Commit Graph

178 Commits

Author SHA1 Message Date
1f6d1213d2 Workbench: Use eGPUSamplerState to change texture sampling behavior
This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.

This fix T77453 Image texture not repeating in viewport
2020-06-08 10:58:45 +02:00
7534bbfa34 GPUShaderInterface: Add Builtin Uniform blocks query
This makes the query of theses mandatory uniforms faster.
2020-06-04 14:17:06 +02:00
91cc1f38ae GPUMaterial: Add support for different sampler state per image sampler
This bridge between the new sampler state support from GPUTexture and
draw material handling.

The Sampler State is just the one from the texture for now. No change in
logic.
2020-06-03 16:18:50 +02:00
866e067d65 GPUTexture: Add support for binding textures with custom sampler states 2020-06-03 16:18:50 +02:00
0e14eb7b31 Cleanup: DRW: Remove support for ModelViewProjectionMatrix
This has been replace by manual model+viewproj transform inside the shader.
2020-06-03 11:02:56 +02:00
75015f27ba Cleanup: DRW: Remove support for builtin matrices 2020-06-03 11:02:56 +02:00
59bfcd8c5d Cleanup: DRW: Remove persistent uniform functions 2020-06-03 11:02:56 +02:00
a1f9eebc0b DRW: Remove automatic bind locations and use hardcoded locations for textures
This cleanup use the recent changes in shader interface to allow querying
the binding location a texture should use.

This should aleviate all issue we have with texture state change recompiling
the shaders at drawtime.

All binds are now treated like persistent binds and will stick until a new
shading group bind a different shader. The only difference is that you can
still change it with a new subgroup or same shader shgroup.

Since unbinding can be heavy we only do it when using `--debug-gpu`.
2020-06-02 23:44:22 +02:00
b18c2a3c41 EEVEE: Refactor of eevee_material.c
These are the modifications:

-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.

One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.

The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)

Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7642
2020-06-02 16:58:07 +02:00
b82cb0ad32 Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure 2020-06-02 16:46:38 +02:00
38cfcdd51b DRW: Remove defered uniform creation 2020-06-02 16:46:38 +02:00
bf690ecd39 DRW: Add DRW_shgroup_uniform_vec4_array_copy 2020-05-28 13:42:11 +02:00
6eb00fb02e Fix T76730 DRW: Sorting of empty shading groups.
This is to fix an assert in EEVEE caused by a transparent shading group
that is create but not populated by any drawcall.
2020-05-18 16:59:04 +02:00
Jeroen Bakker
7d38f50367 Fix T75908: Sculpt GPU Batches + Render Artifacts
When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.

There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.

In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.

Reviewed By: Clément Foucault, Pablo Dobarro

Maniphest Tasks: T75908

Differential Revision: https://developer.blender.org/D7701
2020-05-14 11:58:33 +02:00
bc83fc9c04 Fix T75981: crash in sculpt mode with mesh that used to have multiple materials
The material indices in a mesh can exceed the number of available materials
slots in the object or mesh, sculpt drawing was not taking that into account.
2020-04-22 13:59:14 +02:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
b0c1184875 Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macro
These headers are not needed right away, but will be in the upcoming
commit.
2020-04-03 19:27:42 +02:00
b5253159b6 Cleanup: split BKE_anim.h and anim.c into smaller pieces
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
  animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
  already implemented in `object_dupli.c`, so they were rather out of
  place being declared in `BKE_anim.h` in the first place.

No functional changes.
2020-04-03 12:13:51 +02:00
973e1f9d9a Cleanup: use term 'attr' instead of 'attrib'
This was already the case in most parts of the GPU API.
Use full name for descriptive-comments.
2020-04-03 17:25:58 +11:00
Pablo Dobarro
b8d9b5e331 Sculpt: Delay Viewport Updates
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.

This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating,  so it can be disabled if you don't want to
see them.

I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6269
2020-04-02 18:00:51 +02:00
32bb848838 Fix T74692: Do not draw nodes with the default face set
The default face set color is white, so we can skip drawing the default
face set. This allows to enable again the optimization of not drawing
overlays in nodes where the mask is empty.

This will still slow down the viewport when a new face set is created
for the whole mesh or when inverting the mask, like in previous
versions.

I also renamed the function to make more clear that now it is checking
for both mask and face sets.

