Now texture storage of images is defined by the alpha mode of the image. The
downside of this is that there can be artifacts near alpha edges where pixels
with zero alpha bleed in. It also adds more code complexity since image textures
are no longer all stored the same way.
This changes allows us to keep using sRGB texture formats, which have edge
darkening when stored with premultiplied alpha. Game engines seems to generally
do the same thing, and we want to be compatible with them.
This type of indices is not natively supported on modern GPU and
gives warning on some implementation. The memory savings it
provides is also quite minimal and unlikely to be visible on
nowadays hardware.
This remove some uneeded struct members and makes primitive
restart always enabled by default. This can be broken by addons
if they are not careful enough but many other states have this
problem.
Also leverage GL_PRIMITIVE_RESTART_FIXED_INDEX if
ARB_ES3_compatibility is supported. This removes all API calls
to change restart index depending on indices length.
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
The dependency graph now handles updating image users to point to the current
frame, and tags images to be refreshed on the GPU. The image editor user is
still updated outside of the dependency graph.
We still do not support multiple image users using a different current frame
in the same image, same as 2.7. This may require adding a GPU image texture
cache to keep memory usage under control. Things like rendering an animation
while the viewport stays fixed at the current frame works though.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
The appearance is a bit different than 2.79 where the flame was just added
on top of the smoke without correct blending.
Now it's much more realistic and using volumetric integration. You can see
the smoke actually masking the flame.
The other difference is that the flame color was not using proper color
managed blending. Now with the use of filmic it shows bright yellow.
This could be adjusted and displayed as a user parameter in the future.
Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
Seems like GLEW_ARB_texture_float is not defined in core profile on OSX
even if float textures are part of the 3.3 core spec.
So removing uneeded backup cases.
This does not fix the smokesim. It only port the drawing method.
The Object mode engine is in charge of rendering the velocity debugging.
Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.