Commit Graph

2634 Commits

Author SHA1 Message Date
675f38aca7 Fix excessive re-creation of VR viewport textures
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.

This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.

Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).

Reviewed By: jbakker, fclem

Differential Revision: https://developer.blender.org/D14059
2022-02-11 20:46:55 +09:00
3a90f93507 GPU: Debug: Avoid double printing of compilation issues
To avoid that, we simply filter using a debug group.
2022-02-05 23:08:49 +01:00
f2087dfc69 GPUTexture: Fix missing/wrong cases in to_data_format() 2022-02-05 19:29:45 +01:00
b6f640b953 Cleanup: Clang-tidy warnings.
Silence Clang-tidy warnings in gpu module.
2022-01-28 16:18:13 +01:00
9f6b19526d Cleanup: spelling in comments
Also minor wording improvements.
2022-01-28 14:52:47 +11:00
da848b7440 GPUShader: Abort in case of dependency issues.
This is to avoid being flooded with compilation errors that are not helpful.
2022-01-27 22:57:02 +01:00
d518550c46 Fix crash on older platform due to unsupported clear command
Clearing using GPU_texture_create_2d for unorm texture needs to use
GPU_DATA_FLOAT to match the conversion requirements.
2022-01-27 15:50:38 +01:00
0379ddac7d GPUShaderCreateInfo: Add optionnal check for optimized out resources
This opt-in functionnality enabled developper keep track of unused
resources present in the `GPUShaderCreateInfo` descriptors of their
shaders.

The output is pretty noisy at the moment so we do not enforce its usage.
2022-01-27 10:30:06 +01:00
5abab0a41a GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
2022-01-27 08:54:24 +01:00
57dfec79f4 DRW: Fix builtin uniform name mismatch
This lead to severe unreported regression, like volume rendering broken
in workbench.
2022-01-26 19:09:05 +01:00
489b484b7b Cleanup: GPUShaderShared: Complete vector support
Move some declaration from `GPU_shader_shared.h` to the main
common file and add missing vector declarations.
2022-01-26 18:10:59 +01:00
b42adab3a2 GPUShader: Add GLSL source modification pass to support enums
This uses a light parser / string modification pass to convert
C++ enum declaration syntax to GLSL compatible one.

GLSL having no support for enums, we are forced to convert the
enum values to a series of constant uints.

The parser (not really one by the way), being stupidly simple,
will not change anything to the values and thus make some C++
syntax (like omitting the values) not work.

The string replacement happens on all GLSL files on startup.
I did not measure significant changes in blender startup speed.
There is plans to do all of this at compile time.

We limit the scope of the search to `.h` and `.hh` files to prevent
confusing syntax in `.glsl` files.

There is basic error reporting with file, line and char logging
for easy debuggabiliy.

The requirements to use this enum sharing system are already listed in
`gpu_shader_shared_utils.h` and repeated on top of the preprocessor
function.
2022-01-26 18:10:59 +01:00
6738ecb64e Fix T94900: Fix drawing artifacts sequencer+node editor.
The VSE and node editor only uses an overlay buffer to draw to the screen. The
GPUViewport assumes that platforms clears all textures during creation, but
they do not on selected platforms. What would lead to drawing from
uncleared memory.

This patch fixes this by clearing all viewport textures during creation.
2022-01-26 14:48:28 +01:00
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
2022-01-26 12:46:37 +01:00
0cb5eae9d0 Gizmo: optimize intersection tests, fix selection bias
Use more efficient logic for detecting when gizmos are under the cursor.
Even though this isn't a bottleneck, it runs on cursor motion in the
3D viewport, so avoiding any lag here is beneficial.

The common case for cursor motion without any gizmos was always
drawing two passes (one small, then again if nothing was found).

Now a single draw call at the larger size is used.

In isolation this gives around 1.2x-1.4x speedup.

When there are multiple gizmos a depth-buffer picking is used
(similar to object / bone selection) which is more involved but
still only performs 2x draw calls since the result is cached for reuse.

See note in gizmo_find_intersected_3d for a more detailed explanation.

Also restore the depth values in the selection result as they're
needed for gizmos to use selection bias.
Broken since support for GL_SELECT was removed.
2022-01-26 17:24:21 +11:00
9338126ecc Fix error using GPU selection cache for selection picking
When calling GPU_select_cache_begin, checking the selection mode used
the last used selection mode, not the one about to be used.

Using border select, then picking would not use the selection cache.

This wasn't noticeable by users as failing to use cache just completes
the selection without it (drawing the depth buffer unnecessarily).
2022-01-26 17:21:10 +11:00
b06fff4737 Cleanup: spelling in comments 2022-01-26 16:06:22 +11:00
c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00
33ba298b5d GPUShader: Add optionnal single shader stage interface for in and out
This makes optionnal the use of a different interface for the geometry
shader stage output. When the vertex and geometry interface instance name
matches, a `_in` and `_out` suffix is added to the end of the instance name.

