Commit Graph

2518 Commits

Author SHA1 Message Date
f71cf99616 GPU: add 2D projection function
When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.

- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
2021-06-01 12:49:53 +10:00
6b03621c01 DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.

Timings before: between 0.000069s and 0.000362s.
Timings after:  between 0.000032s and 0.000092s.

Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.

Future improvements are possible by generating the index buffer
of hair directly on the GPU.

NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-28 08:16:26 +02:00
2c607ec2f6 Revert "DrawManager: Use Compute Shader to Update Hair."
This reverts commit 8f9599d17e.

Mac seems to have an error with this change.
```
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
                 ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
                 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
                 ERROR: make: *** [all] Error 2

```
2021-05-26 20:32:05 +02:00
Jeroen Bakker
8f9599d17e DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses tranform feedback.

Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s
Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s
Timings compute shader between 0.000032 and 0.000092s

Future improvements:
* Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-26 17:03:37 +02:00
Jeroen Bakker
87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00
Iyad Ahmed
a43c7538b8 Eevee Wavelength Node Support
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.

Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
2021-05-21 10:25:47 +05:30
Germano Cavalcante
48fa029dd1 Python GPU: New 'platform' module
This module exposes the platform utils defined in the GPU module in C.

This will be useful for porting existing code with `bgl` to `gpu`.

Reviewed By: fclem, brecht, campbellbarton

Maniphest Tasks: T80730

Part of D11147
2021-05-14 12:26:40 -03:00
Germano Cavalcante
3f4f109646 Python GPU: New 'capabilities' module
This module exposes the capabilities defined in the GPU module in C.

This will be useful for porting existing code in `bgl` to `gpu`.

Reviewed By: fclem, brecht, campbellbarton

Maniphest Tasks: T80730

Part of D11147
2021-05-14 12:26:40 -03:00
efc6f4675d Cleanup: spelling 2021-05-06 08:09:05 +10:00
888a697e24 Cleanup: spelling 2021-05-04 00:44:53 +10:00
da9b1b9636 Cleanup: clang-tidy 2021-05-03 10:22:12 +02:00
503dc97708 Merge branch 'blender-v2.93-release' 2021-05-02 00:13:02 +10:00
b7f3ebe014 Fix T86450: Random dark UI elements when redrawing
Resolves occasional glitch/flicker drawing dark buttons in the UI.

Regression in 405a5d3bd7
which removed shader unbinding when the batch is drawn.

GPU_shader_bind could run with the sRGB uniform in an unexpected state.

Reviewed By: fclem

Ref D11124
2021-05-02 00:11:16 +10:00
2bd9a28ff8 Cleanup: Rename #if GPU_USE_PY_REFERENCES to #ifndef GPU_NO_USE_PY_REFERENCES
This is safer for incremental build.

And there was already a macro `GPU_USE_PY_REFERENCES` used elsewhere.
2021-04-30 11:20:39 -03:00
2510bd3a5f Python GPU: Add new methods to port the code templates in the manual
This commit adds a new API tha allow to replace the bgl API in the exemples on:
https://docs.blender.org/api/current/gpu.html

**Overview (New API):**
```
gpu.state:      active_framebuffer_get
GPUFramebuffer: read_color
GPUOffscreen:   texture_color
```

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11031
2021-04-30 10:49:54 -03:00
Germano Cavalcante
04b6296e81 Python GPU: Add reference of PyObject GPU object to the GPU object itself
Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.

This also allows for more secure access to existing GPU objects.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11044
2021-04-30 10:42:13 -03:00
b316aaa0d2 Cleanup: use const variables 2021-04-30 15:24:46 +10:00
19dfb6ea1f Cleanup: enable modernize-use-equals-default check
This removes a lot of unnecessary code that is generated by
the compiler automatically.

In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.

I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.

Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.

Differential Revision: https://developer.blender.org/D10911
2021-04-08 11:07:27 +02:00
865025c343 Cleanup: remove stdio.h header from MEM_guardedalloc.h
This was included for `FILE *` which isn't used in the header.

Ref D10799
2021-03-24 19:34:44 +11:00
a1bc7729f2 Cleanup: use ofs instead of offs as an abbreviation for offset
Used for local structs/variables,
since `ofs` is by far the most widely used abbreviation.
2021-03-08 14:54:23 +11:00
39b86a989d Cleanup: use const arrays 2021-03-04 16:58:03 +11:00
daf7f42364 Fix line width broken for consecutive line draw calls
D9054 did multiple consecutive `immBegin()`/`immEnd()` draw calls to draw
multiple lines at varying thickness. This would only work for the first line,
then they'd all get a 1px thickness (at least on macOS).

Issue was that `wide_line_workaround_end()` called `immBindShader()` directly
to restore the old shader (which the workaround overrides). However this
doesn't set `imm->builtin_shader_bound` which has to be done for the workaround
to work on the next `immBegin()` call. Instead `immBindBuiltinProgram()` can be
called.

