In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass
This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.
This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.
When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.
The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13425
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.
Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.
Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycleshttps://wiki.blender.org/wiki/Source/Render/Cycles
Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)
For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.
Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.
Differential Revision: https://developer.blender.org/D9553
This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
When bl_use_gpu_context is set, an OpenGL context will be available for
OpenGL based render engines.
Differential Revision: https://developer.blender.org/D8305
Also put glDisable(GL_DITHER) in it since we don't even use it (but is
enabled by default).
Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA
framebuffers.
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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
Rgression from rBaf4dcc6073fa.
paint_sample_color > imapaint_pick_face uses the the selection buffer
(DRW_select_buffer_sample_point) and to get flat colors [select_id_flat] we
need to be in SCE_SELECT_FACE mode. This was already fine if you had
'Face Selection Masking' turned on, but got colors including lighting
when turned of [select_id_uniform].
There was already an exception in 'select_cache_init' that turns on
SCE_SELECT_FACE for weightpaint, we just need this for texture paint
(vertex paint) as well... Also moved the logic into
select_id_get_object_select_mode.
Note we were also asserting here:
BLI_assert failed: /blender/source/blender/draw/engines/select/
select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode
!= 0'
Note also this is not working correctly for vertexpaint (yet), but has
been discussed in T69752 and there is a solution by @mano-wii in P1032.
Reviewers: mano-wii
Subscribers: mano-wii
Maniphest Tasks: T69752
Differential Revision: https://developer.blender.org/D5775
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.
The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5435
It is easier to deal with private values of the DRW_select engine and gives room for improvement.
Reviewers: campbellbarton, fclem
Differential Revision: https://developer.blender.org/D5415
`ED_view3d_select_id_read_rect` serves only as a bridge to `DRW_framebuffer_select_id_read`.
Keeping these codes similar only increases the complexity of some functions.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5415
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.
Reviewers: campbellbarton, fclem
Subscribers: jbakker, brecht
Differential Revision: https://developer.blender.org/D5090
- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)