Commit Graph

2828 Commits

Author SHA1 Message Date
ba1bf87bd8 GPUMaterial: Make uniform attrib precompute hash and attribute safe name
This avoids redundant operation at draw time.
The per attrib hash is to be used with the future implementation.
2022-09-01 14:41:00 +02:00
Germano Cavalcante
6269d66da2 PyGPU: GPUShader: implementation of 'attrs_info_get' method
With the new `attrs_info_get` method, we can get information about
the attributes used in a `GPUShader` and thus have more freedom in the
automatic creation of `GPUVertFormat`s

Reviewed By: fclem, campbellbarton

Differential Revision: https://developer.blender.org/D15764
2022-09-01 08:25:55 -03:00
91d9f46aec Cleanup: Use const for node data in compositor
Push the const usage a bit further for compositor nodes, so that they
are more explicit about not modifying original nodes from the editor.

Differential Revision: https://developer.blender.org/D15822
2022-08-31 12:06:13 -05:00
f1c0249f34 Mesh: Move material indices to a generic attribute
This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.

The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.

Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
  changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
  so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
  with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
  to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.

Ref T95967

Differential Revision: https://developer.blender.org/D15675
2022-08-31 09:09:01 -05:00
5a60535a20 GPUCapabilities: Add GPU_shader_draw_parameters_support
This checks for the availability of `gl_BaseInstanceARB` or equivalent.

Disabling for any workaround that disables shader_image_load_store_support
as a preventive measure.
2022-08-31 11:35:18 +02:00
68d85ce208 Cleanup: format 2022-08-31 13:52:44 +10:00
4944167dee GPUBatch: Add multi_draw_indirect capability and indirect buffer offset
This is for completion and to be used by the new draw manager.
2022-08-30 22:26:11 +02:00
36e74cc4f7 GPUMaterial: Expose debug name getter
This also makes it mandatory, but reduced length for release.
2022-08-30 22:26:11 +02:00
da03c1f96d GPUCodegen: Do not rely on auto resource location
This allows the render engine to expect non-overlapping resources in the
generated create info.
Textures are indexed from 0 and up.
Nodetree ubo is bound to slot 0.
Uniform attributes ubo is bound to slot 1.
2022-08-30 22:26:11 +02:00
b15f90bf85 GPUBatch: Add draw parameter getter
This is used to populate indirect draw commands in the draw manager.
2022-08-30 22:26:11 +02:00
fe195f51d1 GPUStorageBuf: Add read() function to readback buffer data to host
This is not expected to be fast. This is only for inspecting the content
of the buffer for debugging or validation purpose.
2022-08-30 22:26:11 +02:00
6577d2df8c Cleanup: Use const for custom data layers 2022-08-29 17:00:46 -05:00
b649fc13ed Cleanup: Avoid using invalid attribute domain
The number of attribute domains isn't an attribute domain, so storing
ATTR_DOMAIN_NUM in a variable with an eAttrDomain type isn't correct.
In the cases it was used, the value wouldn't be accessed anyway.
2022-08-23 10:44:10 -04:00
ee60aa9d01 Cleanup: match names between functions & declarations 2022-08-23 11:05:50 +10:00
9e23ab9f37 Fix: Memory leak in realtime compositor
There was a memory leak in the GPU code generator for the compositor
output. It was just due to a missing free in the GPU code generator
destructor, so this patch makes sure it is freed.
2022-08-22 10:57:24 +02:00
78e0c936c1 Merge branch 'blender-v3.3-release' 2022-08-19 17:32:55 +02:00
0c8749788c Fix build error on mips64el architecture
Same as D12194, name "mips" conflicts on such systems.
2022-08-19 17:28:51 +02:00
42179fed71 GPU: ShaderCreateInfo: Use variadic template instead of default arguments
This should reduce the issue described in T100431.
This is also cleaner and without arbitrary argument limit.
2022-08-16 11:55:10 +02:00
a296b8f694 GPU: replace GLEW with libepoxy
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
2022-08-15 16:10:29 +02:00
12e5b92c9c Cleanup: fix typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680
2022-08-15 13:48:50 +02:00
4b14fea38e GPU: Fix shader builder compilation
Was missing a stub.
2022-08-14 20:40:04 +02:00
2480b55f21 Mesh: Move hide flags to generic attributes
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
2022-08-11 12:59:06 -04:00
77f41da5f1 Cleanup: spelling 2022-08-10 16:23:11 +10:00
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
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.
2022-08-09 15:45:46 +02:00
8d080013f5 Fix T100285: Shader value node always outputs zero
The shader value node always outputs zero in some cases even when its
value is not zero.

