Some drivers completely forbid quote characters even in unused
preprocessor directives.
This patch adds a debug build check for all `.glsl` files that need to
be manually handled. For shared headers with `#include` directives, we
need to do runtime patching of the source to remove the quote.
Also fix an instance of the quotes check failing in `eevee_next`.
This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
OCIO could build before pystring and imath due to
OCIO missing the dependencies on these two projects
No rebuild required as the build would have failed
during the libs build if you ran into this issue.
Curve tangent was correctly mistaken with curve normal.
This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).
This also improve the normal computation by making it per pixel to match
cycles.
Also ports the changes to eevee-next.
The previous 3.1 libraries (accidentally) used glApi instead of GLEW and were
working for GPU subdivision, so revert to that. There's a suspected conflict
with Blender's own bundled GLEW or other issue with GLEW, causing the crash in
T97737.
The current GPU subdivision implementation does not need OpenCL, CUDA or GLFW.
So also remove libraries needed for that. It's simpler to stick to compute
shaders in OpenGL/Vulkan/Metal and not involve additional APIs.
Ref T95206
Differential Revision: https://developer.blender.org/D14898
The mesh drawing code used a different mesh to check whether or not to
draw face dots and to actually retrieve them. The fix is moving the
responsibility of determining whether to use subsurf face dots to the
creation of `MeshRenderData` where the mesh used for drawing is
known, rather than doing it at a higher level.
Differential Revision: https://developer.blender.org/D14855
`TEMPERATURE` type was also missing, not only the new-ish
`TIME_ABSOLUTE` one...
Added a static assert on the size of the `bpyunits_ucategories_items`
array, and a comment on anonymous enum of `B_UNIT_`, in the hope this
won't happen again in the future.
On certain systems when eevee is used in a 3d viewport could crash. It
happened more often on slower systems or systems with slower glsl compilers.
For example an Intel Mac Mini. The cause was that even if a GPUMaterial
was in used it could be freed.
For some reasons the mipmap count was not set to max during creation.
Probably it was mistaken with the UDIM tilemap texture which is only
1D and has only one mipmap.
This is because some drivers / GPU actually still do double buffer swapping
but others don't. Adding this do ensure the background color of the first
redraw.
Note that this fix was not tested on the problematic hardware and might not
solve the issue.
This was because the alpha clip thresholding was previously done in the
material nodes codegen. Now it is the responsibility of the engine to
implement it.
This adds a loose uniform that is set by EEVEE itself to control the clip
behavior.
Makes the File Browser filter by .obj and .mtl files by default again. Note
that this commit focuses on fixing this specific bug, further
refactors/tweaks/fixes are planned (see D14863).
Differential Revision: https://developer.blender.org/D14862
Reviewed by: Aras Pranckevicius
When resizing a viewport all engine instance data was cleared.
This wasn't the intended design and lead to performance regressions
in the image engine.
This patch makes sure that the instance data isn't cleared when
the viewport size changes. When using instance data, draw engines
are responsible to update the textures accordingly.
This could also reduce flickering/stalling when resizing the viewport
in eevee-next.
Fixes T95428.
Reviewed By: fclem
Maniphest Tasks: T95428
Differential Revision: https://developer.blender.org/D14874
This patch implements T97613, switching viewport shading when using Color Filter and Mask By Color
ALSO, this patch makes it so viewport shading color switches only when SOLID mode is chosen, to prevent color switching when using other shading modes, without user noticing it.
{F13049889}
Reviewed By: JulienKaspar, joeedh, jbakker
Maniphest Tasks: T97613
Differential Revision: https://developer.blender.org/D14765
Related to T95616, the relationship between Image ID and ImBuf 'cached'
buffers can be fairly confusing when using the RNA API.
Reviewed By: campbellbarton, jbakker
Differential Revision: https://developer.blender.org/D14833
Regression caused by [0] which flushed selection from vertices -> edges,
causing additional edges to be selected. Now selected is flushed based
on the mode, instead of all elements. Note that these function names
could be improved to make it clearer how these flushing functions are
different.
Also skip flushing unless selection is performed.
[0]: 55c82d8380
Regression in [0] which is useful when applying modifiers as a shape-key
but not when applying modifiers which keeps the existing shape-keys.
[0]: 65c5ebf577
It was wrongly writing passes twice, for both the surface entry and exit points.
We can skip code for filtering closures, emission and holdout also, as these do
nothing with only a subsurface diffuse closure present.
The root of the issue is that compositor is using refresh mechanism
to handle recalc.
The safest fix which does not require deep refactor is to check to
whether node space was tagged for refresh from listener (currently
it is listeners which are responsible for tackling compositor tree
recalc).
Differential Revision: https://developer.blender.org/D14856
While possible extra whitespace after all OBJ/MTL keywords was properly
skipped, it was not done for the "f" (face definition) keyword.
While at it, also support indented keywords, i.e. extra whitespace at
the beginning of the line.
There's a tiny bit of performance drop while importing (e.g. importing
blender 3.0 splash scene: 53.38sec -> 54.21sec on my machine). But
correctness is more important.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14854
Support merging UV's that share the same vertex and are very close when
applying modifiers.
This is needed to prevent UV's becoming "detached" which can happen when
applying the subdivision surface modifier.
This regression was caused by [0] which removed selection threshold for
nearby coordinates. While restoring the UV selection threshold could be
done - some selection operations that walk around connected UV fans
wouldn't behave in a deterministic way (such as select shortest path).
There are also other cases where UV's may be compared without a
threshold such as tangent calculation and exporters which have their own
logic to handling UV's.
Also resolves T86896, T89903.
[0]: b88dd3b8e7
Reviewed By: sergey
Ref D14841
Recently `gpu_shader_3D_smooth_color_frag.glsl` had the uniform declarations removed.
For shaders without `ShaderCreateInfo` that require this source this results in the error:
```
ERROR (gpu.shader): hair_refine_shader_transform_feedback_workaround_create FragShader:
|
54 | fragColor = finalColor;
|
| gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'fragColor'
| gpu_shader_3D_smooth_color_frag.glsl:5:0: Error: Use of undeclared identifier 'finalColor'
|
55 | fragColor = blender_srgb_to_framebuffer_space(fragColor);
|
| gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
| gpu_shader_3D_smooth_color_frag.glsl:6:0: Error: Use of undeclared identifier 'fragColor'
```
So port that shader to use `ShaderCreateInfo`.
evice_update_preprocess is supposed to detect modified attributes and flag the
device_vector for a copy through device_update_flags. However, since object
attributes are only created in device_update_attributes afterwards, they can't
be included in that check.
Change the function that actually updates the device_vector to tag it as
modified as soon as its content gets updated.
Differential Revision: https://developer.blender.org/D14815
A shader node setup accidentally used the bump normal as emission. Bump
mapping nodes are excluded from light shader evaluation to reduce kernel size
and register pressure, but in that case should write zero instead of leaving
memory uninitialized.
Thanks to Lukas for helping identify the cause.
The coarse polygon count was set to the one of the BMesh instead of
the the one of the mesh used for subdivision, which caused the
compute shaders to output wrong data.
Similar issue/solution as in rB5188c14718c5 from this Monday actually,
there may be more of those still lurking around... Quite surprising they
all get reported now, this behavior has been in Blender since years.
The problem was the layer transformation was already applied in the layer and if we apply in the bake, we are doing double transformation.
Differential Revision: https://developer.blender.org/D14844