Commit Graph

67 Commits

Author SHA1 Message Date
8e494f7a45 Cleanup: minor change missed last commit 2020-06-29 21:03:42 +10:00
5a6145f32c Cleanup: use designated initializes for mesh extract structs
Better readability and allows adding new struct members without
adding empty slots to every 'MeshExtract' struct.
2020-06-29 20:52:19 +10:00
cdb69c20e1 Cleanup: spelling 2020-06-25 16:57:52 +10:00
0c4f4de23b Edit Mesh: minor drawing optimization extracting loop data
Gives around ~5% speedup on high poly meshes.
2020-06-25 16:57:52 +10:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
Jeroen Bakker
8f97a64dec Fix T77893: Crash drawmanager threading custom data
Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.

This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.

Still need to run the tests for an hour to see if it is fixed

Reviewed By: Clément Foucault, Philipp Oeser

Differential Revision: https://developer.blender.org/D8095
2020-06-23 14:33:26 +02:00
f8c8a5c092 Fix T77607: Edit-mode shading regression 2.90
Regression in deaff945d0
2020-06-22 16:44:33 +10:00
Jeroen Bakker
624994caa2 Fix T77496: Bones Custom Shapes Wires not drawn
Lines loose extraction cannot happen on the fly as the render data isn't
complete. This patch will do the lines loose subbuffer extraction as a
simple task and not on the fly.

This patch introduces 2 sub-types of tasks that are executed single threaded.
`EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry.
`EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached
`lines` IBO.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7964
2020-06-15 16:47:21 +02:00
Jeroen Bakker
ab8a691431 Fix T77342: Fail to draw loose edges
The underlying issue is that the loose edge extraction cannot be
threaded. This patch will extract the loose edges during initialization
of the render mesh data.

When working on this patch the mesh_render_data_update was split into
multiple functions to identify what part was failing. These functions
would also help us with debugging.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7962
2020-06-15 15:26:21 +02:00
9e96c6d054 Cleanup: spelling 2020-06-05 14:34:00 +10:00
67b10fcc22 Fix error in recent fix for T77290 2020-06-04 12:40:17 +10:00
dbb1f56e55 Fix T77290: Crash displaying vertex colors in edit mode
Regression from deaff945d0, follow logic from d98ae27f02.
2020-06-04 01:52:33 +10:00
Jeroen Bakker
bf34b0c8f4 DrawManager: Graph Task Scheduling
This patch uses a graph flow scheduler for creating all mesh batches.
On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps.

For each mesh where batches needs to be updated a sub-graph will be added to the task_graph.
This sub-graph starts with an extract_render_data_node. This fills/converts the required data
from Mesh.

Small extractions and extractions that can't be multi-threaded are grouped in a single
`extract_single_threaded_task_node`.

Other extractions will create a node for each loop exceeding 4096 items. these nodes are
linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata
needed for the extraction based on the data extracted from the mesh.

Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created
as part of the lines extraction. When the lines_loose is only requested the sub-buffer is
created from the existing `lines` buffer. It is assumed that the lines buffer is always
requested before or together with the lines_loose what is always the case (see
`DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`).

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7618
2020-06-02 15:54:45 +02:00
deaff945d0 Mesh: skip conversion from edit-mesh to mesh in edit-mode
This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.

Now the conversion will be lazily initialized if/when it's required.

New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
2020-05-25 23:07:30 +10:00
d8a3f3595a Task: Use TBB as Task Scheduler
This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.

Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.

Reviewed By: brecht, sergey

Differential Revision: https://developer.blender.org/D7475
2020-04-30 08:09:21 +02:00
4fd005fefb Fix T76131: Crash combing Hair using Python
Caused by rBe82827bf6ed5.

DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...

Scene is actually available, so pass that around.

Maniphest Tasks: T76131

Differential Revision: https://developer.blender.org/D7540
2020-04-27 16:40:45 +02:00
a703bbb4d7 Fix T75567: Paint Mode Wireframe Incorrect
The loop normal VBO is used in two manners. In edit mode to draw the
edge normals. And in paint mode to draw the wireframe. This commit
checks which VBO is needed and build the correct one.