This is caused by b639e60864. In that
commit, the behavior of GPU node linking changed such that unlinked
sockets get their value from their associated GPU node stack instead of
the socket itself. But execution node stacks do not always have their
output values initialized, and since the value node stores its value in
its output, it follows that its uniform value will be wrong.

This patch fixes that by getting the value directly from the socket.
This is also done fro the RGBA node, since it is implemented similarly.
Finally, the GPU_uniformbuf_link_out function was removed since it is no
longer used and does not make sense anymore.

Differential Revision: https://developer.blender.org/D15641

Reviewed By: Clement
2022-08-08 17:31:25 +02:00
6089a96be2 Cleanup: spelling, code-blocks 2022-08-04 07:54:29 +10:00
c9821b6c01 Fix compile issue in recent commit.
fallthrough in case statement.
2022-08-03 08:25:41 +02:00
Angus Stanton
ea70687dd5 Image: Display GPU layout in uiTemplateImageInfo
Add IMB_gpu_get_texture_format and GPU_texture_format_description to
retrieve and 'stringify' an eGPUTextureFormat. These are then used in the
image info panel used in several areas across blender.

New Information:
{F13330937}

Reviewed By: jbakker

Maniphest Tasks: T99998

Differential Revision: https://developer.blender.org/D15575
2022-08-03 08:15:12 +02:00
1e5ab041d7 GPUBatch: Add GPU_batch_draw_indirect
This allows rendering a batch with parameters computed by the GPU.

Contains GL backend implementation.
2022-08-02 21:53:17 +02:00
2ba2efc296 Cleanup: Simplify arguments to sculpt draw functions
Instead of passing pointers to specific mesh data, rely on
retrieving that data from the mesh internally. This makes
it easier to support retrieving additional data from Mesh
(like active attribute names in D15101 or D15169). It also makes
the functions simpler conceptually, because they're drawing
a mesh with an acceleration strcture on top.

The BKE_id_attribute_copy_domains_temp call was unnecessary
because the GPU_pbvh_mesh_buffers_update function was only
called when Mesh/PBVH_FACES is used in the first place.

Differential Revision: https://developer.blender.org/D15197
2022-08-02 13:32:45 -05:00
e0603f77af Merge branch 'blender-v3.3-release' 2022-08-01 15:02:31 +02:00
e9586b14b7 Eevee: Add support of rendering curves with cryptomatte.
There were 2 errors.
1. hair code was used to draw curves
2. vertex shader wasn't aware of curves and failed to compile.
2022-08-01 15:00:47 +02:00
b639e60864 Realtime Compositor: Add needed GPU module changes
This patch implements the necessary changes to the GPU module that are
needed by the realtime compositor.

A new function GPU_material_from_callbacks was added to construct a GPU
material from a number of callbacks. A callback to construct the
material graph by adding and linking the necessary GPU material nodes.
And the existing code generator callback. This essentially allows the
construction of GPU materials independent of node trees and without the
need to do any node tree localization.

A new composite source output to the code generator was added. This
output contains the serialization of nodes that are tagged with
GPU_NODE_TAG_COMPOSITOR, which are the nodes linked to the newly added
composite output links.

Two new GPU uniform setters were added for int2 and matrix3 types.

