Commit Graph

88 Commits

Author SHA1 Message Date
64293a277f Merge branch 'blender-v3.1-release' 2022-02-22 13:57:05 +01:00
4e78a7360e Fix T93784: text and curve objects have no motion blur
Previously, objects and geometries were mapped between frames
using different hash tables in a way that is incompatible with
geometry instances. That is because the geometry mapping happened
without looking at the `persistent_id` of instances, which is not possible
anymore. Now, there is just one mapping that identifies the same
object at multiple points in time.

There are also two new caches for duplicated vbos and textures used for
motion blur. This data has to be duplicated, otherwise it would be freed
when another time step is evaluated. This caching existed before, but is
now a bit more explicit and works for geometry instances as well.

Differential Revision: https://developer.blender.org/D13497
2022-02-22 13:52:15 +01:00
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
255727b752 GPU: Utility function to bind UBO to batches. 2022-01-11 09:57:22 +01:00
7c76bdca1b Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
2021-12-09 20:01:47 +11:00
3e3ff1a464 Revert "Revert "Eevee: support accessing custom mesh attributes""
This reverts commit e7fedf6dba.

And also fix a compilation issue on windows.

Differential Revision: https://developer.blender.org/D12969
2021-10-26 18:23:59 -03:00
e7fedf6dba Revert "Eevee: support accessing custom mesh attributes"
This reverts commit 03013d19d1.

This commit broke the windows build pretty badly and I don't
feel confident landing the fix for this without review.

Will post a possible fix in D12969 and we'll take it from there.
2021-10-26 14:49:22 -06:00
03013d19d1 Eevee: support accessing custom mesh attributes
This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the `MeshBufferList` as a
separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with
the GPU shader compilation code.

Since `DRW_MeshCDMask` is not general enough, attribute requests are
stored in new `DRW_AttributeRequest` structures inside of a convenient
`DRW_MeshAttributes` structure. The latter is used in a similar manner
as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed,
used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in
`DRW_MeshAttributes` to prevent too many attributes being used.

To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.

`GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for
this design.

Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).

Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar `s` is converted to
`vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.

Ref T85075

Reviewed By: fclem

Maniphest Tasks: T85075

Differential Revision: https://developer.blender.org/D12969
2021-10-26 18:29:30 +02:00
luzpaz
a4a9d14ba7 UI: Fix Typos in Comments and Docs
Approximately 91 spelling corrections, almost all in comments.

Differential Revision: https://developer.blender.org/D10288

Reviewed by Harley Acheson
2021-02-05 19:08:14 -08:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
54f89e8704 Cleanup: docy comments beginning with '/**' don't end with '**/' 2021-01-04 17:38:11 +11:00
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
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
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
84d67bd0a9 Cleanup: GPU: Rename GPU_element to GPU_index_buffer
Makes it follow the functions names.
2020-09-06 22:13:06 +02:00
f72c1c4547 GPUTexture: Remove bind to edit calls
This is going to be unecessary after the GPU opengl texture backend refactor.

For now add a save/restore mechanism to leave the state untouched.

Also remove some calls where the caller would bind to particular binding
point and set the shader uniform.
2020-09-05 17:49:14 +02:00
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
13b0a697a0 Cleanup: GPU: Remove GPU_draw_primitive and default_vao_
These are not used anymore and can be replicated using the GPUBatch API.
2020-09-01 00:30:36 +02:00
df28d2c27e Cleanup: GPU: Replace Batch uniform by shader uniform using macro
This is a first step into removing uniforms from GPU_batch and Imm.
2020-08-18 21:30:09 +02:00
ac60a67b3f Cleanup: GPU: Remove Batch vao cache reset
This is done at drawtime automatically.
2020-08-13 14:20:24 +02:00
efc97b3919 GPUBatch: GL backend isolation
This changes the drawing paradigm a bit. The VAO configuration is done
JIT-style and depends on context active shader.

This is to allow more flexibility for implementations to do optimization
at lower level.

The vao cache is now its own class to isolate the concept. It is this
class that is reference by the GLContext for ownership of the containing
VAO ids.
2020-08-13 14:20:24 +02:00
47bfb0f7ad GPUBatch: Move allocator to backend 2020-08-13 14:20:24 +02:00
9443da6166 GPUBatch: Merge phase and ownership flags and cleanup there usage
Also add new flags to communicate specific behavior to future backend.
2020-08-13 14:20:24 +02:00
e0f5f95e66 DRW: InstanceData: Remove hacks of batch freeing callback
We instead use a handle reference counter on the GPUVertBufs used by
the instancing batches. This make sure that if an update happens on the
GPUVertBuf used to contruct the batch, they will never have the same
memory address than the previously allocated ones (since they are still
pending deletion thanks to the refcounter).

This avoid the linear search to update the GPUBatch in the case a
batch is deleted (which was even a bad option since they could be only
cleared)
2020-08-13 14:20:24 +02:00
93165cbf47 GPUBatch: Remove most use of GPU_batch_draw_advanced()
This is in order to better encapsulate / isolate the drawing code.
2020-08-13 14:20:23 +02:00
de4eb115ac Cleanup: GPUBatch: Remove GL functions from uniform assignment 2020-08-13 14:20:23 +02:00
854c999d82 GPUShader: Change shader state tracking to be part of the GPUContext
This remove the use of batch->program and replace it with batch->shader.

This will allow GL abstraction latter.
2020-08-13 14:20:23 +02:00
186abf7d3b GPUBatch: Remove usage of gl_prim_type outside of GPU module 2020-08-13 14:20:23 +02:00
38ef35b1ed GPUDrawList: GL backend isolation 2020-08-13 14:20:23 +02:00
0255f1e022 GPUBatch: Use custom allocator
This is needed for the new GPU abstraction.
2020-08-08 01:15:27 +02:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
19175f4757 GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle 2020-07-30 13:28:50 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
f48b46860b Cleanup: make remaining gpu headers work in C++ 2020-03-02 15:29:09 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
dc2cd2d0dc Cleanup: clang-format, spelling 2019-10-10 10:29:50 +11:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
80e9eb66d5 Mesh Batch Cache: Split UV an tangent into 2 distinct VBOs
This is done because they don't have the same update frequency. UV can be
persistent even on geometry update (ex: skinned object) but tangents
can change if the normals change.

Also the name buffer per vbo was too small to contain all names.
2019-08-14 23:59:33 +02:00
9c010c44f4 Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.

This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).

We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5424
2019-08-14 19:05:26 +02:00
03b2371387 Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.

In most cases it's clearer to put the comments above.
2019-08-14 23:32:24 +10:00
063ebd5836 Cleanup: Fix warnings in bf_gpu
Declaration and implementation got out of sync leading to warnings.
2019-05-27 08:22:38 -06:00
60319e25f2 GPU: Refactor GPU_batch_draw_range_ex
Rename it to GPU_batch_draw_advanced and use base instance when possible.

Also add GPU_batch_bind to bind the vao independantly of drawing commands.
2019-05-22 13:29:05 +02:00
ee7093689f GPU: Use uint in GPU_batch_uniform_1ui. 2019-05-20 15:45:35 -03:00
20d9cd3a1f GPU: Add GPU_vertbuf_discard and GPU_BATCH_UNUSED
GPU_vertbuf_discard to clear buffer containers in place.
GPU_BATCH_UNUSED to tag batch that are cleared and not immediatly usable.
2019-05-14 10:57:03 +02:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +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