This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.
This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.
All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.
Since unbinding can be heavy we only do it when using `--debug-gpu`.
to filling/extrude/etc]
Caused by rB6da097136cf4.
The file in the report has some parts of the curve object generate faces
[due to success in filling] and some others dont [where filling isnt
possible].
rB6da097136cf4 disabled the wires/curves drawing whenever any faces
would be generated (but the only way to see all wires was to set the
Fill Mode to None then).
So now only skip the wires/curves drawing if we are _not_ in wireframe
viewport shading and the object's viewport display options is above
'WIRE'.
This is an alternative fix to D7594 (and I think the better alternative,
thx @stevewarner suggesting this).
Maniphest Tasks: T76196
Differential Revision: https://developer.blender.org/D7874
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
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
This makes it easier to track as well as allowing us to sample the same
texture with different sampling parameters (which should fix the related
T73942 in the long run).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7831
This was introduced on ecc395e473.
Effectively this is reverting that commit for cases when
scene->toolsettings->sculpt is NULL. But since the facesets are only
working for sculpting this should be fine.
Consider this a bandaid fix (similar to rBe2724abc22d5).
Real issue seems to be that object is still in OB_MODE_PARTICLE_EDIT
whereas it should be in OB_MODE_OBJECT after toggling 'Exclude From
ViewLayer'. So while this patch prevents the crash, it leaves the object
in a weird state (it cannot be selected for example), needs further
investigation.
Maniphest Tasks: T77074
Differential Revision: https://developer.blender.org/D7843
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..
Reviewed By: fclem, #user_interface, billreynish, Severin
Differential Revision: https://developer.blender.org/D7754
Due to recent changes the face sets checkbox broke. The cause is that
{7d38f5036794} changed the responsibility of drawing and updating sculpt GPU
buffers to fix render glitches.
This patch moves the checkboxes evaluation to the overlay engine.
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.
The in front drawing was not supported for transparent part of the armature. This patch adds a second transparent pass for drawing in
front.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7763
All textures in workbench are using linear interpolation. The fragment
shader modifies the uv coordinates to sample always in the center of a
texel. In rare conditions the GPU could sample an incorrect value due to
rounding errors making some rendering artifacts.
This patch skips the interpolation in the fragment shader to remove
these render artifacts.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7816
The gpSceneDepthTexture is using a dummy 1px texture which was generating
wrong values for uvs when sampling gpMaskTexture.
Use the max size of both since any of the 2 can use dummy texture.
This check was introduced in rBc8005703f298, but does not
seem necessary anymore.
Reviewers: fclem, sebbas, brecht
Differential Revision: https://developer.blender.org/D7799
Previously this would be enabled when threads were used, but threads are now
basically always in use so there is no point. Further, this is only needed for
guarded allocation with --debug-memory which is not performance critical.