With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
Compared to the previous implementation this has a limit of 65536 lights
per scene. Lights exceeding this limit will be ignored.
This also introduce fine grained GPU light culling, making rendering
many lights in a scene more efficient as long they don't overlap much.
Compatible light panels have been unhidden.
Note: This commit does not include surface evaluation, only light culling.
These are meant to provide easy shape and AABB operation for culling.
They are currently incomplete but can be extended as one see fits.
The `common_debug_shape_lib.glsl` contains helper to draw thoses shapes.
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
This patch allows the viewport compositor to operate in Material Preview
mode.
Differential Revision: https://developer.blender.org/D15655
Reviewed By: Clement Foucault
Fix a number of warnings reported by Clang Tidy in the realtime
compositor's code.
Differential Revision: https://developer.blender.org/D15654
Reviewed By: Clement Foucault
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
- Use references
- Reorder functions to remove unnecessary prototype
- Use the attribute API
- Use const where possible
- Split no-radius extraction a bit more, add multithreading
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.
The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.
However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.
This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.
The number of samples is adaptative and is scaled by the search area (max
CoC).
The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
This adds anti-flicker pass to the slight focus region by using the
temporaly stable output from stabilize pass.
This also fixes the bilateral weight factor which was reversed.
This was caused by a missing synchronization.
The background gather pass was writting to the same occlusion texture
before the end of the scatter draw.
This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.
Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.
There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.
Also this implementation uses a LDS cache to speedup the TAA computations.
This moves the slight focus max in tile from the setup pass to the
resolve pass. This reduces complexity as there is no need for an extra
component in the tile textures.
This also avoids skipping any pixels and makes sure the local max matches
the dispatched local group size. This should make the resolve pass a little
bit faster.
This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
Replaces `DRW_shgroup_call_procedural_triangles_indirect`.
This makes the indirect drawing more flexible.
Not all primitive types are supported but it is just a matter of adding
them.