Commit Graph

92957 Commits

Author SHA1 Message Date
5ee116d448 Realtime Compositor: Implement Simple Star Glare node
This patch implements the Simple Star Glare node. This is only an approximation
of the existing implementation in the CPU compositor, an approximation that
removes the row-column dependency in the original algorithm, yielding an order
of magnitude faster computations. The difference due to the approximation is
readily visible in artificial test cases, but is less visible in actual use
cases, so it was agreed that this approximation is worthwhile.

For the future, we can look into approximating this further using a closed form
IIR recursive filter with parallel interconnection and block-based parallelism.
Which is expected to yield another order of magnitude faster computations.

The different passes can potentially be combined into a single shader with some
preprocessor tricks, but doing that complicated that code in a way that makes
it difficult to experiment with future optimizations, so I decided to leave it
as is for now.

Differential Revision: https://developer.blender.org/D16724

Reviewed By: Clement Foucault
2022-12-09 17:05:30 +02:00
0d21b9e2da Cleanup: fix compile error on macos 2022-12-09 15:58:13 +01:00
fa27a5d066 Realtime Compositor: Implement Ghost Glare node
This patch implements the Ghost Glare node. It is implemented using
direct convolution as opposed to a recursive one, which produces
slightly different results---more accurate ones, however, since the
ghosts are attenuated where it matters, the difference is barely
visible and is acceptable as far as I can tell.

A possible performance improvement is to implement all passes in a
single shader dispatch, where an array of all scales and color
modulators is computed recursively on the host then used in the shader
to add all ghosts, avoiding usage of global memory and unnecessary
copies. This optimization will be implemented separately.

Differential Revision: https://developer.blender.org/D16641

Reviewed By: Clement Foucault
2022-12-09 16:50:52 +02:00
a45284b855 BLI: remove deduplicated memory utility functions
These functions were originally implemented because:
- Not all of them existed pre C++17, but now we are using C++17.
- The call stack depth is quite a bit deeper with the std functions, making
  debugging slower and more annoying. I didn't find this to be a problem
  anymore recently.

No functional changes are expected.
2022-12-09 14:15:41 +01:00
7c5b7713f1 Fix T103001: Width of some compositor nodes is incorrect
Nodes which are common in multiple editors (RGB, Value, Switch, RGB to BW)
has less width in compositor editor. Patch changes compositor node width to
140 for consistency.

Reviewed by: HooglyBoogly

Differential Revision: https://developer.blender.org/D16719
2022-12-09 16:51:34 +05:30
a55c356a1c BLO: shrink old-new-map when it is cleared
This was accidentally changed in {rB57613630c7faa41aa20ae9}.
Not shrinking the map can degrade performance.
2022-12-09 12:07:40 +01:00
bf1791ba92 BLI: add clear-and-shrink method to more data structures
Also renames the existing `clear_and_make_inline` to `clear_and_shrink`
which is more concise.
2022-12-09 12:00:37 +01:00
122d6d67e6 Fix: Points to Volume node crashes with too small radius
OpenVDB likes to crash even in release builds when volumes become too small.
To fix this I used the same function that we use in other places already to
determine if the resulting volume will be too small.
2022-12-09 11:42:10 +01:00
f06a1368bb Cleanup: sanatize namespaces in image engine.
Some files were missing namespaces and sometimes the closing comment of
namespaces were incorrectly placed. No functional changes.
2022-12-09 10:29:34 +01:00
6fb4ca1eec Image Engine: Add assert to check for correct float colorspace.
Float images loaded in Blender are converted to scene linear and don't
require additional conversion. Image engine can reuse the rect_float of
those images. An assert statement is added tp make this more clear and
to test on missing code paths or future developments.
2022-12-09 10:08:51 +01:00
9785f84dd2 Cleanup remove incorrect TODO in image engine.
Float rect is always in scene linear space, so we can always reuse
rect_float when available.
2022-12-09 09:57:52 +01:00
9b57a2ac6a Cleanup: helper function for MeshSequenceCache ORCO evaluation
This splits the logic to detect if the MeshSequenceCache modifier
evaluation is for the ORCO mesh into its own function. This will allow
reusing the logic for when GeometrySet support is added to the modifier
(D11592).

No functionnal changes.

