Commit Graph

79592 Commits

Author SHA1 Message Date
cdb3cbd644 Cleanup: Simplify three functions in displist.c
A few related improvements to the three functions:
 - Reduce variable scope
 - Use for loops instead of while loops
 - Use const, bool instead of int
 - Generally make logic easier to read
2021-02-12 16:06:17 -06:00
000a340afa EEVEE: Depth of field: New implementation
This is a complete refactor over the old system. The goal was to increase quality
first and then have something more flexible and optimised.

|{F9603145} | {F9603142}|{F9603147}|

This fixes issues we had with the old system which were:
- Too much overdraw (low performance).
- Not enough precision in render targets (hugly color banding/drifting).
- Poor resolution near in-focus regions.
- Wrong support of orthographic views.
- Missing alpha support in viewport.
- Missing bokeh shape inversion on foreground field.
- Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...)
- Fix T81092

I chose Unreal's Diaphragm DOF as a reference / goal implementation.
It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie.
You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04

Along side the main implementation we provide a way to increase the quality by jittering the
camera position for each sample (the ones specified under the Sampling tab).

The jittering is dividing the actual post processing dof radius so that it fills the undersampling.
The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness.

Effect of overblur (left without, right with):
| {F9603122} | {F9603123}|

The actual implementation differs a bit:
- Foreground gather implementation uses the same "ring binning" accumulator as background
  but uses a custom occlusion method. This gives the problem of inflating the foreground elements
  when they are over background or in-focus regions.
  This is was a hard decision but this was preferable to the other method that was giving poor
  opacity masks for foreground and had other more noticeable issues. Do note it is possible
  to improve this part in the future if a better alternative is found.
- Use occlusion texture for foreground. Presentation says it wasn't really needed for them.
- The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy
  stage for simplicity.
- We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force
  pass during resolve. Using the separate pass could be a future optimization if needed but
  might give less precise results.
- We don't use compute shaders at all so shader branching might not be optimal. But performance
  is still way better than our previous implementation.
- We mainly rely on density change to fix all undersampling issues even for foreground (which
  is something the reference implementation is not doing strangely).

Remaining issues (not considered blocking for me):
- Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color,
  highlights are dilated and make convergence quite slow or imposible when using jittered DOF
  (or gives )
- ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus
  convolution compared to the half resolution. This is not really noticeable if using jittered
  camera.~~ Fixed
- Foreground occlusion approximation is a bit glitchy and gives incorrect result if the
  a defocus foreground element overlaps a farther foreground element. Note that this is easily
  mitigated using the jittered camera position.
|{F9603114}|{F9603115}|{F9603116}|
- Foreground is inflating,  not revealing background. However this avoids some other bugs too
  as discussed previously. Also mitigated with jittered camera position.
|{F9603130}|{F9603129}|
- Sensor vertical fit is still broken (does not match cycles).
- Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field
  stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the
  shape does not rotate.
- ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley
  or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better
stability and overall coverage.
- Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of
  bleeding. But at this size it is preferable to use jittered camera position.

Codewise the changes are pretty much self contained and each pass are well documented.
However the whole pipeline is quite complex to understand from bird's-eye view.

Notes:
- There is the possibility of using arbitrary bokeh texture with this implementation.
  However implementation is a bit involved.
- Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual
  max sample count is already quite high but samples are not evenly distributed due to the
  ring binning method.
- While this implementation does not need 32bit/channel textures to render correctly it does use
  many other textures so actual VRAM usage is higher than previous method for viewport but less
  for render. Textures are reused to avoid many allocations.
- Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the
  texture can be shared with other viewport with different camera settings.
2021-02-12 22:35:52 +01:00
dd2ff266ac Cleanup: Decrease scope of RNA enum definitions
Since these enums are only used in a single function, they can be
defined where they are used. Similar to rB2f60e5d1b56dfb8c9104.
2021-02-12 13:40:08 -06:00
d4fd06d6ce Geometry Nodes: Add operation setting to attribute randomize node
This commit adds a drop-down to the attribute randomize node to support
a few operations on the values of existing attributes: "Replace/Create"
(the existing behavior), "Add", "Subtract", and "Multiply".
At this point, the operations are limited by what is simple to implement.
More could be added in the future, but there isn't a strong use case
for more complex operations anyway, and a second math node can be used.