This allows show the wireframe correct in paint mode, when the object is
subdivided.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7419
2020-04-16 08:34:55 +02:00
78f56d5582 TaskScheduler: Minor Preparations for TBB
Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}

Differential Revision: https://developer.blender.org/D7385
2020-04-09 19:18:14 +02:00
5e0465e4ec Fix T75343: Wireframe overylay is not working properly with multiple modifiers
Since rBcf258b02f449, only wires and edges that are mapped to the
original mesh were drawn if the mesh was modified by modifiers.
Above commit was only meant for showing orig wires for paint mask
overlays [where final wireframe is not desired], so now only use
MR_EXTRACT_MAPPED when we are in a paint mode.

Maniphest Tasks: T75343

Differential Revision: https://developer.blender.org/D7333
2020-04-07 14:47:06 +02:00
973e1f9d9a Cleanup: use term 'attr' instead of 'attrib'
This was already the case in most parts of the GPU API.
Use full name for descriptive-comments.
2020-04-03 17:25:58 +11:00
b0bd9b4c70 Fix T75244: Screw Modifier Crash
Draw batch extraction wrongly assumed that when mapped extraction
happened that all original data could be found. This is not the case as
mapped extraction is also enabled when part of the data is present.

This fix does additional nullptr checks.
2020-03-31 16:05:19 +02:00
a2d19c1f78 NormalOverlay: Center Dot Normal Drawing With Modifiers
When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.

Known issue: decoding the `norAndFlag` has issues on Intel GPU.
2020-03-30 14:39:16 +02:00
57d8bde088 Normal Overlay: Hide Normals Of Generated Loops
The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.

Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
2020-03-30 14:06:54 +02:00
cf258b02f4 Fix T75053: Paint Overlay Show Modified Wires and Edges
The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.

This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7277
2020-03-30 13:13:42 +02:00
b701af328a Revert "COW: Edit Mesh: Do not copy the looptris pointer"
The looptri is repeated in the linked Meshes but the pointer
is only referenced in the evaluated ones.

This reverts commit 64982e213f.
2020-03-23 14:18:36 -03:00
64982e213f COW: Edit Mesh: Do not copy the looptris pointer
No functional changes.

Differential Revision: https://developer.blender.org/D7173
2020-03-23 09:30:26 -03:00
4fc45c7a2b Fix T74643: Outline Overlay Shows Hidden Faces
When in editmode faces can be hidden, but in object mode these faces are
still visible. The flag if a face was hidden in edit mode is stored in
object mode, but should not be used.

The edge detection gpu batch did detect hidden faces and didn't add them
to the draw batch. The edge detection gpu batch is used for workbench
shadows, custom bone shapes and object outlines.

This patch adds all faces to the edge detection batch.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D7157
2020-03-20 07:43:31 +01:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
406026abba Cleanup: spelling 2020-03-18 22:28:54 +11:00
084bf7daee Weight Paint: Implement a new Lock-Relative mode.
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.

The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.

Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.

This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.

Differential Revision: https://developer.blender.org/D3837
2020-03-18 11:55:44 +03:00
bba4a09b2f Cleanup: use 'BKE_' prefix for BKE_deform API calls
- Use 'BKE_object_defgroup' prefix for object functions.

- Rename 'defvert_verify_index' to 'defvert_ensure_index'
  since this adds the group if it isn't found.
2020-03-06 12:56:44 +11:00
38ed95fe8d Cleanup: replace CLAMP macros with functions 2020-03-04 11:31:51 +11:00
0c01ad9300 Fix T74019 Eevee High Quality Normals causing pitch black faces
Was due to a mistake when removing previous code...
2020-02-20 00:13:48 +01:00
e82827bf6e DRW: New High Quality Normal & Tangent extract
This patch adds a dedicated path to extract 16bit normals instead of packing them into 10bits/comp.
The tangents are also packed to 10bits/comp if not using the new High Quality Normal option.

