Commit Graph

857 Commits

Author SHA1 Message Date
b82d571c85 Cleanup: style 2015-04-21 15:53:32 +10:00
04daaee0fd Fix T44385 SSAO inverted with new Intel drivers.
Intel has decided to fix this for newer devices and drivers only, so we
can't really avoid keeping a list of buggy drivers here.
2015-04-14 12:31:23 +02:00
866532360c Fix T31546 fragment program gets created every frame
That was really crappy indeed. Now we have a separate API
for low level OpenGL programs, plus a nice interface for GPU, also
removes some GL calls from main code as a plus :)

The source for the programs is also moved to nice external .glsl files
(not sure which extension convention GPU assemply uses)
2015-04-09 20:20:50 +02:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
f3b45eb76f Fix T43987 ambient occlusion wrong for Intel cards on windows (tested on
HD3000 and HD4000 cards so far).

Similar issue to Radeon 3xxx series but Intels need the opposite factors
for dfdy.
2015-03-31 17:37:17 +02:00
c6ce8200dd Attempt to fix T44056, dof high quality shader error in ATI cards.
ATI driver does not like declaration of gl_FragColor and glFragData in
the same source file (even though only one of the two is ever
referenced), just use one of the two.
2015-03-30 14:45:14 +02:00
590efaacb8 Potential fix for T43987, ambient occlusion different between offscreen
and on screen rendering.

Aaaaah, the beauty of driver implementations of OpenGL!

Turns out the problem here is that drivers calculate df/dy differently
in some cases (probably because OpenGL counts y reverse to how the
window system does, so drivers can get confused).

Fixed this for the ATI case based on info we have so far, there's also
the Intel case which will be handled separately (missing info on Intel's
renderer string etc).

Unfortunately we can't really fix this for the general case so we'll
have to haldle cases as they come in our tracker and by adding silly
string comparisons in our GPU initialization module <sigh>.
2015-03-30 14:14:52 +02:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
1a866d55ac Fix crash with computers not supporting high quality depth of field. 2015-03-25 14:43:28 +01:00
0ef9f61410 Attempt to fix an error in compilation of geometry shaders in Intel 4000
cards (see T44072)
2015-03-25 13:05:52 +01:00
ce40fb9ab2 BGE: World color management fix
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.

Reviewers: moguri, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D154
2015-03-23 23:56:46 +01:00
c73693d4a5 BGE: Fix T43592: World GLSL
This patch will fix the world GLSL (mist, background, ambient) update for the BGE.

Reviewers: moguri, brecht

Reviewed By: moguri, brecht

Subscribers: panzergame

Differential Revision: https://developer.blender.org/D151
2015-03-23 22:32:49 +01:00
38321faa8d cleanup: use spaces for alignment
while studying GPU lib
2015-03-23 15:40:44 -04:00
6af89c9913 compile fix 2015-03-23 15:04:11 -04:00
1bee77b77a Disable high quality depth of field for GPUs that don't support it,
system will fall back to low quality depth of field.

Also add check in case some of the errors are caused by crappy
framebuffer object support.
2015-03-23 19:24:01 +01:00
b13770215c Use linear filtering for final pass of high quality depth of field, no
need to get nearest point anymore.
2015-03-23 17:07:21 +01:00
f5c33a2d48 Shader errors:
Count line from beginning of the whole shader source instead of each
string sepatately since it helps with finding out the error line in most
tested platforms
2015-03-23 15:20:12 +01:00
b8a6cd0140 Cleanup: comments, style 2015-03-23 22:52:33 +11:00
997c0c837b Fix indentation in last commit, tab slipped in 2015-03-20 20:26:51 +01:00
ed61017391 Really fix scons with new glsl shaders 2015-03-20 20:24:30 +01:00
b9dc4f851b Fix link error with GLEW 2015-03-20 16:35:41 +01:00
339e43e1e8 Only create vertex buffers if supported and clean them up properly. 2015-03-20 15:43:34 +01:00
07b2508305 Fix high quality depth of field on the Mac.
Quite a few things wrong here:

* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
2015-03-20 15:26:13 +01:00
3e9947c4d4 Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

 http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
2015-03-19 15:18:14 +01:00
9231d35caa Simplify math in mix_linear glsl function. Thanks to valentin for
pointing out on irc.
2015-03-18 14:09:03 +01:00
c0fa864e24 Cleanup: bool & const
Using bool when we're asking yes/no questions such as whether some GPU
feature is supported.