Differential Revision: https://developer.blender.org/D10269
2021-02-12 13:25:45 -06:00
d7c2c889a6 Geometry Nodes: Allow attribute nodes to use different domains
Currently every attribute node assumes that the attribute exists on the
"points" domain, so it generally isn't possible to work with attributes
on other domains like edges, polygons, and corners.

This commit adds a heuristic to each attribute node to determine the
correct domain for the result attribute. In general, it works like this:
 - If the output attribute already exists, use that domain.
 - Otherwise, use the highest priority domain of the input attributes.
 - If none of the inputs are attributes, use the default domain (points).

For the implementation I abstracted the check a bit, but in each
node has a slightly different situation, so we end up with slightly
different `get_result_domain` functions in each node. I think this makes
sense, it keeps the code flexible and more easily understandable.

Note that we might eventually want to expose a domain drop-down to some
of the nodes. But that will be a separate discussion; this commit focuses
on making a more useful choice automatically.

Differential Revision: https://developer.blender.org/D10389
2021-02-12 12:46:17 -06:00
1b4961b318 OpenColorIO: upgrade to version 2.0.0
Ref T84819

Build System
============

This is an API breaking new version, and the updated code only builds with
OpenColorIO 2.0 and later. Adding backwards compatibility was too complicated.

* Tinyxml was replaced with Expat, adding a new dependency.
* Yaml-cpp is now built as a dependency on Unix, as was already done on Windows.
* Removed currently unused LCMS code.
* Pystring remains built as part of OCIO itself, since it has no good build system.
* Linux and macOS check for the OpenColorIO verison, and disable it if too old.

Ref D10270

Processors and Transforms
=========================

CPU processors now need to be created to do CPU processing. These are cached
internally, but the cache lookup is not fast enough to execute per pixel or
texture sample, so for performance these are now also exposed in the C API.

The C API for transforms will no longer be needed afer all changes, so remove
it to simplify the API and fallback implementation.

Ref D10271

Display Transforms
==================

Needs a bit more manual work constructing the transform. LegacyViewingPipeline
could also have been used, but isn't really any simpler and since it's legacy
we better not rely on it.

We moved more logic into the opencolorio module, to simplify the API. There is
no need to wrap a dozen functions just to be able to do this in C rather than C++.
It's also tightly coupled to the GPU shader logic, and so should be in the same
module.

Ref D10271

GPU Display Shader
==================

To avoid baking exposure and gamma into the GLSL shader and requiring slow
recompiles when tweaking, we manually apply them in the shader. This leads
to some logic duplicaton between the CPU and GPU display processor, but it
seems unavoidable.

Caching was also changed. Previously this was done both on the imbuf and
opencolorio module levels. Now it's all done in the opencolorio module by
simply matching color space names. We no longer use cacheIDs from OpenColorIO
since computing them is expensive, and they are unlikely to match now that
more is baked into the shader code.

Shaders can now use multiple 2D textures, 3D textures and uniforms, rather
than a single 3D texture. So allocating and binding those adds some code.

Color space conversions for blending with overlays is now hardcoded in the
shader. This was using harcoded numbers anyway, if this every becomes a
general OpenColorIO transform it can be changed, but for now there is no
point to add code complexity.

Ref D10273

CIE XYZ
=======

We need standard CIE XYZ values for rendering effects like blackbody emission.
The relation to the scene linear role is based on OpenColorIO configuration.

In OpenColorIO 2.0 configs roles can no longer have the same name as color
spaces, which means our XYZ role and colorspace in the configuration give an
error.