Reviewed By: brecht

Maniphest Tasks: T74692

Differential Revision: https://developer.blender.org/D7207
2020-03-26 15:39:41 +01:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
38d6533f21 Sculpt Face Sets
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.

This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.

Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.

Reviewed By: jbakker, #user_interface, Severin

Differential Revision: https://developer.blender.org/D6070
2020-03-05 21:07:20 +01:00
ce2dc6ef2b Cleanup: formatting, spelling 2020-03-03 22:23:10 +11:00
e88a715364 Cleanup: more refactoring of GPU material attributes and textures
This further separates requested attributes and textures from the actual
node graph, that can be retained after the graph has been compiled and
freed. It makes it easier to add volume grids as a native concept, which
sits somewhere between an attribute and a texture.

It also adds explicit link types for UDIM tile mapping, rather than
relying on fairly hidden logic.
2020-02-27 16:14:21 +01:00
f972a3c314 DRW: Support inverted view matrix
We detect the case where we need to invert the facing directly inside the
DRWView update and do the appropriate GL calls at draw time.

Fix T63047 Camera with negative scale works only in Cycles Rendered view
Fix T71352 Negative scale camera causes BLI_assert
2020-02-19 19:36:48 +01:00
322dc72316 Cleanup: refactor GPU material attribute and texture requests 2020-02-15 21:09:29 +01:00
007f1b74a6 Cleanup: split off code from gpu_codegen.c into smaller files 2020-02-15 20:33:16 +01:00
18c88eac17 Fix T73188: RenderResult as Camera BG Image
In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.

* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.

This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D6684
2020-01-29 15:07:45 +01:00
Lukas Stockner
7d8a186335 Fix T73133: UDIM texture count in Eevee is limited by OpenGL
Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.

Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.

With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.

Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.

Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.

As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.

Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6456
2020-01-16 02:06:49 +01:00
61f4a7d1f5 Fix T72372: color picker is unreliable with large "clip end" values
By my tests, `planes_from_projmat` proved to be more accurate than the current solution.

Differential Revision: https://developer.blender.org/D6434
2019-12-18 09:41:14 -03:00
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
93e8c962fc Cleanup: unused structs, struct members 2019-10-03 07:39:45 +10:00
a6a0a09197 Cleanup: spelling 2019-09-30 17:07:05 +10:00
9b0fd5ef2a Sculpt: only update draw buffers for visible nodes during paint stroke
Also applies to some other sculpt tools like filter and mask expand.

The full update happens after the paint stroke is finished, so it does not
happen on view navigation, which would cause a delay.

Ref T70295

Differential Revision: https://developer.blender.org/D5922
2019-09-29 16:22:09 +02:00
f6fc863acd Sculpt: multithread GPU draw buffer filling for workbench
This improves performance of some sculpt tools, particularly those that modify
many vertices like filter and mask tools, or use brushes with large radius.

For mask expand it can make updates up to 2x faster on heavy meshes, but for
most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to
solve, like normal updates.

Ref T70295

Differential Revision: https://developer.blender.org/D5926
2019-09-29 15:28:15 +02:00
a2457dd7bb Debug: add 888 and 889 debug values for redraw and PBVH node visualizatons
More convenient to use the debug menu than having to modify code every time.
2019-09-28 01:35:53 +02:00
770e91703d Fix part of T70295: sculpt drawing not clipping PBVH behind the camera
Use all 6 clipping planes for drawing.
2019-09-27 14:59:41 +02:00
d3a98b2c3b Fix part of T70295: sculpt drawing not clipping PBVH nodes outside of viewport
As before in 2.7, this only works for optimized drawing in workbench mode.
2019-09-27 14:29:40 +02:00
69ad44d5b4 Cleanup: remove unimplemented texture space rotation variables 2019-09-23 16:27:23 +02:00
9208146199 Cleanup: remove Mesh.bb and Curve.bb, no reason for these to be persistent
These were only strictly valid for texture space calculation, don't store them
since they should not be used after that. Only store a flag to indicate if the
auto texture space has been evaluated.

In the future it might make sense to store bounding boxes at the mesh level to
speed up bounding box computation for multiple objects using the same mesh, but
then it will need to be implemented differently.
2019-09-23 16:27:23 +02:00
381a274909 Cleanup: use braces 2019-09-23 09:36:12 +10:00
d8a7e5ee32 Cleanup: spelling 2019-09-19 13:19:53 +10:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00