Commit Graph

2200 Commits

Author SHA1 Message Date
e1023014f4 GPUTexture: Add support for GL_R16 texture format 2018-11-30 02:02:36 +01:00
52458ab49d GPU: Add AMD Radeon RX series to macos blitting workaround list
Fixes T55987
2018-11-28 15:59:56 +01:00
c2863326af Cleanup: correct assert, remove redundant NULL checks 2018-11-28 17:20:23 +11:00
62edc31d34 Cleanup: correct function signatures 2018-11-28 16:21:24 +11:00
65fa5a1926 Eevee: Optimize Color Ramp node for common cases. 2018-11-17 18:20:10 +01:00
c599aeaee5 GPU: Cleanup / Opti : Vectorize + MADD and remove unused function 2018-11-17 14:56:18 +01:00
2c347ebbba Fix T57874: Crash due to IMM_BUFFER_SIZE when drawing cached frames...
... in the timeline.
2018-11-16 19:26:23 +01:00
d546269de8 Cleanup: Double semicolon at the end of line 2018-11-15 16:32:18 +01:00
55e719ec35 Merge branch 'master' into blender2.8 2018-11-14 17:21:34 +11:00
d7f55c4ff5 Cleanup: comment block tabs 2018-11-14 17:10:56 +11:00
14e4fb2773 GPU: Fix crash at startup 2018-11-13 11:22:28 +01:00
d941f40c21 Fix T57571: Blender crashes on UV transformation
That was caused by a thread safety issue on gpu_batch_presets_unregister()
which was not designed to be used for this kind of situation (managing 3D
meshes batches).
2018-11-12 18:07:01 +01:00
b43ce7908f Eevee: Fix broken Vector Transform node
The Camera to Object space matrix was not implemented in gpu_codegen.
2018-11-08 21:50:17 +01:00
4f11441913 Eevee: Add partial support for the Light Path Node
This makes it possible to tweak indirect lighting in the shader.

Only a subset of the outputs is supported and the ray depth has not exactly
the same meaning:

Is Camera : Supported.
Is Shadow : Supported.
Is Diffuse : Supported.
Is Glossy : Supported.
Is Singular : Not supported. Same as Is Glossy.
Is Reflection : Not supported. Same as Is Glossy.
Is Transmission : Not supported. Same as Is Glossy.
Ray Length : Not supported. Defaults to 1.0.
Ray Depth : Indicate the current bounce when baking the light cache.
Diffuse Depth : Same as Ray Depth but only when baking diffuse light.
Glossy Depth : Same as Ray Depth but only when baking specular light.
Transparent Depth : Not supported. Defaults to 0.
Transmission Depth : Not supported. Same as Glossy Depth.

Caveat: Is Glossy does not work with Screen Space Reflections but does work
with reflection planes (when used with SSR or not).
We have to render the world twice for that to work.
2018-11-08 19:20:40 +01:00
9d12a5aa9e Eevee: Fix geometry node for environments and support true_normal
Also minor cleanup for the Bump node.
2018-11-08 19:20:40 +01:00
11a53ec28a Fix T57689: world nodes / texture not updating for Eevee.
Only do GPU material updates through depsgraph evaluation now. This was
already happening for material, just missing for the world.
2018-11-08 16:01:02 +01:00
bdd44564c9 GPU: Cleanups: Remove GPUMatType, Vectorize / MADD some operations 2018-11-07 22:16:13 +01:00
4f709152f4 Eevee: Add support for interpolation options for Environment Texture nodes 2018-11-07 22:16:13 +01:00
e0edac4cb2 Eevee: Support for extension type in the Node Image Texture
This does not work with the box projection mode. Implementing for box
projection mode would be difficult, slow, and produce a lot of code
duplication. Also i'm not sure this is worth it, as it's not a common use
case.
2018-11-07 22:16:13 +01:00
faecd16d31 Eevee: Fix volumetric broken after recent change 2018-11-07 13:25:28 +01:00
1fe561e662 Eevee: Wireframe: Increase precision a bit
Take the full derivative and compute its length instead of using fwidth.
2018-11-07 00:19:14 +01:00
c3a0af736a Eevee: Make Normal node interactive
Before it was triggering shader recompilation. Include small cleanup/opti.
2018-11-07 00:19:14 +01:00
57b4e122fc GPU: Fix wrong socket value struct
This was causing bad behavior of the node Normal.
2018-11-07 00:19:14 +01:00
d6908471c0 Eevee: Fix non normalized Normals in BSDFs and Layer Weight
Although the normal was normalized when evaluating the lighting, the normal
is often used for other purpose. In this case using the non normalized
normal maybe the source of errors.
2018-11-07 00:19:14 +01:00
c6c3d2e0f0 GPU: Cleanup: Vectorize operations and use MADD 2018-11-07 00:19:14 +01:00
8a204ccdb4 Eevee: Support monochromatic Transparent BSDF correctly
This fits Cycles better even if it is only for grey scale values. This only
work if the blend mode is Alpha Blend or Alpha Hashed.
2018-11-07 00:19:14 +01:00
50b43ff6d4 GPU: frame buffer stack
Reviewers: fclem