Fix T61024 Degraded texture shading on dense meshes

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6614
2020-02-19 01:57:06 +01:00
e2e2a98573 Fix T73518: Normal Overlay
This change will not render the normals for faces that are hidden.
Before we had instance drawing the hidden faces were registered in the
index buffer. During the overlay refactoring the rendering was migrated
to instance rendering. Instance rendering does not use the index buffer
so the data was ignored.

This patch stored the normal visibility in the .w part of the normal or
for face normals it will set the normal to zero. The shader looks at
this and renders the normals fully transparent when detected.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6798
2020-02-17 14:59:30 +01:00
6eaf51ef3e DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower.

I did not benchmark the performance impact.

This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6610
2020-01-17 16:29:20 +01:00
15ef1d4c80 Fix T72119: UV/Image Editor theme face colors with no effect
The `in int flag;` in `gpu_shader_2D_edituvs_faces_vert.glsl`
don't have the values `FACE_UV_ACTIVE` and `FACE_UV_SELECT`.

Add face flags then.

Original patch is from @EitanSomething

Differential revision: https://developer.blender.org/D6520
2020-01-08 09:21:39 -03:00
07a959067d Fix T72667: Collection delete hierarchy in edit-mode crashes
Also resolves T72848, although updating multiple windows doesn't work,
this matches 2.7x behavior.
2020-01-08 22:35:26 +11:00
6e39aeb2cd BMesh: remove BMEditMesh.ob use for draw manager 2020-01-07 14:06:33 +11:00
f7fb1de41b Fix T72788: Crash Edit Custom Bone Object
In a recent refactor we splitted the lines extractor in `extract_lines` and
`extract_lines_loose`. When an object is in edit mode the extracted
lines loose also had to include a dummy bmesh edge iterator. This change
adds this missing dummy method.

Reviewed By: antoniov

Differential Revision: https://developer.blender.org/D6499
2019-12-30 13:34:15 +01:00
4440739699 Fix T72236: UV Stretching Overlay
The ratio for area stretching was packed into an unsigned int, but could
contain negative numbers. This flipped the negative numbers to high
positive numbers and rendered the wrong color in the stretching overlay.

I can remember during {T63755} I had to flip the sign to get the
correct result, but couldn't find out why that was needed. Now I know.

Reviewed By: fclem, mano-wii

Differential Revision: https://developer.blender.org/D6440
2019-12-19 08:34:31 +01:00
f4b7d57551 Fix T72175: DrawManager Crash Large Objects
Introduced by 9c337fcfe2 mistaken that `MeshExtract.use_threading` set
to false means that no threading is used at all. This is not the case it
will still perform threading for large objects, it will only run the
different subtasks in serial.

Fixed by scheduling the `lines_loose` in the task_pool after the rest
have been executed. This is cleaner than the previous implementation as
it sticks more to the actual design.
2019-12-05 08:14:32 +01:00
9c337fcfe2 Fix T72130: Wireframe Visible After Disabling
The lines index buffer can contain all edges (edit mode) or only loose
edges (object mode). When switching between these modes the wrong
content of the index buffer can be used.

This patch will clear the lines index buffer when a `loose_edges` is requested. Making sure it is always up to date.

Note that this is supporting an exising hack where the IBO is truncated
during the creation. We should find a different way how to solve these
kind of issues.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6349
2019-12-04 15:17:09 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
5cf5dfcfad Fix T71194: UV Face centers wrong location with sub-surface mesh 2019-11-08 22:16:25 +11:00
65b414cfb2 Fix T71319, T71015: crash in edit mode with out of range material assignments 2019-11-06 16:08:10 +01:00
7e78fbf2de Fix assert and memleak in recent Skin Root Display patch
Caused by 4ddf3215a7
2019-10-16 20:16:53 +02:00
4ddf3215a7 Fix T68380 Skin modifier root not displayed 2019-10-16 18:58:12 +02:00
d98ae27f02 Fix T68857 EditUV: Crash on Remesh modifier with 'Display in Edit Mode' 2019-10-08 18:42:26 +02:00
574265f52f Fix T70206 Texture Paint: UV shadow doesnt show up 2019-10-01 16:02:14 +02:00