Commit Graph

60 Commits

Author SHA1 Message Date
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
3e4c8d48aa Cleanup: DRW: Remove builtin 3D only shader usage 2020-06-03 11:02:56 +02:00
b18c2a3c41 EEVEE: Refactor of eevee_material.c
These are the modifications:

-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.

One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.

The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)

Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7642
2020-06-02 16:58:07 +02:00
a3bdbb5e5b Merge branch 'blender-v2.83-release' 2020-05-19 16:32:43 -03:00
5201bc9dd4 Fix T66916 UI: Wrong information in Status bar after cancelling a render
Fixed thanks to @manowii
2020-05-19 21:23:56 +02:00
Christian Rauch
0da05720de GPU: add assert for immBegin buffer size & context 2020-04-27 15:27:53 +10:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
b435bd2f31 Fix potential draw manager assignment to negative index
While there is an assert here, the run-time code would perform the assignment.
2020-03-15 22:03:59 +11:00
c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00
Brecht Van Lommel
b9f6d033be Eevee: internal support for arbitrary number of volume grids
This has no user visible impact yet since smoke volumes only support a fixed
set of attributes, but will become important with the new volume object.

For GPU shader compilation, volume grids are now handled separately from
image textures. They are somewhere between a vertex attribute and an image
texture, basically an attribute that is stored as a texture.

Differential Revision: https://developer.blender.org/D6952
2020-03-11 14:59:05 +01:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
2698544db2 Fix T66262: slow preview icon loading 2019-07-01 15:36:02 +02:00
5db4608f70 Cleanup: extra-semi-stmt warning 2019-06-06 10:16:18 +10:00
ce66b22c42 Fix crash when editing shaders on Intel HD 4000.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.

Reviewers: fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5019
2019-06-05 13:50:58 -03:00
2d28df783a GPU: Move Material index to nodetree evaluation
This removes the need to pass the Material* all over the place in the draw
manager. Cleanup comming right after.
2019-05-14 10:57:03 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
d1f6ea2793 Sequencer: Scene Strip Performance
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
       DNA_view3d_types: Due to this FSAA always kicked in making the
       rendering slow.
     - Removed `Texture Solid` and `DOF`.
     - Now when chosing Solid rendering the settings
       of the original scene is used.
     - Added a global override to use scene specific shading. In the
       Future we will need to enhanced this so user can change the
       settings.
     - Added support for LookDev. LookDev crashed as it needed the
       `evil_C` what was not set
     - LookDev mode will always show the scene + world lights.

Reviewed By: brecht, fclem

Maniphest Tasks: T62517

Differential Revision: https://developer.blender.org/D4738
2019-04-30 14:01:22 +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
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
16d7967c2b Cleanup: use shorter name for shader config
The struct name is descriptive,
this isn't going to be confused with other variables.
2019-02-10 11:02:06 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
dbd7f36da8 GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.

It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.

- Clipping distances are now supported as a shader configuration
  for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-06 09:15:16 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
da1da3053d Cleanup: add trailing commas
Improve clang-format output.
2019-01-31 08:30:45 +11:00
f20dbc293f Cleanup: blank lines over doxy headers 2019-01-26 21:43:24 +11:00
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
11428e0b7f DRW: use clipping for depth buffer
Object selection now supports clipping.
2019-01-24 17:12:06 +11:00
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
7c0f925c59 DRW: Add DRW_shader_create_from_arrays utility
While verbose, this is a more flexible way to construct shaders.

Libs & defines can be optionally included for each shader type
which was previously done with inline string creation.
2019-01-22 10:38:28 +11:00
0fe5a78983 Fix T58949: Transform feedback shaders not having fragment shader 2018-12-07 21:19:14 +01:00
d59c4c9d61 GPU: Cleanup: Replace glFlush by GPU_flush 2018-12-05 04:23:45 +01:00
205d1876ff DRW: Fix crash with deferred compilation 2018-11-05 16:31:12 +01:00
39fabaddfd GPU: Remove residue of OpenSubdiv
Was done more like a hack on top of old drawing pipeline.
Should be re-implemented to fit new draw manager closer.
2018-09-12 14:30:28 +02:00
353e691ff9 DRW: Fix crash in defered compilation 2018-08-18 12:58:15 +02:00
6cad7984c6 Fix missing shader compilation progress bar. 2018-08-17 15:55:21 +02:00
8f6ff3adfa GPUShader: Add name for debugging & identifying shaders. 2018-08-02 18:33:49 +02:00
6a05c14a8a DRW: Fix Race condition in defered compilation 2018-07-27 13:57:46 +02:00
c90a0d5dda DRW: Add new features from lightcache branch
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
  when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
  pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
  with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
  demand).
- Add union to access DRWMatrixState members more easily.
2018-07-10 15:31:34 +02:00
d44c40d91c Cleanup: some more valid G.main usages moved to G_MAIN. 2018-06-19 19:30:47 +02:00
1463ec6896 DRW: Rename ogl_context to gl_context
We might not use opengl forever :)
2018-06-11 13:55:02 +02:00
d32b59fc18 Remove more printfs .... 2018-06-07 19:06:56 +02:00
cdbda1c3d8 GPUPass: Refactor gpupass caching system to allow fast gpumaterial creation.
This is part of the work needed to refactor the material parameters update.

Now the gpupass cache is polled before adding the gpumaterial to the
deferred compilation queue.

We store gpupasses in a single linked list grouped based on their hashes.
This is not the most efficient way but it can be improved upon later.
2018-06-07 12:02:42 +02:00
7e8fd563c6 DRW: Add compile option to disable deferred compilation.
This maybe usefull for debugging.
2018-05-30 12:25:20 +02:00
a25856f2a8 GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
2018-05-16 16:58:32 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
1f5d51e44e Cleanup: style 2018-04-19 07:47:03 +02:00
ce114a307d DRW: Deferred Shader Compilation: Optimize shaders compilation.
`glFinish()` that was causing bad perf issue on `Intel(R) HD Graphics 4000`.
2018-04-13 10:38:13 -03:00