Commit Graph

3695 Commits

Author SHA1 Message Date
d86d7c935e Fix T97827: material preview not displaying textures
Caused by rB281bcc1c1dd6 which did not properly made use
of `vec4` for UVs which are now loaded as attributes.
2022-05-04 14:30:52 +02:00
2a89509e45 License headers: add missing license headers
Add missing license headers based on files in the same directory.
2022-05-04 13:58:53 +10:00
281bcc1c1d Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).

As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.

Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.

Differential Revision: https://developer.blender.org/D13730
2022-05-03 22:50:04 +02:00
38394e1a32 GPU: Remove OCIO workaround for Apple.
OCIO shader was ported to use GPUShaderCreateInfo a while ago. That
made this workaround not needed anymore.

Best to remove it before the release.
2022-05-02 12:15:21 +02:00
8ece0816d9 EEVEE: Rewrite: Implement nodetree support with every geometry types
This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.

Vertex Displacement is automatically enabled for now.

Lighting & Shading is placeholder.

Related Task: T93220

# Conflicts:
#	source/blender/draw/engines/eevee_next/eevee_engine.cc
#	source/blender/gpu/CMakeLists.txt
2022-05-02 09:35:45 +02:00
a5644f9a28 Cleanup: GPUBuiltinShader: Remove old shader interfaces
This leaves some of the unresolved case where we still need both
implementation.
2022-05-02 01:31:24 +02:00
aaab3c8ad4 Cleanup: GPUShader: Make style consistent in builtin_shader_stages 2022-05-02 01:05:35 +02:00
f0118e9aca GPUShader: Remove GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE
This had only one use and it was for debugging. Remove the shader for now.
This also simplifies the debug drawing even if slower.
2022-05-02 00:57:32 +02:00
5e5e198bbe GPUShader: Port 3D uniform color clipped shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-02 00:44:58 +02:00
0676963809 GPUShader: Port dashed line shaders to use shaderCreateInfo
This should have no functional changes.

This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
2022-05-02 00:35:49 +02:00
2a7a01b339 GPUShader: Port polyline shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 23:54:41 +02:00
3f0c09f6dd GPUShaderCreateInfo: Add validation for overlapping vertex attribute
Those are usually not supported but some driver silently fix them and most
just silently fail (rendering error).
2022-05-01 22:28:38 +02:00
fc872d738e GPUShader: Port 2D widget shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 21:12:59 +02:00
a330b9b0ea GL: Add attribute-less shader workaround for MacOS to the backend
This workaround and the issue was described in D4490. This makes sure
any shader using `shaderCreateInfo` will benefit from the same workaround.
2022-05-01 20:54:33 +02:00
eba06fee49 Basic Engine: Port depth shader (object selection) to shaderCreateInfo
This should have no functional changes.
2022-05-01 19:35:37 +02:00
6861ef62a6 Overlay: Port sculpt mask shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:07:16 +02:00
cc268238ea Overlay: Port wireframe shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:39:32 +02:00
ba22aa8797 Overlay: Port facing shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:14:30 +02:00
86b37748a7 Overlay: Port background shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 23:54:52 +02:00
6e5877c189 Overlay: Port outline shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 23:13:27 +02:00
Germano Cavalcante
57b4efc250 Overlay: port paint shaders to use 'GPUShaderCreateInfo'
Simple port.

Also a description of how each shader is used has been added.

NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested.
Apparently it is created but not used.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14812
2022-04-30 14:50:57 -03:00
669349bfe4 Overlay: Port edit uv shaders to use shaderCreateInfo
This should have no functional changes.

Removed `antialiasing_vert.glsl` becaus it was actually a duplicate of
`common_fullscreen_vert.glsl`.
2022-04-30 18:25:05 +02:00
237857cc26 Overlay: Port volume shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 16:30:09 +02:00
eaa63c7d68 Overlay: Port extra shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-29 20:38:42 +02:00
3d877c8a0d Select Engine: port shader to use 'GPUShaderCreateInfo'
Simple port with a few cosmetic changes:
- Attribute named "color" for indices VBO is now called "index"
- The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source)

Differential Revision: https://developer.blender.org/D14800
2022-04-29 10:15:04 -03:00
fcb0090842 GLState: Avoid possible undefined behavior in state comparison
The bitwise XOR used to compute the delta (`changed`) might produce NaN and
thus produce undefined behavior when comparing to another float (because of
float promotion).
2022-04-29 09:10:07 +02:00
9a25a34e42 shader_builder: fix build issue on windows
shader_builder had no manifest set, leading
to the classic common control version being
loaded which in turn caused an import error
and made the executable fail to initialize.
2022-04-28 16:57:46 -06:00
308a12ac64 Overlay: Port Grid shader to shaderCreateInfo and other code cleanup
Along with the port to createInfo this also:
- Packs constant uniforms in a UBO.
- Share enum declaration and unify names
- Makes codeflow easier to undestand.
- Split grid data to its own struct.

