Commit Graph

13 Commits

Author SHA1 Message Date
5b7e7d67a5 Cleanup: GPUCodegen: Remove unused variables 2022-07-01 10:10:58 +02:00
45fb7a1db5 Fix T98825: EEVEE: Regression: Buffer overflow in sample name buffer
This happened because of the false assumption that `std::array<char, 32>`
would be treated as a container and not relocate their content if the
`Vector` would grow. Replacing with actual object allocation fixes the
issue.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00
75f0aaab3d Cleanup: remove redundant GPU headers 2022-06-22 14:59:42 +10:00
6a11cd036c Cleanup: Clang tidy 2022-06-10 10:29:35 +02:00
6e2b0a38f0 Fix T97984: GPUCodegen: crash when loading demo file
This was caused by the name buffer not being ensured in all cases.

Change the behavior and always create the `NameBuffer`.
2022-05-09 20:06:27 +02:00
0f7da9a72f GPU: Unable to compile material shaders.
This fixes a threading issues when material shaders with textures are used.
It localizes the names of the samplers.
2022-05-09 13:32:13 +02:00
281bcc1c1d Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).

As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.

Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.

Differential Revision: https://developer.blender.org/D13730
2022-05-03 22:50:04 +02:00
eb4b79c556 Cleanup: unbalanced doxy sections, add some sections 2022-04-28 14:03:47 +10:00
ce115a2786 GPUCodegen: Fix broken materials after rB478eb3a0e6ed 2022-04-27 16:13:45 +02:00
478eb3a0e6 GPUCodegen: Keep copy of attribute name in the GPUCodegenCreateInfo
This is to avoid use after free when the `GPUPass` gets compiled after the
original `GPUMaterial` used to create it was freed.

The issue was introduced by rBfa3bd17ae873
2022-04-27 16:01:41 +02:00
c01e33d6ca GPUCodegen: Use spin lock to protect the pass refcounter.
This is not performance critical so using the same global lock should not
pose any issue.
2022-04-27 16:01:41 +02:00
fa3bd17ae8 GPU: Replace GPUMaterialVolumeGrid by GPUMaterialAttribute
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.

The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.

The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.

Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.

This also gets rid of the double transforms and use object info orco factors
for volume objects.

Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-19 12:09:18 +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