Differential Revision: https://developer.blender.org/D16611
2022-12-09 04:25:29 +01:00
f898190362 GPU: Fix static compilation errors
- Missing explicit cast to `int` for bitwise operator.
- UBO struct member macro colision. Rename fixes it.
2022-12-09 00:10:14 +01:00
c50e25c5f0 BLI: Math: Rename BLI_math_rotation.hh in preparation for new rotation lib
Incoming with the new matrix API (D16625) are the new rotation types.
There is typename colision if we simply reuse the same header.
2022-12-08 23:41:38 +01:00
237fd48d01 Metal: Add back static compilation for no_geom shaders
These are metal specific shaders and needed to be tagged as such before
enabling static compilation.
2022-12-08 23:32:17 +01:00
Jason Fielder
2e61c446ac GPU: Explicit Texture Usage Flags for enabling GPU Backend optimizations.
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.

GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
2022-12-08 23:31:05 +01:00
Jason Fielder
359d98423e Metal: Fix memory leaks.
Fix a number of small memory leaks in the Metal backend. Unreleased blit
shader objects and temporary textures addressed. Static memory manager
modified to defer creation until use. Added reference count tracker to
shared memory manager across contexts, such that cached memory allocations
will be released if all contexts are destroyed and re-initialized.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16415
2022-12-08 23:08:57 +01:00
Jason Fielder
9ec20f2ede Metal: Add support for Workbench Shadows.
Implementing non-geometry-shader path for rendering stencil shadows,
used by the workbench engine.
Patch also contains a few small modifications to Create-info to ensure
usage of gl_FragDepth is explicitly specified.
This is required for testing of the patch.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16436
2022-12-08 23:02:59 +01:00
Jason Fielder
a83f2834c7 Metal: Overlay UV Edge support.
Implemented geometry shader alternative for rendering of UV edges in Metal, as geometry shaders are unsupported.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16452
2022-12-08 22:23:24 +01:00
18a91ecee7 Fix: Assert failure when joining nodes with frame
The node "index in tree" needs to be updated when adding the frame node.
2022-12-08 15:14:28 -06:00
3d00ac2961 Cleanup: Various improvements to old mesh edge split code
There is a more recent implementation as a geometry node, but this code
is used by RNA and Cycles still. In order to help understand the code
to tell if it can be replaced this makes some small changes:
 - Use indexing instead of pointer incrementing
 - Add const to unchanged arguments
 - Avoid unnecessary indentation
 - Use references for expected non-null arguments
2022-12-08 15:14:28 -06:00
ba523bd010 Cleanup: Reduce indentation in corner normal calculation 2022-12-08 15:14:28 -06:00
a92f2931ce Cleanup: Avoid double negative in face corner normal calculation 2022-12-08 15:14:28 -06:00
ce4c16b7e2 USD: fix startup issue on linux
On linux a man page is generated before the
scripts are installed, this lead to USD getting
a null pointer for it's pluging path and crashing
the process.
2022-12-08 14:08:06 -07:00
ce961c4c2e Cleanup: DRW: Fix style, was missing clang-format 2022-12-08 22:04:14 +01:00
Jason Fielder
2744ee2262 Metal: Enable object selection support
Porting conservative depth rendering to use non-geometry shader path for
Metal.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16424
2022-12-08 21:58:00 +01:00
3608af24fd Cleanup: EEVEE: Fix clang-tidy warnings 2022-12-08 21:34:26 +01:00
Jason Fielder
d90a2b0ab7 Metal: GLSL compatibility.
Additional mat3 constructors added, global variable namespace collisions
for uniform and object color avoided via re-name.

Metal vertex format compatibility added for shaders wherein vertex data
goes through a double-conversion and cannot be implicitly converted during
Metal vertex assembly e.g. bitmasks passed directly as unsigned type in
shader interface for certain shader interfaces.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16433
2022-12-08 21:30:13 +01:00
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
2efdbeb58b Cleanup: Organize and comment bNode struct
I organized the fields so that similar variables were closer together and
more "important" fields were closer to the beginning. I also added
comments to help describe the purpose of most fields.