Instead use the new standard aces_interchange role, which relates scene linear
to a known scene referred color space. Compatibility with the old XYZ role is
preserved, if the configuration file has no conflicting names.

Also includes a non-functional change to the configuraton file to use an
XYZ-to-ACES matrix instead of REC709-to-ACES, makes debugging a little easier
since the matrix is the same one we have in the code now and that is also
found easily in the ACES specs.

Ref D10274
2021-02-12 19:06:35 +01:00
5393054a5d Geometry Nodes: Add dependency relation for collection objects
Currently moving or changing an object references in a node modifier's
node group does not trigger re-evaluation. Because there is no collection
relation in the dependency graph, we must add the relation to all objects
in the collection individually.
2021-02-12 12:03:38 -06:00
a4baedea91 Geometry Nodes: Make instances real on-demand
This commit makes the geometry output of the collection info usable.
The output is the geometry of a collection instance, but this commit
adds a utility to convert the instances to real geometry, used in the
background whenever it is needed, like copy on write.

The recursive nature of the "realize instances" code is essential,
because collection instances in the `InstancesComponent`, might have no
geometry sets of their own containing even more collection instances,
which might then contain object instances, etc.

Another consideration is that currently, every single instance contains
a reference to its data. This is inefficient since most of the time
there are many locations and only a few sets of unique data. So this
commit adds a `GeometryInstanceGroup` to support this future optimization.
The API for instances returns a vector of `GeometryInstanceGroup`.
This may be less efficient when there are many instances, but it makes
more complicated operations like point distribution that need to iterate
over input geometry multiple times much simpler.

Any code that needs to change data, like most of the attribute nodes,
can simply call `geometry_set_realize_instances(geometry_set)`,
which will move any geometry in the `InstancesComponent` to new "real"
geometry components.

Many nodes can support read-only access to instances in order to avoid
making them real, this will be addressed where needed in the near future.

Instances from the existing "dupli" system are not supported yet.

Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
ff3df2ea56 Merge branch 'blender-v2.92-release' 2021-02-12 17:50:44 +01:00
98db4cc639 Fix T84899: instance ids are not unique in common cases
Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.

This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.

Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
  equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
  impact on the output id array.

The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.

Differential Revision: https://developer.blender.org/D10402
2021-02-12 17:44:27 +01:00
c04bcc87fe Merge branch 'blender-v2.92-release' 2021-02-12 16:54:50 +01:00
ccea44e76b GPencil: Fix compiler warnings after previous commit
These warnings were not detected by Windows compiler as the Linux compiler does.
2021-02-12 16:54:22 +01:00
5b073a9590 Merge branch 'blender-v2.92-release' 2021-02-12 15:24:20 +01:00
72989f9d0b Fix T85581: GPencil draw on surface does not work
The problem was the stroke was reproject flat to view if the axis was View. Now, if the operation is using depth, the stroke is not reprojected.

Related to T85082
2021-02-12 15:23:47 +01:00
dad32cbd17 Merge branch 'blender-v2.92-release' 2021-02-12 15:22:21 +01:00
9febda912b Baking: support vertex color baking of normal material, UV discontinuities
Baking vertex colors per-corner leads to unwanted discontinuities when there is
sampling noise, for example in ambient occlusion or with a bevel shader node for
normals. For this reason the code used to always average results per-vertex.

However when using split normals, multiple materials or UV islands, we do want to
preserve discontinuities. So now bake per corner, but make sure the sampling seed
is shared for vertices.

Fix T85550: vertex color baking crash with split normals, Ref D10399
Fix T84663: vertex color baking blending at UV seams
2021-02-12 15:01:29 +01:00
780cabb7a8 Fix T85558: crash changing the resolution mode of the "volume to mesh" node
The nodes update function geo_node_volume_to_mesh_update would not run
if it is not the very first node in the tree.
If the update function is not run, there are sockets not cleared from
the SOCK_UNAVAIL flag (but this needs to be done -- these get available
depending on the chosen mode).