Differential Revision: https://developer.blender.org/D10520

Reviewed by: Clément Foucault
2021-02-24 11:16:51 +01:00
764082676b GPU: Add define to ouput more context lines for GLSL errors
This is work in progress, but it is very useful even as it is.
2021-02-21 01:33:56 +01:00
6fa984a1af GPU: Add RGB10_A2 format support
Nice format to output high definition normals or normalized colors.
2021-02-21 01:33:56 +01:00
7bb2b910c0 Cleanup: doxygen sections 2021-02-20 15:35:00 +11:00
10a54bbd06 Cleanup: spelling, correct doc-string arguments 2021-02-19 02:19:53 +11:00
89c79c3ed8 Cleanup: Abbreviate enums with 'UNSIGNED_' in the name 2021-02-17 12:38:21 -03:00
4430e8a008 Python: gpu module: add new submodules and types
This commit extends the gpu python API with:
```
gpu.types.Buffer         #"__init__", "to_list"
gpu.types.GPUTexture     #"__init__", "clear", "read", "format"
gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__",  "__exit__" with "GPUFrameBufferStackContext")
gpu.types.GPUUniformBuf  #"__init__", "update"
gpu.state                #"blend_set",  "blend_get",  "depth_test_set",  "depth_test_get",  "depth_mask_set",  "depth_mask_get",  "viewport_set",  "viewport_get",  "line_width_set",  "line_width_get",  "point_size_set",  "color_mask_set",  "face_culling_set", "front_facing_set",  "program_point_size_set"
```

Add these methods to existing objects:
```
gpu.types.GPUShader  #"uniform_sample", "uniform_buffer"
```

Maniphest Tasks: T80481

Differential Revision: https://developer.blender.org/D8826
2021-02-17 12:27:19 -03:00
20a6255d49 Cleanup: spelling 2021-02-17 15:04:29 +11:00
7f7e683099 EEVEE: Refactor closure_lit_lib.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.

What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.

Render tests needs to be updated after this.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390

# Conflicts:
#	source/blender/draw/engines/eevee/eevee_shaders.c
#	source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
#	source/blender/draw/intern/shaders/common_math_lib.glsl
2021-02-13 18:43:09 +01:00
549d9f8727 Fix T81206: Do not limit gl texture size in image editor
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.

An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.

When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.

Reviewed By: Clément Foucault

Maniphest Tasks: T81206

Differential Revision: https://developer.blender.org/D9160
2021-02-09 08:12:29 +01:00
f8cbd333d6 Cleanup: outdated/unhelpful comments 2021-02-05 22:33:27 +11:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
dfcfc8ee95 Merge branch 'blender-v2.92-release' 2021-01-28 21:56:10 +11:00
8948f73784 Fix T81334: Python view-port drawing depth-test regression
Since 216d78687d the depth function
(glDepthFunc) was left in an undefined state for drawing callbacks that
use the `bgl` module.

This meant enabling depth-test from Python's bgl module also needed
to set the depth function (which previously wasn't necessary).

Set the depth function as part of GPU_bgl_start
2021-01-28 21:53:56 +11:00
84671d796d Merge remote-tracking branch 'origin/blender-v2.92-release' 2021-01-26 14:38:40 +01:00
ed809866b1 Viewport Rendering: Don't clamp when overlays are disabled.
During viewport rendering the color values were clamped in order to
apply the overlay on top of it. This clamping would show the scene
colors washed out.

This patch adds a work around to skip the clamping when the overlays are
turned off.

Parial fix for {T77909}
2021-01-26 14:25:18 +01:00
41a945d746 Docs: add note on convention for setting line-width 2021-01-21 11:12:11 +11:00
b2a6e2abdb Cleanup: remove extra in trailing asterisk
Comment blocks not conforming to convention.
2021-01-20 16:14:00 +11:00
af88d23ffa Revert "Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask"
This reverts commit 9db3d1951d.

This was an accidental commit of the patch D8826
2021-01-10 21:07:04 -03:00
9db3d1951d Fix typo; Documentation; Expose layer for framebuffer attachament; Add framebuffer viewport setter; Remove framebuffer restore; Expose framebuffer push/pop stack API; Remove blend modes; Remove depth_range_set; Implement GPU_face_culling, GPU_front_facing, GPU_point_size, GPU_line_width, GPU_viewport, GPU_color_mask and GPU_depth_mask 2021-01-10 19:01:53 -03:00
c6e5b3f42d Fix T84095: Eevee vextex color isn't working with hair
Regression introduced by {c766d9b9dc56}. When converting the vertex
buffer to a texture buffer the fetch mode wasn't checked and the short
was bitwise interpreted as a float. This change checks the fetch_mode
and select the correct texture buffer.

This could also be added to other places when needed. At this time it is
only added here to support vertex colors when used with hair particles.
2021-01-04 15:05:37 +01:00
a3fcbb54f4 GPU: Add HQ normals workaround.
This change makes it possible for platforms to only support high quality
normal rendering. This is part of {T82856} where current AMD drivers
running on the polaris architecture does not support the low quality
setting due to a driver bug.

In a next commit the work around will be enabled.
2021-01-04 12:19:51 +01:00
54f89e8704 Cleanup: docy comments beginning with '/**' don't end with '**/' 2021-01-04 17:38:11 +11:00
2be2165dd6 Cleanup: Use LISTBASE_FOREACH macro
Differential Revision: https://developer.blender.org/D9960
2020-12-30 17:03:06 +01:00
ffb6648a97 Fix T83625: Shading attribute names cause compilation error.
Some GPU platforms don't support having more than one underscore in
sequence in an attribute name. This change will remove the underscore
as a possible character when encoding to save names.
2020-12-18 09:56:28 +01:00
Valdemar Lindberg
69c3f4a46d Fix 3D View is red when using stereo
Fix T83415: 3D View is red when using stereo

The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer.
Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled.
Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view.

Reviewed By: #eevee_viewport, jbakker

Maniphest Tasks: T83415

Differential Revision: https://developer.blender.org/D9845
2020-12-16 14:21:51 +01:00
b347c4e9ca Cleanup: remove redundant struct declarations 2020-12-16 16:25:56 +11:00
65f139117d Cleanup: rename BLI_strescape to BLI_str_escape
Prepare for `BLI_str_unescape` which doesn't read well
without the separator.
2020-12-10 14:40:01 +11:00
11c4066159 Cleanup: partial Clang-Tidy modernize-loop-convert
Modernize loops by using the `for(type variable : container)` syntax.

Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.

Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.

No functional changes.
2020-12-07 12:41:17 +01:00