Consolidated these simple functions into gpu_extensions.c and grouped
them in the header.

Const-ified some args where the functions don't modify the pointed-to
data.
2015-03-16 22:57:56 -04:00
6d03e94491 Get rid of gluBuild2DMipmaps on gpu_draw.c (use our own imbuf scaling
functions instead)
2015-03-16 15:45:34 +01:00
86c828d9fd Make sure disabling attribute arrays also resets the counter so we don't
do it twice.
2015-03-16 12:14:23 +01:00
927306d60a Cleanup 2015-03-16 11:46:20 +11:00
62faffc800 Cleanup: style 2015-03-11 13:15:52 +11:00
edc8a4c484 Fix memory leak when using two bump maps on the same material 2015-03-10 15:27:24 +01:00
e2471ea96a Attempt to fix T43919, avoid using GPU_framebuffer_slots_bind just in
case a system does not support drawing to many framebuffers.
2015-03-09 18:27:27 +01:00
b42a3d2485 Another stability commit for legacy users - don't crash when toggling
dyntopo just notify user that their system doesn't support it.
2015-03-03 11:34:23 +01:00
56935e23c4 cleanup: float/double promotion, redundant casts 2015-03-02 11:05:34 +11:00
15957a9e4d Get rid of gluScaleImage in our game engine as well. 2015-02-27 14:47:39 +01:00
55e7d726c4 Make some adjustments to the units for viewport camera dof.
This is still not so correct, to make it work we really have to do a
blurring pass based on the real coc (currently we are just blending 3
levels of blur)
2015-02-27 14:11:26 +01:00
5520b8df4b cleanup: double promotion 2015-02-27 14:52:58 +11:00
7708012b9d Change samples variable for SSAO - now it is actual samples, not squared
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
2015-02-25 23:30:50 +01:00
22ab4e6e13 Use spiral mapping for SSAO - it reduces banding a lot, especially in
higher sample counts. Probably a blurring pass might be a good addition
here as well.
2015-02-25 23:10:01 +01:00
442664e02c SSAO: sampling coordinates go out of screen, reject the sample
Previous behaviour would get occlusion at borders which could create
over occlusion at edges of the screen.
2015-02-25 22:05:03 +01:00
50e9868abe Fix T43785 crash with border select.
Naming here is slightly misleading. We have:

* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.

Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:

* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF   refers to the number of integers in the selection buffer

Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
2015-02-24 17:19:07 +01:00
9626f4fdf5 GPU module: get rid of gluscaleimage - game engine also uses that but
commit to remove from there will be done separately due to issues with
linking.
2015-02-23 16:33:18 +01:00
eacc3debb7 Fix compilation error after recent GPU debug changes 2015-02-23 18:09:28 +05:00
fed61d50c7 Debug GPU functionality from soc-viewport_fx by Jason Wilkins
patch number D706 with changes:

- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.

Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.

- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.

- Did not port changes needed for GLES to regular glew.h

- Got rid of duplicate or very similar new functionality.

Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.

It also provides a nice substitute function for glu error descriptions
2015-02-23 13:35:57 +01:00
919e38cfc8 Fix for unlikely NULL pointer dereference
Potential crash reading freestyle modifiers from future blend-files
2015-02-20 17:18:41 +11:00
f1a9dbb0d7 Fix minor mistake - only increase size of compositing when stencil -is-
set.
2015-02-18 22:16:20 +01:00
f05f99f9d4 Fix crash when rendering to offscreen OpenGL, fix scons build 2015-02-17 18:35:56 +01:00
ff7220349d Compositing works with X-Ray.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).

This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-17 18:11:22 +01:00
bbe1b54818 Fix T43689, viewport compositing does not respect alpha settings for
background.

For SSAO supporting this is no problem, for DOF we would ideally do
blurred alpha, but alpha channel in blurred buffers is occupied by coc
field, so use original color alpha instead. It's not entirely correct
but it's better than nothing.
2015-02-16 14:42:36 +01:00
261cd7f6bf Fix T43649: Geometry node breaks GLSL shading
The issue was caused by the recently added attribute, which is to be
added to the shader function even tho it's not supported.
2015-02-13 15:24:35 +05:00