Commit Graph

13 Commits

Author SHA1 Message Date
6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00
472d8f8e92 Merge branch 'blender-v3.3-release' 2022-09-05 10:06:31 +02:00
Clément Foucault
f0166bc168 Fix T100775: Regression: EEVEE world environment is stretched when using orthographic view
It was using normalized vector instead of `viewCameraVec` which account for
orthographic views.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15861
2022-09-05 09:18:44 +02:00
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00
40f40e9931 Fix T99128: EEVEE: Regression: Pixelated Environment Texture
Use view position to retreive world space direction to retain float
precision.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +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
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
165a2da753 EEVEE: Fix wrong sss component being affected by alpha
This fixes NaNs / blown up values when using alpha-hashed transparency
or alpha clip with SSS.
2021-03-13 20:59:20 +01:00
7f7e683099 EEVEE: Refactor closure_lit_lib.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.

What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.

Render tests needs to be updated after this.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390

# Conflicts:
#	source/blender/draw/engines/eevee/eevee_shaders.c
#	source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
#	source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13 18:43:09 +01:00
c0a6bc1979 Spelling: Loose Versus Lose
Corrects incorrect usages of the word 'loose' when 'lose' was required.

Differential Revision: https://developer.blender.org/D9243

Reviewed by Campbell Barton
2020-10-19 09:15:34 -07:00
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
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