Havent tracked down why this was actually updating when it was the first
node in the tree, but now make sure we always get an update by specifing
an appropriate RNA update callback for the property.

Maniphest Tasks: T85558

Differential Revision: https://developer.blender.org/D10403
2021-02-12 13:59:53 +01:00
fd8ac0b0f4 Merge branch 'blender-v2.92-release' 2021-02-12 12:34:41 +01:00
9fa6e06287 Geometry Nodes: remove incorrect assert
It is perfectly valid that an attribute does not exist and cannot be created.
For example, this can happen when a mesh does not contain any vertices.
2021-02-12 12:33:04 +01:00
ed667e344d Merge branch 'blender-v2.92-release' 2021-02-12 11:55:42 +01:00
26481eabe1 Cycles: Use Blender Settings For AOV
This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D9774
2021-02-12 11:35:05 +01:00
9a7dc41dd9 Fix T85545: changing position attribute does not tag normals dirty
This makes it so that normals are tagged dirty whenever the position
attribute is requested for writing. This seems like a good default. If the
calling code is aware of normals, it could untag normals when they are
not changed by the operation.

Differential Revision: https://developer.blender.org/D10397
2021-02-12 11:31:15 +01:00
837b5743ce Fix T79999: Double color management applied during viewport animation render
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.

The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.

In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.

The issue with this change is the performance penalty it has.

Reviewed By: Brecht van Lommel

Maniphest Tasks: T79999

Differential Revision: https://developer.blender.org/D10371
2021-02-12 08:23:03 +01:00
33145dd187 Fix T79999: Double color management applied during viewport animation render
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.

The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.

In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.

The issue with this change is the performance penalty it has.

Reviewed By: Brecht van Lommel

Maniphest Tasks: T79999

Differential Revision: https://developer.blender.org/D10371
2021-02-12 07:53:50 +01:00
c10ad8e9ea UI: expose the 3D views active object, even when hidden
The previous behavior meant that changing an objects visibility
effectively changed the current mode - which missed necessary
updates for the tool-system (for example).

There was already a check for edit-mode, now expected to all modes.

This makes the test-case described in T83013 work as expected.
2021-02-12 17:09:34 +11:00
Juanfran Matheu
631cc5d56e WM: Add 'Confirm On Release' option for WM_OT_radial_control
Adds a new property called "Confirm On Release" that does what it says,
confirm the action without having to do left-click or to press any other
extra-key which concludes in a more dynamic and efficient way of changing
brush size or strength for example, especially for tablet users.

Reviewed By: campbellbarton

Ref D10233
2021-02-12 16:45:29 +11:00
cafd6b519c PyAPI: Use PyPreConfig & PyConfig for Python initialization
Use Python 3.8's API for setting the initial configuration.

This replaces a mix of our logic and direct calls to the Python API
and has no user visible changes.

Using the Python API makes the logic easier to follow and provides
utilities such as `PyConfig_SetBytesArgv`
that wasn't available in previous releases.

Note that this uses Python's utf8/wchar_t conversions,
which used to cause problems (see T31506).

Since `Py_UTF8Mode` was set, the systems locale isn't used for decoding,
allowing us to use Python's utility functions that call
`Py_DecodeLocale` internally.

Ref D10382
2021-02-12 08:10:12 +11:00
aa43e2ec29 PyAPI: use PyModule_AddType utility function 2021-02-12 08:08:16 +11:00
d21f445469 PyAPI: remove Python 3.7x compatibility code
This removes Python version checks needed to build with 3.8+ and 3.7x.

