Commit Graph

113 Commits

Author SHA1 Message Date
8f6ff3adfa GPUShader: Add name for debugging & identifying shaders. 2018-08-02 18:33:49 +02:00
4875958083 Cleanup: Remove occurances of GPULamp 2018-07-27 18:12:02 +02:00
5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00
428743a9b0 Cleanup: style for GPU module 2018-07-18 23:10:31 +10:00
9fb9125184 Cleanup: rename 'ct' to 'len' for gpu 2018-07-08 13:14:49 +02:00
e97237892c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/sculpt_paint/paint_image.c
	source/blender/editors/space_view3d/view3d_draw.c
	source/blender/editors/space_view3d/view3d_view.c
	source/blender/gpu/GPU_draw.h
	source/blender/gpu/GPU_material.h
	source/blender/gpu/intern/gpu_draw.c
	source/blender/gpu/intern/gpu_material.c
	source/blender/makesrna/intern/rna_userdef.c
	source/blender/windowmanager/intern/wm_files_link.c
	source/blender/windowmanager/intern/wm_init_exit.c
	source/creator/creator_args.c
	source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
	source/gameengine/Ketsji/KX_PythonInit.cpp
	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
2018-06-25 12:50:32 +02:00
8a7f317666 Cleanup: Nuke most of G.main from GPU code. 2018-06-25 12:32:48 +02:00
Dalai Felinto
9d59d20957 DRW: Fix animated material not refreshing
This introduces a garbage collection system similar to gpu_texture.
2018-06-08 16:29:33 +02:00
Dalai Felinto
f638ad61b8 Rename: GPU_material_get_uniform_buffer > GPU_material_uniform_buffer_get 2018-06-08 16:20:34 +02:00
Dalai Felinto
57da454872 Uniform Buffer Object: No more dirty tagging calls/check 2018-06-07 19:42:03 +02:00
Dalai Felinto
1962ae69b1 Rename GPU_material_create_uniform_buffer > GPU_material_uniform_buffer_create 2018-06-07 19:40:47 +02:00
0859492c75 Fix crash cause by SSS referencing Material Nodetree data. 2018-06-07 18:43:43 +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
122d0d1504 Cleanup: style 2018-04-21 20:42:27 +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
765d7242d5 GPUMaterial: Add Material shader cache.
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.

The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.

I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.

A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
2018-03-11 23:44:10 +01:00
2faa809ea6 GPU: Fix typo. 2018-03-06 16:45:23 +01:00
3a209c2857 DRW: Deferred compilation initial implementation. 2018-03-06 16:44:04 +01:00
57609993d0 GPU: fixes for string socket types in shader nodes.
These are not passed to GLSL functions, but should be used to load e.g.
a texture or attribute.
2018-02-23 19:10:24 +01:00
af061b4dac Eeevee: add temperature grid support, make color grid unpremultiplied.
This matches similar changes done for Cycles.
2018-02-23 19:10:02 +01:00
e6386ed286 Merge branch 'master' into blender2.8 2018-02-14 21:49:13 +01:00
b5fe00d1ac Cycles: restore Particle Info Index for now, keep it next to Random.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
2018-02-14 21:45:57 +01:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
Dalai Felinto
8ba6103e66 SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
2017-11-22 07:13:33 -02:00
846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00
936ddde35c Eevee: SSS: Add cubic profile for the sake of completeness.
It wasnt really hard except from the wierd sharpness 0.5 multiplication.
2017-11-17 02:00:48 +01:00
57c3fbd324 Eevee: SSS: Add Christensen-Burley diffusion profile.
This seems to be a correct implementation of the same diffusion profile as Cycles uses by default.

There are a few bias though:
- We consider _A_ the albedo to be 1 when evaluating _s_.
- We use a factor of 0.6 when computing _d_ to match more or less cycles results.

Note that doing per pixel jittering does bias the result even further (loss of energy).
2017-11-16 21:30:15 +01:00
289f9f42ff Eevee: SSS: Add Quality settings.
Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
2017-11-14 02:17:34 +01:00
f8b1430566 Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.

This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
2017-11-14 00:49:54 +01:00
bc7c0335dc Eevee: Volumetrics: Support Smoke simulation textures.
It should behave like cycles.

Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
2017-10-27 22:49:15 +02:00
18ba7e26ad GPUMaterial: Add a domain property.
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input.

Only works for Eevee at this moment.
2017-10-27 22:49:15 +02:00
3b080c3f66 GPUCodegen: Add New GPU_SOURCE_STRUCT to be used for Closure Sockets
This way we dont rely on the static array of chars that was causing T52385.

That fixes T52385.
2017-09-14 01:03:19 +02:00
60ab0b8418 Fix T52298: hidden lamps still compute shadow buffers in viewport. 2017-08-12 13:22:26 +02:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
2eef097831 GPU Codegen: Add new closure socket type.
This allow specialized shaders to redefine the closure interface to fit their needs.

For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
87dd9c31a0 GPU: split GPU_material_from_nodetree in two
Add GPU_material_from_nodetree_find to avoid having to construct other
arguments which won't be used in the case the material is exists.
2017-06-28 10:59:25 +10:00
62ea911e1a GPUMaterial: Making material node tree compatible with new drawmanager.
- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
2017-05-01 18:11:21 +02:00
e868b459bb Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-05-01 18:11:21 +02:00
Dalai Felinto
c9d78b6c43 Merge remote-tracking branch 'origin/master' into blender2.8 2017-04-18 16:30:13 +02:00
Dalai Felinto
bc6a75b405 Revert "Object Info node support for GLSL mode and the internal render"
This reverts commit 76425feed8.

** Note **
This was supposed to be a merge, but it was rebased.
2017-04-18 16:29:42 +02:00
76425feed8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-18 15:37:22 +02:00
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
eca256bc32 GPULamp: Separate GPULamp from GPUMaterial
Since we need GPULamps for draw engines, it makes sense to separate them.
2017-04-03 21:52:03 +02:00
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00
cfbd605567 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenkernel/intern/particle_distribute.c
	source/blender/blenkernel/intern/texture.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/transform/transform_snap_object.c
2016-07-12 00:07:44 +02:00
fe44eacf78 Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
2016-07-04 11:01:32 +03:00
1e5735ab99 World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:21:55 +02:00
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
faec430914 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/transform/transform_snap_object.c
	source/blender/editors/util/undo.c
	source/blender/makesrna/intern/rna_object_force.c
2016-05-24 16:48:10 +02:00
Sebastian Ullrich
6bd248cd65 Python API: add material to uniforms from gpu.export_shader.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1457
2016-05-21 16:46:42 +02:00