Commit Graph

2459 Commits

Author SHA1 Message Date
af35ada2f3 Cleanup: Clang-Tidy, modernize-use-bool-literals 2020-11-06 14:32:51 +01:00
a331d5c992 Cleanup: Clang-Tidy, modernize-redundant-void-arg 2020-11-06 13:40:46 +01:00
aa3a4973a3 Cleanup: use ELEM macro 2020-11-06 12:32:54 +11:00
7cb20d841d Cleanup: follow our code style for float literals 2020-11-06 12:32:54 +11:00
d9dd408b42 Merge branch 'blender-v2.91-release' into master 2020-11-05 18:00:48 +01:00
c3e832144b GPU: Fix valgrind warnings about branching on uninitialized variables 2020-11-05 18:00:27 +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
9bc177d8de Materials: support true float4 attributes in the Attribute node.
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

The Cycles code is already refactored and committed by Brecht.

Ref D2057
2020-11-03 16:35:43 +03:00
6fc0d743f1 Cleanup: compiler warnings 2020-10-26 12:31:01 +01:00
a4f883268b GPU: Use CLOG to for debug output
This removes the escape color control caracters when the output
does not supports it (i.e: file output, windows cmd).
2020-10-23 19:33:51 +02:00
87681f9b5f Cleanup: remove redundant assignment in previous bugfix 2020-10-23 16:32:29 +02:00
8186b96753 Fix use of uninitialized line/polygon smooth variables in GPU state
Found by valgrind, unclear if this caused an actual bug.
2020-10-23 15:27:47 +02:00
e58285dc1d Fix T73793 Walk navigation crosshair gets hidden behind objects
This was reintroduced by the wide line emulation workaround.
2020-10-23 02:02:41 +02:00
84ef3b80de Spelling: Miscellaneous
Corrects 34 miscellaneous misspelled words.

Differential Revision: https://developer.blender.org/D9248

Reviewed by Campbell Barton
2020-10-19 09:11:00 -07:00
2d94b0d6b0 GPU: Add more safeguard for BGL calls
This makes sure no BGL call before window drawing locks the GPUState.
2020-10-09 17:00:10 +02:00
14c53c5018 BGL: fix issues with addons using BGL at startup
This was an issue for Cycles.

This also makes the `GPU_bgl*` functions less fragile by checking for
null pointers.
2020-10-09 16:33:59 +02:00
d39043b5ae Revert "Revert "BGL: Workaround broken bgl usage caused by GPU refactor""
This reverts commit f23bf4cb10.
2020-10-09 16:33:59 +02:00
a31a87f894 T81340: UBSan: load of value .. not valid for GPU enum type
The underlying type of the enum cannot be fixed here due to its usage
in C code.

All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.

The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'

https://github.com/llvm/llvm-project/commit/1c2c9867

Ref T81340

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D9067
2020-10-08 23:14:25 +05:30
f23bf4cb10 Revert "BGL: Workaround broken bgl usage caused by GPU refactor"
This reverts commit f12b0373f3.
2020-10-08 17:58:38 +02:00
f12b0373f3 BGL: Workaround broken bgl usage caused by GPU refactor
This directly adress the issues caused by rB536c2e0ec916.

Since the state tracking is done at a lower level, using the bgl
functions needs to be safegarded by the state manager.
The current workaround is to bypass `apply_state` when inside a
callback that used a `bgl` function.

Related to T80730.

This fix T81003.

Also this fix the default blend equation for callbacks.
Fixes T80169 T81289.
2020-10-08 16:36:17 +02:00
4ea3f3b316 GPU: Fix assert when using gpu workaround and SSS + light renderpass
This path makes use of more framebuffers when using the gpu workarounds.
Increase the MAX FBO attachments per texture. Maybe we could use a growing
vector in the future.
2020-10-07 14:09:08 +02:00
28ebe827e6 Cleanup: trailing space 2020-10-02 11:59:16 +10:00
e2e31b9bac Cleanup: compiler warnings 2020-10-02 11:58:33 +10:00
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
a78130c610 Cleanup: spelling 2020-09-19 14:26:40 +10:00
649b0ccac8 GPUImmediate: Add system wide workaround for wide line
This makes wide line supported on MacOS and other implementation that
does not support wide line by default.

This workaround works for all Line types but only if using one of the 5
default shaders.