Ref D10381
2021-02-12 08:08:15 +11:00
35ddcb4041 Cleanup: clang-format, spelling 2021-02-12 07:49:40 +11:00
ed817d62bd Cleanup: Python GPU: Use consistent prefixes for local API
It was not following the own documentation at the top code that mentions
that for local API the prefix is "bpygpu_".
2021-02-11 16:13:02 -03:00
6a5d17bfb2 Cleanup: Remove unused variable 2021-02-11 10:27:25 -06:00
05bbe3f8ef Merge branch 'blender-v2.92-release' 2021-02-11 10:23:33 -06:00
314525b8cf Fix T85555: Geometry Nodes: Attribute Vector Math Wrap is broken
This was just a copy and paste error / typo. The proper DNA variable
wasn't used. Thanks @charlie for finding the issue.
2021-02-11 10:22:57 -06:00
4f8bc3e35c GPencil: Move Autofit parameter from topbar to advanced panel
As this is used only in corner cases, it is better keep in advanced panel.

Also renamed to "Limit to Viewport"
2021-02-11 15:59:53 +01:00
18ac37a39b Merge branch 'blender-v2.92-release' 2021-02-12 00:42:36 +11:00
196dfc01a3 Fix T84114: Existence of vertex groups slows down mesh editing
Having a vertex group in a mesh slowed down unrelated operations
such as selection.

De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.

Use full copies when storing custom-data for edit-mesh undo.
2021-02-12 00:40:58 +11:00
dabf96f732 Attributes: support bool attribute in rna
Differential Revision: https://developer.blender.org/D10387
2021-02-11 13:44:58 +01:00
6ca992b017 Merge branch 'blender-v2.92-release' 2021-02-11 12:34:51 +01:00
b20872d36e Fix T85543: Object Types Visibility missing shading notifier
Caused by rB0f95f51361d7.

Similar to T85515, T84717 and their related fixes.
In this case, add missing shading notifier as in rB9274bd457a25.

Maniphest Tasks: T85543

Differential Revision: https://developer.blender.org/D10395
2021-02-11 12:30:41 +01:00
69e191604b Fix T85541: crash when replacing an existing node link
It's not necessary to check if the link has to be removed,
if it was removed already.

This regression was caused by rB8f707a72e81833bb835324ddc635b29dfbe87a9f.
2021-02-11 11:50:12 +01:00
Fabian Schempp
8f707a72e8 UI: Multi-input node socket spacing and interaction
This commit makes links connected to multi-input sockets spread verticaly
along the socket. Sockets grow if more links are connected and the node
layout updates accordingly. Links are sorted by their incoming angle
to avoid crossing links. Also, link picking is updated to work with
spread links and bezier links.

Currently the multi-input sockets are used in the join geometry node.

The mutli-input sockets look like a vertical rounded rectangle.
Currently they do not support the other custom socket shapes.

Reviewed By Hans Goudey, with cleanup and additional edits

Differential Revision: https://developer.blender.org/D10181
2021-02-11 01:16:17 -06:00
Fabian Schempp
9a9e19fdcc Geometry Nodes: Use multi-input socket in join geometry node
This updates the join node to use the new multi-input socket from D10067.
The change just requires slightly changing the arguments of the exec
function, and changing the socket input list.

Note that this commit does not contain the UI changes, it only allows for
more input links, and combines the two sockets into one. The UI changes
will come next.

Reviewed By: Hans Goudey

Differential Revision: https://developer.blender.org/D10069
2021-02-11 00:23:15 -06:00
b0e483c373 Fix ASAN report when creating attribute math node
The DNA struct name for the node storage was incorrect.
2021-02-10 22:54:45 -06:00
ed1945c801 Merge branch 'blender-v2.92-release' 2021-02-11 12:40:07 +11:00
52cfc620c8 Fix T83013: Annotation with hidden object in sculpt mode crashes
This just avoids the crash, the annotation tool still doesn't work.

Larger changes will be needed to resolve this, see T85532.
2021-02-11 12:34:41 +11:00
175325ebdb Merge branch 'blender-v2.92-release' 2021-02-11 08:40:19 +11:00
16c621e529 Merge branch 'blender-v2.92-release' 2021-02-11 08:40:16 +11:00
1a52b5f7d3 Merge branch 'blender-v2.92-release' 2021-02-11 08:40:12 +11:00
15785b35f3 Merge branch 'blender-v2.92-release' 2021-02-11 08:40:09 +11:00