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
```
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
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
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
Changes output for geometry info node in Eevee to be consistent with Cycles (w/o osl)
Before this patch Eevee outputs Z-tangent even for hair. This patch changes it to output hair tangent (growth direction). Hair tangent is impossible to derive otherwise from normal or view direction.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D10841
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
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
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
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
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
The SB back-end optimizer for the mesa R600g driver corrupts the vertex
shader for widget drawing. This will not be fixed upstream because SB is
getting replaced as part of the new NIR path. This was thought to be an
issue with instancing and an attempted fix was submitted in D8374, but
it did not fix the issue.
This patch reimplements the array look-up part of the code using switch
case as a workaround and removes the old workaround implemented as part
of D8374.
Reviewed By: Clement Foucault
Differential Revision: https://developer.blender.org/D10967
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
Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
Accumulate error caused by the low amount of integration slices and
correct it for the low roughness surfaces.
This increases light leak but it is less distracting than dark fringe
everywhere.
The actual sample count is rounded up to a multiple of 4 because we
sample 4 horizons directions.
Changing this setting forces the shader to recompile (because using a
GPU_constant).
Reflection
Anisotropic is not really supported in Eevee, but since code looks like
it is just intended to make it behave like glossy, it should function
like it too.
Seems like the internal calling from `node_bsdf_glossy` from
`node_bsdf_anisotropic` has swapped arguments.
Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see
`ntree_tag_bsdf_cb`), so why not use it?
Maniphest Tasks: T84658
Differential Revision: https://developer.blender.org/D10547
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
Specular color is set to black instead of white inside the Principled BSDF
when the base color is set to fully black. This is contradictory to the sample
code of the Disney BRDF in BRDF Explorer. This patch aligns both
implementations.
Differential Revision: https://developer.blender.org/D10448
This adds an approximation of inverted AO by reversing the max horizon
search (becoming a min horizon). The horizons are correctly clamped in
the reverse direction to the shading and geometric normals.
The arc integration is untouched as it seems to be symetrical.
The limitation of this technique is that since it is still screen-space
AO you don't get other hidden surfaces occlusion. This is more
problematic in the case of inverted AO than for normal AO but it's
better than no support AO.
Support of distance parameter was easy thanks to recent AO refactor.