Differential Revision: https://developer.blender.org/D16710
2022-12-08 11:59:06 -06:00
570acac795 Geometry Nodes: Improve switch node search for booleans
Prioritize the "Switch" input for boolean sockets, since that is by
far the most common goal when connecting a boolean to the
switch node.
2022-12-08 11:59:06 -06:00
01fb8a555b Nodes: Improve search weights for mix node sockets
Based on feedback from Simon Thommes, for link-drag-serach it's most
useful to have the A and B sockets connected, first, then the factor
sockets, then the special color mix operations. This addresses that by
adding the search items in order and decrementing a weight manually
as items are added.
2022-12-08 11:59:06 -06:00
62434a9d21 Geometry Nodes: Improve search weight for named attribute exists socket
Weight the "Exists" output below the "Attribute" output. This would
happen automatically if we had proper multi-type sockets.
2022-12-08 11:59:06 -06:00
b20e89f69c Cleanup: Return early in mix node link-drag-search
Also simplify the handling for different socket types a bit.
2022-12-08 11:59:06 -06:00
508815cc71 UI: Correct improper capitalization
Fixes T103034
2022-12-08 11:26:31 -06:00
8e46ef2fa5 Sculpt: Fix crash when sculpting after disabling dyntopo
Attributes weren't being reinitialized properly.
2022-12-08 04:40:42 -08:00
a84384a56f Geometry Nodes: fallback to point domain in viewer instead of corners
For people it's usually unexpected that the node uses the corner domain because
one thinks about the points in most cases.
2022-12-08 13:09:37 +01:00
4dbb8e96c2 Cleanup: silence warning
Unused parameter in `mesh_merge_by_distance.cc`
2022-12-08 08:53:05 -03:00
96e1684a9d Cleanup: USD, pass object & mesh as const to USD_mesh_topology_changed
Make the `Object *` and `Mesh *` parameter of `USD_mesh_topology_changed()`
`const`. This function only inspects them, and doesn't need to modify
them.

No functional changes.
2022-12-08 10:48:09 +01:00
3780a40265 Fix T93829: Stop header text from jiggling while resizing the region
Since moving to float scaling, the method of accessing the text
width with the aspect applied wasn't working properly.

Based on contributions by @lone_noel & @harley, see D15043.
2022-12-08 14:58:00 +11:00
a132b068bc Cleanup: use ELEM macro 2022-12-08 13:59:42 +11:00
a0dc062816 Cleanup: use function style casts for integer types in C++ 2022-12-08 13:47:55 +11:00
cb45b0bb2a Cleanup: spelling in comments 2022-12-08 13:47:55 +11:00
04693f9074 Mesh: small optimization and better readability in Merge by Distance
The optimization is done by removing the `len` member from the groups
and using fewer `for` loops.

But it's not a really impactful optimization.
Only 1.9% in the weld operation of a high poly mesh.
(disregarding getting the vertex map and all other operations on a
Blender frame).

The readability improvement comes from using more familiar types like
`int` and `int2` instead of `WeldGroup` and `WeldGroupEdge` structs.
2022-12-07 23:10:20 -03:00
4e3494b588 Cleanup: rename 'ofs' to 'offs'
Also remove unnecessary `wegroups` variable.

Also, don't create the `wegroups` variable just to rename another one.
2022-12-07 21:34:28 -03:00
81b9a475d3 Cleanup: remove inactive and outdated code
`USE_WELD_NORMALS` no longer works
2022-12-07 19:55:46 -03:00
8410e7f857 Cleanup: use more descriptive names for variables
In the merge_by_distance code, `vert_dest_map` is modified to become a
vertex group map. But this is not clear from the code.

Also use the `_map` suffix on `vert_final` and `edge_final`.

And remove some unnecessary variables.
2022-12-07 19:55:46 -03:00
a63a41177d Fix: Uninitialized variable in mesh primitive refactor
Caused by ff324ab716
2022-12-07 16:28:51 -06:00
c082ebfaa5 Compositor: Remove non operational UI property for directional blur node
The wrap function was a feature of the old compositor
but was never ported to the new CPP compositor node.

This simply removes the unused property, the function could alternatively be
restored but in has been missing for a decade so it does not seem missed.

Differential Revision: https://developer.blender.org/D16712

Fixes T102796
2022-12-07 15:48:41 -06:00
Michal Srb
be5afe9987 PyAPI Docs: Add default values for bmesh API
This diff improves the docs for bmesh by adding the default values to all methods. This is motivated by this issue https://github.com/nutti/fake-bpy-module/issues/118 in fake-bpy-module which generates a typed API for authoring Blender scripts and addons from the docs.

After this diff gets merged, the Blender docs get updated, and `fake-bpy-module` gets regenerated, the type signatures in `fake-bpy-module` will match the reality of Blender's API.

Here's a diff for the docs using the modified script:
https://gist.github.com/xixixao/1c83153adbcefbe0859f9cc9ba757d46

I "hardcoded" the defaults based on the types of the arguments, after some testing and consulting the Blender .c source for these APIs.

Here's a test script that verifies that the arguments with defaults added in this diff are indeed not required by Blender 3.3: https://gist.github.com/xixixao/adc4e5a076e80a63735bd60c7c9e7a0d

I made the minimum changes required to get this doc generation script fixed, but let me know if I should restructure this script more.

I also amended the comments of three args, 2 to align them with Python (NULL -> None) and one to mark it as optional (CurveProfile).

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D16400
2022-12-07 15:48:41 -06:00