This reverts commit 32d4a67017 thus fixing T81002 again.
And in order not to break T81212 (again) a different fix was implemented.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15840
The new code was not using the correct default attribute. Add access to
`g_data.P` through `node_tex_coord_position()` to replace the old
`GPU_builtin(GPU_VIEW_POSITION)` which was used before.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15862
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.
Each instance has an attribute offset inside the global buffer and an
attribute count.
This removes any padding and tighly pack all uniform attributes inside
a single buffer.
This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
This was an oversight as the matrix multiplication present in original
code was reversed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15858
This was caused by un-wanted normalization. This is a requirement of
the MikkTspace. The issue is that g_data.N is expected to be normalized
by many other functions and overriden by bump displacement.
Adding a new global variable containing the interpolated normal fixes the
issue AND make it match cycles behavior better (mix between bump and
interpolated normal).
Workaround the issue by adding an intermediate function. This is usually
the case when working with attributes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15860
This patch implements the dilate/erode node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15790
Reviewed By: Clement Foucault
This particular GPU driver does not constant fold all the way in order
to discard the unused branches.
To workaround that, we introduce a series of material flag that generates
defines that only keep used branches.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15852
Full support for translation and compilation of shaders in Metal, using
GPUShaderCreateInfo. Includes render pipeline state creation and management,
enabling all standard GPU viewport rendering features in Metal.
Authored by Apple: Michael Parkin-White, Marco Giordano
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15563
Several visual tweaks to node links to make them overall fit in
better with the look of the node editor:
- Change the link thickness with the zoom level to a certain degree.
- Remove the fuzziness of the node link and its shadow/outline.
- The link outline color can now be made transparent.
- Add circles at the end of dragged links when connecting to sockets.
- Improve the banding of the color interpolation along the link.
- Adjust the spacing of dashes along straight node links.
Reviewed By: Pablo Vazquez, Hans Goudey
Differential Revision: http://developer.blender.org/D15036
This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
the interval [1,2).
This fixes Cycles, Eevee and geometry nodes.
Differential Revision: https://developer.blender.org/D15785
The realtime compositor sometimes produces fuzzy results when the
interpolation is set to bilinear. This was due to the domain realization
shader, which incorrectly sampled the input image.
This patch fixes such fuzziness by introducing a 0.5 offset to evaluate
the sampler at the center of pixels. Additionally, it makes sure the
centring offset is an integer offset by taking its floor, retaining the
previous 0.5 offset even with the difference in size is odd.
This patch implements the bilateral blur node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15674
Reviewed By: Clement Foucault
This patch implements the despeckle node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15673
Reviewed By: Clement Foucault
This patch implements the directional blur node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15672
Reviewed By: Clement Foucault
This patch implements the filter node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15661
Reviewed By: Clement Foucault
This patch implements the bokeh image node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15660
Reviewed By: Clement Foucault
This patch implements the following nodes for the realtime compositor:
- Map range node.
- Map value node.
- Math node.
- Normal node.
- Alpha convert node.
- Separate color node.
- Combine color node.
- Separate XYZ node.
- Combine XYZ node.
- Separate RGBA node.
- Combine RGBA node.
- Separate HSVA node.
- Combine HSVA node.
- Separate YCCA node.
- Combine YUVA node.
- Set alpha node.
- Switch node.
- Switch view node.
- RGB to BW node.
- Color ramp node.
Differential Revision: https://developer.blender.org/D15229
Reviewed By: Clement Foucault
This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.
The final result matches 3.1 release
* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
Introduced by {35594f4b92fa4cbb5b848f447b7a3323e572b676}.
Some platforms do not support temp variables to be used as inout parameter.
Detected on Mac with Intel iGPU.
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.
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.