Commit Graph

46 Commits

Author SHA1 Message Date
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
Jeroen Bakker
fd48ff1296 Fix T73931: Stereo Viewport Color Management
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.

Reviewed By: fclem, dfelinto

Differential Revision: https://developer.blender.org/D6922
2020-03-19 08:26:48 +01:00
dc2df8307f VR: Initial Virtual Reality support - Milestone 1, Scene Inspection
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.

Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.

To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.

- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.

Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.

---------------

This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)

Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
  regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
  based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
  context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
  to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.

For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.

---------------

A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
  have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
  first bigger application to adopt OpenXR. Congratulations to them and
  ourselves :)

This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report

Differential Revisions: D6193, D7098

Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 21:42:44 +01:00
f48b46860b Cleanup: make remaining gpu headers work in C++ 2020-03-02 15:29:09 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
73fa066e8b Cleanup: Remove BIF_gl.h
BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5860
2019-11-27 16:10:07 +01:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
45c085a171 DRW: Add DRWView to improve different view handling
This will have multiple benefit.

TODO detail benefits (culling, more explicit, handling of clipping planes)

For now the view usage is wrapped to make changes needed more progressive.
2019-05-22 13:29:04 +02:00
1ae2385106 GPUViewport: Fix possible hash colision with enabled engines
Also fix engine data validation that was not previously not working.
2019-05-08 17:49:28 +02:00
820a64b9e5 DRW: Replace BLI_mempool by BLI_memblock
This remove a avoid the big overhead present in BLI_mempool when it is
cleared.
2019-05-08 17:49:28 +02:00
148c0aa0fa Fix T63178 Eevee animation render crash
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.
2019-04-23 20:35:02 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
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.
2019-02-02 01:36:28 +11:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
e01cadd657 WM: new offscreen window draw method to replace all existing methods.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
  since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
  by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
  can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
  window and save memory, though at the moment there are still some tools
  using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
  drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
2018-04-27 12:14:14 +02:00
f63bb98223 GPUViewport: Remove depth debug.
This is not used anymore.
Debug visualisations should be moved to the draw manager.
2018-03-25 20:06:12 +02:00
dd44248219 DRW: Move cache time to GPUViewport for profiling
This enables us to average this timer over time like the others.
2018-03-17 17:02:07 +01:00
1ba96857d1 DRW: Merge calls_generate pool with calls pool & add DRWCallState pool. 2018-03-01 03:53:25 +01:00
6e040b045a GPU: add offscreen buffer drawing utility functions. 2018-02-13 20:02:31 +01:00
2bb08f0ad2 DRW & GPUViewport: Cleanup unused code. 2018-01-09 14:54:11 +01:00
aa0097ad5e DRW: Add instance data memory manager.
This is a special memory manager that keeps memory blocks ready to send as vbo data.
Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size to avoid to realloc each frame.
This is why DRWInstanceDatas are sorted in a list for each different data size.
2018-01-09 14:54:11 +01:00
ed555750eb DRW: Use pseudo persistent memory pool for the rendering data structure.
This gets rid of the bottleneck of allocation / free of thousands of elements every frame.

Cache time (Eevee) (test scene is default file with cube duplicated 3241 times)
pre-patch: 23ms
post-patch: 14ms
2017-11-06 17:43:14 +01:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
7a029f4e00 GPUViewport: Add a Texture Pool to reuse textures across engines. 2017-05-16 20:27:52 +02:00
Dalai Felinto
a3d8ef059c Draw Manager: Implement render info for external engines
This can be used by any engine actually. For example to give feedback
regarding probe caching in Eevee, ....

Unline master, we try to conciliate both the original viewport info
(FPS, view name) and the render info.

Note: I had to split the function in two because the camera alpha
passepartout is handled inside the view3d_draw_region_info function.

Review: Campbell Barton and Clement Foucault.

Thanks to Sergey Sharybin and Pablo Vazquez for some of the design
discussions.
2017-05-04 16:59:58 +02:00
3f567535da Draw Manager: OpenGL render support
Works for clay-engine but doesn't draw objects with eevee.
2017-05-03 02:52:39 +10:00
a680bcd13b Draw Manager: basic text overlay support 2017-04-28 04:54:04 +10:00
d8e83516e2 Draw Manager: support for selection using engines
Needed to remove old draw code entirely.

Object mode selection support, pose and armature still need to be added.
Enabled when 'use_modern_viewport' is set.
2017-04-26 04:59:18 +10:00
0c9a2def8b Draw Engine: remove hard coded limit on array sizes
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.

Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
2017-04-12 19:51:14 +10:00
f2f16a2568 Eevee: First Shadows implementation
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.

Support Projection Shadow Map for sun like in old BI/BGE.

Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.

Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-10 12:36:32 +02:00
4a8aaab0b2 Draw Manager: Use engine type pointer instead of engine name.
Faster search
2017-04-03 21:52:42 +02:00
deda6a43fc Draw Engines: Make g_data struct part of the viewport storage
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27 14:01:47 +02:00
7ee41920fa Draw Manager: New debug timers
Both CPU time and GPU time are printed to spot bottlenecks.

GPU Timers works only if cache is enabled.
2017-03-27 14:01:47 +02:00
b7355425cd Eevee: Initial commit
Basic support for lamps. Only diffuse.
2017-03-18 01:56:34 +01:00
3b91989a09 Draw Manager: structural change
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
2017-03-09 01:30:26 +01:00
50fb3ea3de Clay Engine: Separate mode drawing to different files/engines. 2017-02-17 17:30:15 +01:00
6b372e3a22 Clay Engine: support for overrides (not working yet) 2017-02-09 11:25:51 +01:00
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00
Dalai Felinto
9533eb4908 Fix warnings (mostly unused arguments) 2017-01-10 18:36:00 +01:00
Dalai Felinto
5ff586610a Viewport: use depth shader to debug the depth
At the moment this already shows that the depth is the same after the solid plates and in the very end of drawing, while they should be different. Later on we can adapt this to show different buffers we want to debug.

I am using near=0.1, far=2.0 for my tests. I decided not to make a doversion for near/far because this is for debugging only
2016-10-21 20:51:12 +00:00
Dalai Felinto
ecbedce81e viewport: barebones to handle viewport compositing in gpu_viewport.c 2016-10-13 16:26:29 +00:00