Differential Revision: https://developer.blender.org/D3903
2018-11-06 15:24:13 +01:00
2a0a7cd73d Eevee: Fix missing UBO bound if using a muted Shader to RGB node with SSS
This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
2018-11-06 12:05:21 +01:00
bc870f17a7 Cleanup: style, shadow warning 2018-11-04 10:10:00 +11:00
721a19d2b8 GPU: Add safety check for max line width
On some platform does not support line width > 1.0 and can even throw and
error. Better check an at least display something rather than no lines at
all.
2018-11-02 15:45:13 +01:00
9d5edf2d39 Eevee: Fix nodegroup sockets behaviour
Node group inputs should behave like cycles now.

----

We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.

But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
2018-11-01 15:06:42 +01:00
a248c2001a GPU: Add glFlush and glFinish wrapper 2018-10-31 12:32:18 +01:00
603774c1eb Fix T56865: Selection of bones not working properly if the option In Front (old X-ray) is enabled
Differential Revision: https://developer.blender.org/D3828
2018-10-30 15:31:32 -03:00
c4f69794ca UI: Fix point size and line width ignoring UI scaling option 2018-10-30 16:44:23 +01:00
f3961ab46d GPU: Extend mac blitting workaround to AMD Radeon R9 familly 2018-10-30 13:04:06 +01:00
76a047893c GPU: Fix faulty mac gpu detection 2018-10-30 11:02:59 +01:00
a0dfa320cd Dope Sheet: new option to display keyframe interpolation mode and extremes.
With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.

To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.

Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.

In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.

Reviewers: brecht, aligorith, billreynish

Differential Revision: https://developer.blender.org/D3788
2018-10-29 22:04:19 +03:00
70d73ff500 Eevee: SSS: Fix issue with mac and stencil buffer blitting
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
2018-10-26 10:54:21 +02:00
d5fe6e4785 GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.

This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.

Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
2018-10-26 10:54:21 +02:00
48b56481ea GPUTexture: Add supports for GL_DEPTH32F_STENCIL8 texture format 2018-10-26 10:54:21 +02:00
51b6e313de Fix T57326: Adding Scene with Transparent Film to VSE Crashes Blender
Previous Framebuffer can be NULL.
2018-10-23 18:04:45 +02:00
9d81e937d2 Optimizadion: Fix performanse issue of UI on some old GPUs.
Apparently the registry is not large enough and the compiler does something bad in indexing the array.
2018-10-22 12:59:09 -03:00
2d084d4ec4 GPU: Fix Issue with recursive downsample and Intel HDXXX
This is caused by a driver bug that prevent us from rendering to (or even
binding) a texture mip level that is below GL_TEXTURE_MAX_LEVEL of the
target texture. This is fine in most drivers (and legal AFAIK) but not on
thoses Intels HDXXX + Windows.

As a fix we just put GL_TEXTURE_MAX_LEVEL lower (which is illegal because
it is undefined behaviour), but in practice it works ok and does not
trigger any warnings or errors.

This commit fixes most of the problems encountered on these GPUs (T56668).
2018-10-22 13:00:40 +02:00
3e6b34dede Eevee: Fix default texture coord for procedural texture in world tree 2018-10-18 15:30:16 +02:00
6ef5bc1b99 Cleanup: node_tex_checker: Vectorize operation in GLSL 2018-10-18 15:30:16 +02:00
5869bf5002 Cleanup: fix compiler warnings. 2018-10-18 12:19:06 +02:00
Dalai Felinto
df816d534f Fix cmake not triggering rebuild on .glsl changes
At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
2018-10-17 11:24:33 +11:00
Dalai Felinto
28a3958cb3 Fix cmake not triggering rebuild on .glsl changes
At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
2018-10-16 16:58:12 -03:00
9b692ecabd GPUTexture: Add support for GPU_RGBA8UI 2018-10-12 16:38:55 +02:00
0f147bf6d6 Remove image based bitmap font support
Was used in the game engine and is no longer used.
2018-10-11 09:27:29 +11:00