Commit Graph

140 Commits

Author SHA1 Message Date
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +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
6470056a0d Cleanup: empty expression statement warning 2019-04-02 17:54:04 +11:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00
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  This is often invalid, outdated or misleading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
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
2a6bc4a82c Fix T58266 : Bottom half of meshes are transparent with eevee render 2018-12-11 16:21:17 +01:00
1f458895f8 Fix crash when rendering a scene first and then goes to eevee preview modes and cleanup
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-16 13:46:13 -02:00
bb3219d2b1 Eevee: Fix pingpong buffer not using 32bit float buffer when rendering 2018-10-31 22:35:42 +01:00
117bc96ce8 Eevee: Fix dot corruption on intel HD5xx/6xx series
It is caused by some sync issue apparently. Adding glFlush in these
two places fixes it.

Caveat: it might have a small perf impact (did not measure it).

The fix is limited to the affected driver/operating systems.
2018-10-31 12:32:18 +01:00
ee8e866a0e Eevee: Fix crash when baking
Was caused by the normal pass being enbaled in the renderlayer settings.

Fix T57344
2018-10-23 18:04:45 +02:00
Dalai Felinto
cffae36381 Fix build for MSVC: Remove trailing double semicolon
Not sure why but MSVC is complaining for some of those.

In particular for the struct in BKE_subdiv_ccg.h. Those were the ones
crashing here..
2018-09-20 14:59:55 +00:00
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
68f139db0d Fix T56800: Reflection Plane in Eevee crashes Blender 2018-09-17 12:20:51 +02:00
5a7c3d5a08 Eevee: Prepare for fullres tracing 2018-09-11 16:15:43 +02:00
6b551c0b8c Eevee: Depth of Feild: Fix ringing issue of background objects
There was an issue caused by Antialiasing being done after DoF. Move TAA
after DOF and Motion Blur.

Also certain pixel with lower CoC would be spread all over the background
because the neighbooring pixel have higher CoC. So we need to apply some
bilateral filtering when downsampling. Currently we limit the influence of
neighbor pixels with a CoC inside the range [MaxCoC-2, MaxCoC].
2018-09-09 23:26:14 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
1f693aefca Cleanup: style/whitespace
Also use 'uint'.
2018-05-30 19:49:33 +02:00
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
c332e6e0d6 Eevee: Change normal buffer texture format for more precision.
This means more accurate SSR with less faceted artifacts.
2018-05-16 16:58:32 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
8e78282a94 Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F. 2018-04-30 16:39:26 +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
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
e2613e4051 Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
2018-04-20 18:29:33 +02:00
1eea3e4d6b Eevee: Fix AA in render mode.
Was due to wrong framebuffer being read because of wrong comparisson caused
by b9ec7a9272
2018-04-17 15:33:06 +02:00
8301b26452 EEVEE: Fix bad framebuffer configuration
Was causing black / corrupted scene because of broken downsample

Add a debug check to not run into this problem again.
2018-03-29 13:43:30 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
c17042bc6d Eevee: Fix prev_persmat being used by multiple viewport. 2018-02-26 20:08:48 +01:00
b8b8669b28 Cleanup: style, warning 2018-02-15 18:03:55 +11:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.

This is in prevision of the VAO manager patch.
2018-02-14 18:59:42 +01:00
956a7bc3ea Eevee: Render: Force normal buffer creation if needed. 2018-02-05 01:59:14 +01:00
ba9a4dedda Eevee: Initial Final Render support.
TAA / multiple samples is not working at the moment.
2018-01-29 22:00:15 +01:00
1686baa7f2 Fix "GPUTexture: texture alloc failed. Not enough Video Memory." in area resizing
`gpu_texture_try_alloc` invalidates zero-sized textures.
The message in the console is not correct in this case (because it is not due to lack of memory).
2018-01-23 22:50:05 -02:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
9aaf75da3d Eevee: Fix SSR ans SSAO for intel GPU.
On my intel GPU there is some issue when rendering to depth only format.
This workaround the issue.
2017-12-08 11:58:04 +01:00
7f48923986 Eevee: Remove unecessary defines. 2017-12-08 11:58:04 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
14e5711d69 Cleanup: line length, right shift 2017-11-20 14:29:50 +11:00
8af3f531b1 Cleanup: BLI headers first
Also move descriptions into doxy header
2017-11-20 14:29:50 +11:00