# Conflicts:
#	source/blender/draw/engines/overlay/overlay_grid.c
2022-04-28 21:13:04 +02:00
198a763944 Cleanup: spelling in comments
Also use back-slashes for doxy commands.
2022-04-28 14:03:49 +10:00
eb4b79c556 Cleanup: unbalanced doxy sections, add some sections 2022-04-28 14:03:47 +10:00
9e2d80c49e Cleanup: format 2022-04-28 14:03:46 +10:00
9c82c00b32 GPUMaterial: Rework the deferred compilation to not use double locks
This uses refcounter instead of double thread mutexes. This should be
more robust and avoir use after free situation.

Also remove redundant structures and the use of scene as the job owner.
2022-04-28 00:16:18 +02:00
676198f57f GPUMaterial: Use GPU_MAT_CREATED as a default 2022-04-28 00:16:18 +02:00
ce115a2786 GPUCodegen: Fix broken materials after rB478eb3a0e6ed 2022-04-27 16:13:45 +02:00
478eb3a0e6 GPUCodegen: Keep copy of attribute name in the GPUCodegenCreateInfo
This is to avoid use after free when the `GPUPass` gets compiled after the
original `GPUMaterial` used to create it was freed.

The issue was introduced by rBfa3bd17ae873
2022-04-27 16:01:41 +02:00
c01e33d6ca GPUCodegen: Use spin lock to protect the pass refcounter.
This is not performance critical so using the same global lock should not
pose any issue.
2022-04-27 16:01:41 +02:00
cdd4354c81 Metal: MTLTexture core implementation for Metal backend, with minimal surrounding functionality.
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.

Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.

One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.

This diff is provided in full, but if further division is required for purposes of code review, this can be done.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14543
2022-04-27 12:36:56 +02:00
b67ccc333a GL: Change array macro to not conflict with opensubdiv variable names
Fix T97449 GPU subdivision: Crash on adding subdivision surface modifier
2022-04-20 21:32:03 +02:00
03ec505fa5 Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLOR
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
2022-04-20 09:10:10 -05:00
16afff2ddc Cleanup: spelling in comments 2022-04-20 10:41:31 +10:00
42717596d0 Cleanup: clang-format 2022-04-20 10:41:31 +10:00
f8f8edbe1a Cleanup: unused argument warning 2022-04-20 10:41:31 +10:00
67962824e9 GPU: Fix Adresse Sanitizer errors 2022-04-19 19:03:40 +02:00
37d298391e Cleanup: GPUMaterial: Remove GPU_material_is_volume_shader 2022-04-19 19:03:40 +02:00
Germano Cavalcante
3e98331a09 PyGPU: remove outdated function 'code_from_builtin'
Since shader sources are now parsed on demand via `GPUShaderCreateInfo`,
sources are not available to be read via
`GPU_shader_get_builtin_shader_code`.

Currently this results in a crash as the code tries to read `NULL`
pointers.

`GPU_shader_get_builtin_shader_code` was created with the intention of
informing the user how a builtin shader works, thus "replacing"
detailed documentation.

Therefore this function doesn't really have a practical use in an addon.

So, instead of updating the function (which would require several
changes to the gpu module), remove it and improve the documentation.

Release Notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.2/Python_API#Breaking_Changes

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14678
2022-04-19 11:23:51 -03:00
fa3bd17ae8 GPU: Replace GPUMaterialVolumeGrid by GPUMaterialAttribute
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.

The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.

The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.

Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.

This also gets rid of the double transforms and use object info orco factors
for volume objects.

Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-19 12:09:18 +02:00
98fc998c70 Cleanup: Clang tidy
- Inconsistent parameter names
- Else after return
- Braces around statements
- Qualified auto
- Also (not clang tidy): Pass StringRef by value, unused parameter
2022-04-18 12:36:37 -05:00
48d2f536e1 Fix crash when loading Blender due to recent change
Issue introduced in {rB80859a6cb272}

Only seen on Windows.

The `keyword_parse` lambda function code did not consider `\r` as a
whitespace char, resulting in a wrong parse.

(More investigation needs to be done).
2022-04-14 15:54:09 -03:00
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00
Jason Fielder
8f0e06a0ca Metal: GPU_PRIM_LINE_LOOP alternative implementations.
Prefer using immVertex3f when 3D shaders are used for 2D rendering due to overhead of vertex padding in hardware. CPU overhead is negligible.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14494
2022-04-14 12:01:31 +02:00