Shader create info now supports generated compute sources.

Shaders starting with gpu_shader_compositor are now considered part of
the shader library.

Additionally, two fixes were implemented. First, GPU setter node
de-duplication now appropriately increments the reference count of the
references resources. Second, unlinked sockets now get their value from
their associated GPU node stack instead of the socket itself.

Differential Revision: https://developer.blender.org/D14690

Reviewed By: Clement
2022-07-29 08:47:52 +02:00
1998269b10 Refactor: Extract color attributes as generic attributes
Previously there was a special extraction process for "vertex colors"
that copied the color data to the GPU with a special format. Instead,
this patch replaces this with use of the generic attribute extraction.
This reduces the number of code paths, allowing easier optimization
in the future.

To make it possible to use the generic extraction system for attributes
but also assign aliases for use by shaders, some changes are necessary.
First, the GPU material attribute can now store whether it actually refers
to the default color attribute, rather than a specific name. This replaces
the hack to use `CD_MCOL` in the color attribute shader node. Second,
the extraction code checks the names against the default and active
names and assigns aliases if the request corresponds to a special active
attribute. Finally, support for byte color attributes was added to the
generic attribute extraction.

Differential Revision: https://developer.blender.org/D15205
2022-07-26 08:37:38 -05:00
412d93c298 GPU: Fix compilation with WITH_GPU_BUILDTIME_SHADER_BUILDER option 2022-07-21 15:50:35 +02:00
bf49e6040c Fix error in assertion after 92a99c1496 2022-07-16 16:12:48 +10:00
92a99c1496 Fix Eevee backround render crash after recent changes from D15463
Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.

Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.

Ref D15463, D15465
2022-07-15 19:11:07 +02:00
c505f19efe Fix compiler error in debug builds after 1cf465bbc3 2022-07-15 16:52:01 +02:00
1cf465bbc3 Fix GPU backend deleting resources without an active context
This causes an assert with libepoxy, but was wrong already regardless.

Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context

Ref D15291

Differential Revision: https://developer.blender.org/D15465
2022-07-15 16:31:28 +02:00
00dc747702 Fix T99706: Crash rendering with headless builds
When rendering with headless builds, show an error instead of crashing.

Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.

This also disables the `bgl` Python module when building WITH_HEADLESS.

Reviewed By: fclem

Ref D15463
2022-07-15 22:16:44 +10:00
98f688ac42 GPU: Fix shader builder on hardware that does not have all features 2022-07-15 11:16:14 +02:00
862170c0b1 Cleanup: GPU: Replace NULL by nullptr from C++ files 2022-07-15 11:16:14 +02:00
6ca5ac2084 GPU: Update shader builder stubs.
Fixes workflow when using WITH_GPU_SHADER_BUILDER=On.
2022-07-11 13:36:29 +02:00
Jason Fielder
4527dd1ce4 Metal: MTLMemoryManager implementation includes functions which manage allocation of MTLBuffer resources.
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.

These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.

Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15277
2022-07-01 10:31:57 +02:00
5b7e7d67a5 Cleanup: GPUCodegen: Remove unused variables 2022-07-01 10:10:58 +02:00
4cba209edd GPUMaterial: Remove the max attribute check
This is needed to make the GPU_attribute used as generic input mechanism.
2022-07-01 10:10:58 +02:00
8bf9d482da Cleanup: colon after params, move text into public doc-strings, spelling 2022-06-30 23:48:22 +10:00
3cefa13770 Fix T98886: PBVH_GRIDS ignores face smooth flag on first gpu build 2022-06-29 21:05:21 -07:00
95964444c6 Cleanup: Clang tidy, unused variable warning 2022-06-29 10:57:28 -05:00
45fb7a1db5 Fix T98825: EEVEE: Regression: Buffer overflow in sample name buffer
This happened because of the false assumption that `std::array<char, 32>`
would be treated as a container and not relocate their content if the
`Vector` would grow. Replacing with actual object allocation fixes the
issue.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00