This is part two of the fix for T84459.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode
uses the same OpenGL data type for storing normals that is known to be
faulty.
This change fixes the face dot normals by using GPU_COMP_I16.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Wireframe drawing uses the same
OpenGL data type for storing normals what is known to be faulty.
This patch enabled storing the normals using GPU_COMP_I16. It also
solves the normals drawing in edit mode for vertex and loop normals.
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.
Issue was that the `tris_per_mat` are not created when the first batch is drawn
during select operator and then is not created when needed by the workbench pass
since they are not tracked by mesh_buffer_cache_create_requested.
This change will create the `tris_per_mat` just in case they are needed later.
Solution by Clément Foucault
Differential Revision: https://developer.blender.org/D9430
Issue caused by {9582797d4b50} in b2.90. The surface per material used
an index buffer owned by the batch. These index buffers are created at
the same time the surface tris index buffer was created. When a material
per batch buffer was invalidated it used the surface tris index buffer
rendering all materials on all surfaces making the last draw command
render succeed.
This patch stores the surface tris per material in the cache so they can
be reused. There is also no need to use the `saved_elem_ranges` anymore as they are
now part of the cache.
The ugly bit of the implementation is that in `extract_tris_finish` the
MeshBufferCache is retrieved. But as this part was already documented as
a hack and it is something that is only used for final meshes. Other
solutions would impact performance or made the fix not condensed
(passing parameters that shouldn't be used).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9136
This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
This prevents UV layer mix up in
MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the
extraction method.
One object's mesh can be accessed with MR_EXTRACT_MESH, another object
that uses the same mesh can use MR_EXTRACT_BMESH based on
(Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh
and the mesh aren't always in sync, the custom data layers wont
necessarily match up, causing T77359.
Reviewed by @jbakker, @brecht
Ref D8645
The problem is caused by a lack of prediction in the `isect_line_segment_tri_v3`
that incorrectly confirms some intersections of coplanar segments to the triangle.
The solution is to use another algorithm to detect intersections.
This also resulted in a slight improvement in the performance:
- 1min 17sec to 1min 6sec in my test file
Differential Revision: https://developer.blender.org/D8500
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
When using link duplicated objects it could happen that one object is
calculating the GPUBuffers and the second object is marking these
buffers invalid. This introduces threading issues.
This patch fixes this by combining the surface and surface per material
batches. Most likely the surface per material batches are used and when
requested you will most likely need the surface batch for the depth
tests and overlays.
During tests it slightly improves performance as batches aren't thrown
away without using it.
After this patch we can add a quick path for meshes with one material
and two materials.
Alternative approaches that have been checked:
- sync extraction per object: reduced performance to much (-15%)
({D8292})
- post checks: reduced the threading issues, but didn't solve it.
- separating preparation and execution of the extraction ({D8312})
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8329
Loop over faces and calculate their centers instead of zeroing the
face center array and accumulating all faces vertex corners.
Move subsurf face center extraction into it's own loop since it works
differently.
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
Similar track as for normal mesh. Don't store the tangent normals in CustomData
of the mesh, but in an unassociated CustomData instance.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8161
Change extraction callbacks to take index ranges instead of calling them
for each mesh element (poly, loop, vert & edge).
This gives a minor overall performance gain in my tests, ~5% on average.
Details:
- Use typed parameter structs and macros for looping over elements.
Without this, changes to these callbacks is time consuming as changes
need to be made in many places.
- Avoid iterating over polygon-loops when iterating over polygons
is sufficient.
- Simplify logic to access adjacent loops for faster line extraction.
- Rename 'loop' iterators to 'poly' (as they take polygon ranges)
the iterator callbacks can operator on either polygon or loop data.
- Use term 'last' for the last index (inclusive),
use 'end' when this value (not inclusive).
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.
This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.
Still need to run the tests for an hour to see if it is fixed
Reviewed By: Clément Foucault, Philipp Oeser
Differential Revision: https://developer.blender.org/D8095
Lines loose extraction cannot happen on the fly as the render data isn't
complete. This patch will do the lines loose subbuffer extraction as a
simple task and not on the fly.
This patch introduces 2 sub-types of tasks that are executed single threaded.
`EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry.
`EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached
`lines` IBO.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7964
The underlying issue is that the loose edge extraction cannot be
threaded. This patch will extract the loose edges during initialization
of the render mesh data.
When working on this patch the mesh_render_data_update was split into
multiple functions to identify what part was failing. These functions
would also help us with debugging.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7962
This patch uses a graph flow scheduler for creating all mesh batches.
On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps.
For each mesh where batches needs to be updated a sub-graph will be added to the task_graph.
This sub-graph starts with an extract_render_data_node. This fills/converts the required data
from Mesh.
Small extractions and extractions that can't be multi-threaded are grouped in a single
`extract_single_threaded_task_node`.
Other extractions will create a node for each loop exceeding 4096 items. these nodes are
linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata
needed for the extraction based on the data extracted from the mesh.
Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created
as part of the lines extraction. When the lines_loose is only requested the sub-buffer is
created from the existing `lines` buffer. It is assumed that the lines buffer is always
requested before or together with the lines_loose what is always the case (see
`DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7618
This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.
Now the conversion will be lazily initialized if/when it's required.
New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
Caused by rBe82827bf6ed5.
DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...
Scene is actually available, so pass that around.
Maniphest Tasks: T76131
Differential Revision: https://developer.blender.org/D7540
The loop normal VBO is used in two manners. In edit mode to draw the
edge normals. And in paint mode to draw the wireframe. This commit
checks which VBO is needed and build the correct one.
This allows show the wireframe correct in paint mode, when the object is
subdivided.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7419
Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}
Differential Revision: https://developer.blender.org/D7385
Since rBcf258b02f449, only wires and edges that are mapped to the
original mesh were drawn if the mesh was modified by modifiers.
Above commit was only meant for showing orig wires for paint mask
overlays [where final wireframe is not desired], so now only use
MR_EXTRACT_MAPPED when we are in a paint mode.
Maniphest Tasks: T75343
Differential Revision: https://developer.blender.org/D7333