The workaround is completely isolated and invisible to the outside. It has
no side effect.

Note: This does not affect the GPUBatch drawing.
2020-09-18 22:41:49 +02:00
6c9ec1c893 Sculpt: Render Mask and Face Sets with modifiers active
This removes the limitation of the sculpt overlays not being visible
with modifiers active.

Reviewed By: fclem

Maniphest Tasks: T68900

Differential Revision: https://developer.blender.org/D8673
2020-09-18 19:30:51 +02:00
569e2e6dba GPUDebug: Avoid using STREQ on StringRef
This might be dangerous because StringRef is not guaranteed to be
null-terminated and STREQ assumes null termination.
2020-09-16 15:24:37 +02:00
7e8cba98b6 Cleanup: spelling 2020-09-16 15:28:02 +10:00
1858535a10 GPUShader: Add meaningful debug names to builtin shaders
This makes the debugging easier.
2020-09-16 01:40:45 +02:00
0dd44f4647 GPU: Add debug groups inside selection code
This makes the debugging easier.
2020-09-16 01:40:45 +02:00
8eda18f789 GPUDebug: Add function to test if inside a debug group
This is a nice way to check certain GPU codepaths only for some
regions or callers paths.
2020-09-16 01:40:45 +02:00
f137022f99 Liquid Simulation Display Options (GSoC 2020)
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.

**Major changes:**

=== Viewport Display ===

- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.

==== Grid Display ====

- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.

==== Vector Display ====

- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.

==== Coloring options for //gridlines// ====

- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.

- Also, made slicing and interpolation options available for Volume Object.

Reviewed By: JacquesLucke, sebbas

Differential Revision: https://developer.blender.org/D8705
2020-09-15 23:13:01 +05:30
cd849076d2 Fix T80681 Wireframe is not visible on square planes with 16384 quads
Fix wrong logic.
2020-09-15 14:56:02 +02:00
7177a580cc Fix T80630: potential crash in volume grids in Eevee shaders
Found by address sanitizer.
2020-09-15 14:43:50 +02:00
7b690619dd CleanUp: Fixed incorrect parameters to GPU_depth_test 2020-09-15 10:15:54 +02:00
f1e34ee7fa Fix T80782 GPU: Curve editing widget point size broken after recent commit
This was caused by a faulty default where program point size was used.
2020-09-14 20:53:34 +02:00
2da4e2be0a Cleanup: GPUDebug: Use Vector instead of custom stack 2020-09-14 20:53:34 +02:00
a040e8df36 GPU: Add debug groups
Debug groups makes it easier to view from where an error comes from.

The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
2020-09-14 17:30:25 +02:00
b52aeaadfb Cleanup: spelling, update function name in comments 2020-09-13 15:00:52 +10:00
2e4569abbc Fix remaining GL calls/type preventing from building due to recent cleanup 2020-09-12 19:48:52 +02:00
bf3f4da947 GPU: Fix wrong state before python callbacks
This was caused by a missing state apply.

We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.

This fixes some issues but a better general fix for all BGL would
be better.

This fix T80297 2.91 texture alpha is not transparent
2020-09-12 17:29:37 +02:00
6bc0a8424e Cleanup: GPU: Rename GPUStateManager to StateManager to follow style 2020-09-12 16:22:34 +02:00
0639f008b6 Cleanup: GPU: Remove unused GPU_debug 2020-09-12 16:22:06 +02:00
6432fa488a Cleanup: Remove GLEW dependencies outside of GL module 2020-09-12 15:51:21 +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
66078594d1 GPUState: Fix missing changed program point size state
Also avoid a case where size is zero and making it impossible to change it
back.

This fix T80664 Tiny node sockets
2020-09-10 23:55:22 +02:00
8ff397b3b1 Fix T80327 UI: Glitches in UI drawing
This was caused by an uninitialized variable that was left
unchanged when calling GPU_vertformat_clear.
2020-09-10 23:32:22 +02:00
405a5d3bd7 GPUBatch: Do not unbind shader after drawing.
This allows subsequent redraw to work just like before.
However a better safeguard system against setting the uniforms in the
wrong shader would be nice to have.
2020-09-10 15:55:14 +02:00
48a99fab2b GPUImmediate: Fix wrong resize of immBatchAtMost 2020-09-10 15:55:14 +02:00