Commit Graph

320 Commits

Author SHA1 Message Date
d325e6f0e8 Depsgraph: Make dependency graph to be built from scene layer
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.

Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
2017-11-09 11:20:17 +01:00
d0e9352d32 Depsgraph: Use explicit graph API for OpenGL render 2017-11-06 09:24:24 +01:00
d78bbe38bc Cleanup: Remove unused argument from ED_update_for_newframe
This funciton will be extended, so better to get rid of unused arguments before
adding new ones.
2017-10-26 10:18:15 +02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
028c5592cd Merge branch 'master' into blender2.8 2017-09-15 12:35:20 +05:00
ff79406404 Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.

On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.

The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.

Reviewers: campbellbarton, mont29, brecht

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2836
2017-09-14 16:50:19 +05:00
1b79d323d9 Cleanup: move gawain header out of GPU_matrix
Avoids requiring glew headers in Python API.
2017-08-21 01:41:20 +10:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
Dalai Felinto
1758330220 Fix viewport rendering with anti-aliasing - workaround
This commit makes the fullsample option for viewport renderings always
on: Render > OpenGL Render Options > Full Sample.

(The UI still allows users to set this, so we will need to revisit this
before 2.8 releases).

Even in computers that can handle MSAA we had issues.
The way Blender gpu_* implementation is handling anti-aliasing is buggy.
For example, in Blender 2.7x if you have depth of field in a viewport
with multi-sampling, the DoF gives us jagged edges.

Since Eevee uses framebuffers for a lot of things, this issue was
leading to very visible buggy render in some computers, and more subtle
inconsistent buggy renders in others (easy to test with the depth of
field in Eevee).
2017-06-26 18:30:21 +02:00
65aab6cdae Merge branch 'master' into blender2.8 2017-05-20 14:19:05 +10:00
81e584ed17 CMake: Use GCC7's -Wimplicit-fallthrough=5
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
2017-05-20 14:01:03 +10:00
33a5248b6c Merge branch 'master' into blender2.8 2017-04-29 16:32:30 +10:00
6d73e2d3cf Cleanup: unused includes 2017-04-29 16:27:29 +10:00
c9d4a0930b Merge branch 'master' into 28 2017-04-27 00:58:28 +10:00
e2f8bb56d6 Avoid race condition copying Scene for off-thread OpenGL image save 2017-04-26 16:00:02 +02:00
146db944e5 Threading: Remove thread lock which seems useless
Render data is never guarded by image drawe lock.
2017-04-26 16:00:02 +02:00
ba5b792dd9 Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.

There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
2017-04-05 11:39:30 +02:00
3bd831d1d6 OpenGL: convert to new matrix API (part 4)
Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
2017-03-21 16:11:55 -04:00
a68c631cf8 Merge branch 'master' into blender2.8 2017-03-09 16:41:33 +11:00
9522f8acf0 Task scheduler: Remove per-pool threads limit
This feature was adding extra complexity to task scheduling
which required yet extra variables to be worried about to be
modified in atomic manner, which resulted in following issues:

- More complex code to maintain, which increases risks of
  something going wrong when we modify the code.

- Extra barriers and/or locks during task scheduling, which
  causes extra threading overhead.

- Unable to use some other implementation (such as TBB) even for
  the comparison tests.

Notes about other changes.

There are two places where we really had to use that limit.

One of them is the single threaded dependency graph. This will
now construct a single-threaded scheduler at evaluation time.
This shouldn't be a problem because it only happens when using
debugging command line arguments and the code simply don't
run in regular Blender operation.

The code seems a bit duplicated here across old and new
depsgraph, but think it's OK since the old depsgraph is already
gone in 2.8 branch and i don't see where else we might want
to use such a single-threaded scheduler.

When/if we'll want to do so, we can move it to a centralized
single-threaded scheduler in threads.c.

OpenGL render was a bit more tricky to port, but basically we
are using conditional variables to wait background thread to
do all the job.
2017-03-07 17:32:01 +01:00
Julian Eisel
a5cba9aab9 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/space_nla/nla_draw.c
	source/blender/editors/space_view3d/view3d_draw.c
2017-03-06 13:00:46 +01:00
5f05dac28f Update comment which was remained in an old place 2017-03-03 16:36:21 +01:00
Dalai Felinto
209021a703 Remove all instances of OBACT from drawobject.c and related changes 2017-03-02 17:09:24 +01:00
714e85b534 Cleanup: code-style, duplicate header 2017-03-02 00:16:36 +11:00
13d31b1604 Fix T50542: Wrong metadata frame when using OpenGL render 2017-02-15 17:09:49 +01:00
e400f4a53e Fix T50051: Avoid crash when render grease pencil from VSE
The renderpasses for grease pencil are not necessary when render from
sequencer.

This fix solves the GPF but we need to rethink the complete render
process for grease pencil and integrate better in the render and
composition workflow.