This makes it easier to have optional geometry shader stages.

# Conflicts:
#	source/blender/gpu/intern/gpu_shader_create_info.hh
2022-01-25 15:08:11 +01:00
Jeroen Bakker
3f42417cd4 Draw: Migrate hair refine compute shader to use create info.
This patch migrates the draw manager hair refine compute shader to use
GPUShaderCreateInfo.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13915
2022-01-25 14:46:45 +01:00
c5980ada4f GPU: Add GPU_shader_create_from_info_name
This function will be used as the way to build shaders from
create_infos. The previous used method was using a private function.
2022-01-25 14:22:44 +01:00
2bf519d211 Cleanup: Correct location of node function declarations
Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.

Differential Revision: https://developer.blender.org/D13869
2022-01-24 16:18:30 -06:00
e774f2c901 GPUShaderCreateInfo: Add manual validation of bindpoints
Some drivers/glsl compilers will not warn about multiple resources using
the same binding, creating silent errors.

This patch checks for this case and outputs a descriptive error message if
a particular createInfo merge error is founds.

Other validation can be added later.
2022-01-24 13:28:33 +01:00
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
5e51a5e8a4 Fix error in previous commit. 2022-01-21 14:35:27 +01:00
93065a67c6 GPU: Disable create info for 2d image overlay merge.
This shader needs to use the same interface as the OCIO shader. On Linux
and Windows this seems to be the case. On MacOS however there is a
mismatch that makes the overlay texture to be completely black when
switching to workbench in the Shader workspace.

This is just a temporarily work-around as this should be solved. Due to
the poor GPU debugging facilities on Mac we haven't been able to
pin-point the root cause.
2022-01-21 14:24:30 +01:00
eb3ff1d6f9 Cleanup: spelling in comments 2022-01-20 11:59:20 +11:00
1d536c21dd Cleanup: clang-format 2022-01-20 11:59:20 +11:00
8a23d91a50 GPUShaderCreateInfo: Rework geometry shader layout support
This merge the description into one struct only that can be more easily
copied during `finalize()`.

The in and out layout parameters are better named and extended with the
invocation count (with fallback support)
2022-01-19 11:59:57 +01:00
08d008a508 GPU: Create Info for GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR.
This patch converts GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR shader to use
the GPUShaderCreateInfo pattern. It can be used as a reference when
converting other shaders.

In this special case the flat uniform vector cannot be used anymore as it
doesn't fit as push constants. To solve this a uniform buffer is used.
2022-01-18 13:17:04 +01:00
db496a0b7d Cleanup: spelling in comments 2022-01-18 14:27:29 +11:00
0fa36c81d9 Cleanup: quite old-style-declaration warning, strip trailing space 2022-01-18 10:26:18 +11:00
9d3f35a0bf Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.

Fixes compilation error (Missing file BLI_float2.hh)
2022-01-17 14:46:32 +01:00
edee5a947b Revert "GPUShaderCreateInfo for interface abstraction"
This reverts commit 8fb2ff458b.
Missing some files.
2022-01-17 14:34:28 +01:00
Jeroen Bakker
8fb2ff458b GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.

A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.

- Clear source input (only one file). Cleans up the GPU api since we can create a
  shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.

This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).

This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.

There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.

What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.

Reviewed By: jbakker

Maniphest Tasks: T94975

Differential Revision: https://developer.blender.org/D13360
2022-01-17 14:32:28 +01:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
f5e90a943f Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
8a772645e2 Remove GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
1b57dcf320 Remove GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
6669431846 Remove GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via py-api.
2022-01-10 12:51:21 +01:00
e12a707692 Remove GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR.
Shader isn't used and not accessible via the py-api.
2022-01-10 12:51:21 +01:00
f813aab787 Remove GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA.
Shader isn't used and isn't accessible via py-api.
2022-01-10 12:51:21 +01:00
cfb3f5062d Cleanup: Remove unused source files. 2022-01-10 12:51:21 +01:00
3488339475 Cleanup: Consistent naming GPU_SHADER_2D_AREA_BORDERS. 2022-01-10 12:51:21 +01:00
227fd753df GPU: Remove unused UV shaders.
The UV shaders have been migrated to the overlay engine and aren't
accessible via the python API.
2022-01-10 12:51:21 +01:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
4067367b6c Cleanup: Clang-tidy: modernize-redundant-void-arg 2022-01-05 21:44:22 -05:00
9d3264b4fd Cleanup: clang-tidy modernize-redundant-void-arg 2021-12-29 18:51:10 -05:00