEUED`. This would block the main thread in the waiting loop.
But since the job manager timer needs to execute in the main thread, the
compilation job was never being pushed out of its suspended state.
This lead to a complete lock situation.

The solution is to use `WM_jobs_customdata_from_type` which does exactly
what we need.

Also fixed a nullptr free.
2022-04-29 17:57:38 +02:00
9c82c00b32 GPUMaterial: Rework the deferred compilation to not use double locks
This uses refcounter instead of double thread mutexes. This should be
more robust and avoir use after free situation.

Also remove redundant structures and the use of scene as the job owner.
2022-04-28 00:16:18 +02:00
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00
Jason Fielder
922d53a791 Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal backend.
- Metal uniform array compatibility in DRW module.
- Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop.

Authored by Apple: Michael Parkin-White

Ref: T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14438
2022-03-30 20:31:12 +02:00
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
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
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
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
e89d42ddff Cleanup: move public doc-strings into headers for 'draw'
Ref T92709
2021-12-08 20:30:05 +11:00
Jeroen Bakker
87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00
d6b26b3fa0 Fix potential buffer overrun in drw_shader_dependencies_get
Logical error let this function to write one past the buffer bounds.
2021-04-30 15:08:28 +10:00
4b188bb08c Cleanup: use over-line for doxy comments
Follow our code style for doxygen sections.
2020-10-27 21:45:55 +11:00
ca8ffc523e fix flush 2020-09-08 04:15:50 +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
e8c48ce075 GPUShader: Improve auto name
Use macro to get calling function name. Helps debugging shaders.
2020-08-18 21:30:10 +02:00
2ca006f6c1 Merge branch 'blender-v2.90-release' 2020-08-05 15:59:04 +02:00
Jeroen Bakker
f7d38e2e64 Fix T77346: GPU Workaround Always Render Using Main Context
In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel
GPUs on Windows. The crash happened in the `local_context_workaround` that temporary
stored compiled materials in a binary form to reload it in the main GL context.

It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it
is still needed for HD4000.

After several unsuccesfull fixes we came to the conclusion that we could not support
the local context workaround and needed to come with a different workaround. The idea
of this patch is that in these cases there is only a single context that is used for
rendering. Threads that uses these contextes are guarded by a mutex and will block.

Impact on User Level:
* Due to main mutex lock the UI freezes when rendering or baking or feel less snappy

Reviewed By: Clément Foucault, Brecht van Lommel

Differential Revision: https://developer.blender.org/D8410
2020-08-05 15:45:42 +02:00
2d38ff67d3 GPU: Fix compilation error 2020-07-30 17:08:23 +02:00
da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00
987d14a3b2 DRW: Shader: Fix const correctness and print better debug output 2020-07-15 19:51:55 +02:00
8e16873086 DRW: Shader: Add DRW_shader_create(_fullscreen)_with_shaderlib
Some convenience function for using DRWShaderLibrary.
2020-07-15 19:51:55 +02:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
3e4c8d48aa Cleanup: DRW: Remove builtin 3D only shader usage 2020-06-03 11:02:56 +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
a3bdbb5e5b Merge branch 'blender-v2.83-release' 2020-05-19 16:32:43 -03:00
5201bc9dd4 Fix T66916 UI: Wrong information in Status bar after cancelling a render
Fixed thanks to @manowii
2020-05-19 21:23:56 +02:00
Christian Rauch
0da05720de GPU: add assert for immBegin buffer size & context 2020-04-27 15:27:53 +10:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
b435bd2f31 Fix potential draw manager assignment to negative index
While there is an assert here, the run-time code would perform the assignment.
2020-03-15 22:03:59 +11:00
c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00
Brecht Van Lommel
b9f6d033be Eevee: internal support for arbitrary number of volume grids
This has no user visible impact yet since smoke volumes only support a fixed
set of attributes, but will become important with the new volume object.

For GPU shader compilation, volume grids are now handled separately from
image textures. They are somewhere between a vertex attribute and an image
texture, basically an attribute that is stored as a texture.

Differential Revision: https://developer.blender.org/D6952
2020-03-11 14:59:05 +01:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
2698544db2 Fix T66262: slow preview icon loading 2019-07-01 15:36:02 +02:00
5db4608f70 Cleanup: extra-semi-stmt warning 2019-06-06 10:16:18 +10:00
ce66b22c42 Fix crash when editing shaders on Intel HD 4000.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.

Reviewers: fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5019
2019-06-05 13:50:58 -03:00
2d28df783a GPU: Move Material index to nodetree evaluation
This removes the need to pass the Material* all over the place in the draw
manager. Cleanup comming right after.
2019-05-14 10:57:03 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
d1f6ea2793 Sequencer: Scene Strip Performance
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
       DNA_view3d_types: Due to this FSAA always kicked in making the
       rendering slow.
     - Removed `Texture Solid` and `DOF`.
     - Now when chosing Solid rendering the settings
       of the original scene is used.
     - Added a global override to use scene specific shading. In the
       Future we will need to enhanced this so user can change the
       settings.
     - Added support for LookDev. LookDev crashed as it needed the
       `evil_C` what was not set
     - LookDev mode will always show the scene + world lights.

Reviewed By: brecht, fclem

Maniphest Tasks: T62517

Differential Revision: https://developer.blender.org/D4738
2019-04-30 14:01:22 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
16d7967c2b Cleanup: use shorter name for shader config
The struct name is descriptive,
this isn't going to be confused with other variables.
2019-02-10 11:02:06 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
dbd7f36da8 GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.

It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.

- Clipping distances are now supported as a shader configuration
  for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-06 09:15:16 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
da1da3053d Cleanup: add trailing commas
Improve clang-format output.
2019-01-31 08:30:45 +11:00
f20dbc293f Cleanup: blank lines over doxy headers 2019-01-26 21:43:24 +11:00