Thanks to Dalai Felinto por helping in the debug and fixing of the
problem.
2016-11-16 21:33:47 +01:00
674c3bf894 Fix T49996: VSE opengl render crash with grease pencil if current frame is empty
If the opengl render with grease pencil is run from VSE with the current
frame outside visible frames, the render pass is wrong and the render
must be canceled because nothing to render. Related to #T49975
2016-11-11 22:27:10 +01:00
Dalai Felinto
0b9b8ab2dd Fix Grease Pencil render in VSE crashes when no strips (#T49975)
Solution as suggested by Sergey Sharybin. Initial debugging by
Antonio Vazquez.
2016-11-10 12:24:54 +01:00
05c727bb00 Prevent crash after OpenGL rendering animation to images. 2016-10-14 18:46:28 +02:00
acbbcdfbb8 Fix T49622: Grease pencil not rendering out of VSE 2016-10-12 10:01:30 +02:00
cf449d377b OpenGL animation: Fix stupid mistake form previous commit
Flagging of pool to cancel was done in the wrong place, making last
frames missing in the final video.
2016-10-10 15:52:10 +02:00
54dad5c49f OpenGL render: Fix missing file output after pressing Esc
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
2016-10-10 12:51:01 +02:00
8e586c594f OpenGL render: Limit number of scheduled frames for write
Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.

This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
2016-10-07 17:46:13 +02:00
ae2471b850 OpenGL render: Fix non-deterministic order of frame writes for movies
By the design of task scheduler it was possible that tasks from somewhere
in the middle of scheduled list will be handled first.

For example, one thread might be iterating over the scheduled list and
ignore tasks because there is other thread is working on task from the
same pool. However, if that other thread finishes task before iteration
is over current thread will pick up task from somewhere in in the middle
of the list.

This isn't a problem in general case, but for movie rendering we do need
to have strict order of frames.
2016-10-07 17:12:27 +02:00
09b9e462b9 OpenGL: Don't write frames when rendering was canceled 2016-10-07 16:51:19 +02:00
33297db9de OpenGL: Do not schedule new frames for write if error happens
Also do not attempt to write any already scheduled frames.
2016-10-07 16:05:51 +02:00
ca1c7a0cf7 Fix T49422: Metadata not showing in OpenGL renders
Own regression since recent optimization.
2016-09-22 09:42:09 +02:00
cade262c47 OpenGL render: Bugfix (unreported) after rB6f92604e539b2114763150fb1ace60d28e59a889
Crashes occured immediately when clicking on "OpenGL render image" because there was only a task pool created previously when it was an animation. Solved it by introducing a variable is_animation to the openglrender and omitting the task_pool call when it's no animation.

@sergey: Please check my changes, moved the pool_ok and the lock into the is_animation clause.
2016-09-17 00:21:34 +02:00
6f92604e53 OpenGL render: Move file writing to a separate thread
The idea is to have a dedicated thread which is responsive for all the
file writing to a separate thread, so slow disk will not slow down
OpenGL itself.

Gives really nice speedup around 1.5x when exporting barber shop layout
file to h264 video.
2016-09-16 10:31:37 +02:00
04e2e4fdc1 Fix mistake in previous commit
Was copying things in other way around and was not performing
proper color space conversion.
2016-09-15 16:34:10 +02:00
2d81e88865 OpenGL render: Avoid byte-float-byte roundtrip
It was annoyingly slow to do roundtrip from byte OpenGL render to
float render result and back to byte image format (which is used
in 99% of cases for the OpenGL previews),

Now we use render result's rect32 to store render result which is
already supposed to be in the display space.

Gives about 30% speed improvement for OpenGL previews here.
2016-09-15 15:56:47 +02:00
1af547a223 OpenGL render: Add developer option to easily enable time information 2016-09-15 15:56:47 +02:00
21e9db9cf1 OpenGL render: Skip GP passes if viewport has GP visibility disabled 2016-09-15 11:23:11 +02:00
eaea4ea51f Grease Pencil v2 Branch
Improve current Grease Pencil in order to get a better 2D animation tool.

More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov

Reviewed By: Severin, aligorith, campbellbarton

Patch by @antoniov, with edits by @Severin.

Differential Revision: https://developer.blender.org/D2115
2016-08-03 23:39:36 +02:00
ec28fe2e6b Fix T47985: VSE GL-render scene strip hangs
Regression in d5f1b9c22,
threading deadlock rendering a scene from the OpenGL preview.
2016-03-31 15:49:24 +11:00
cb9f9a63e0 Fix wrong information used for stamp when "Strip Metadata" is used
Such configuration used to cause quite confusing situation when
stamp will use actual scene's statistics but metadata from strip
will be used for the saved file (basically, causing different
information stamped and saved as metadata).

Don't think it was desired behavior and it's something what
artists here in the studio wants to be fixed.
2016-02-01 16:11:24 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
5b90a6e188 Fix T38245: render slot getting lost when switching slots while compositing. 2015-11-30 00:54:45 +01:00
48b1656a6c Cleanup: shadowing (editors) 2015-11-23 17:40:50 +11:00
ae8e4d3718 Cleanup: redundant 'break', minor edits 2015-11-19 22:52:13 +11:00