Commit Graph

284 Commits

Author SHA1 Message Date
aba4e6810f Cleanup: style, use braces in source/ (include disabled blocks) 2019-05-31 23:22:52 +10:00
20421ef952 Cleanup: DRW: Move ModelMatrix declaration to common_view_lib 2019-05-14 10:57:04 +02:00
b13e0568d3 GPU: Remove ModelViewMatrix and ModelViewMatrixInverse usage 2019-05-14 10:57:03 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00
e2d04229c3 DRW: Remove support for NormalMatrix 2019-05-09 00:27:11 +02:00
7ec7888ff3 Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
2019-05-08 23:28:06 +02:00
7e380fd46a GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices.

This also cleanup some uneeded transformation.
2019-05-08 20:13:32 +02:00
7f366c048a Fix T63435 Incorrect fresnel and normals for hair strands on EEVEE 2019-05-02 14:32:41 +02:00
14a49950ff Cleanup: style, use braces for gpu 2019-04-22 19:48:17 +10:00
c5862e0a06 Cleanup: comments (long lines) in gpu 2019-04-22 06:30:08 +10:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
dbc058301b Cleanup: trailing commas 2019-04-16 16:40:47 +02:00
a358f6bb69 Cleanup: use STR_ELEM macro 2019-04-10 09:36:06 +02:00
542725d3e9 GPU: Fix typo 2019-04-05 21:15:25 +02:00
42dd888b98 Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case.

This also fix the Node texture coordinate that was suffering the same issue.
2019-03-28 22:08:54 +01:00
ec0eeb918b DRW/Eevee: Add correct support for Orco
Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).

Now Orco is now computed on CPU but only if a modifier stack is present.

Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
2019-03-28 22:08:54 +01:00
420f30efe7 Fix T62930 Eevee: Wireframe input node not working with certain compiler 2019-03-25 19:44:44 +01:00
16694ed408 Cleanup: redundant use of string formatting functions 2019-03-24 16:09:46 +11:00
f6a6770f06 Fix T62839 object scale changes normal map output in eevee
Was using the wrong vector length.
2019-03-22 14:30:43 +01:00
8b00712b55 Eevee: Fix tangent vector not normalized before interpolation. 2019-03-22 00:13:18 +01:00
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00
7fb7d20c19 Eevee: Fix black mesh when tangent is not present
In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.

This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.

Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
2019-03-13 23:15:11 +01:00
bf9904ec80 Fix T59501: Eevee doesn't use integer node sockets
This is a hacky fix. We just convert the int as a float and use it as such.

This works ok for small int but will not be correct for numbers greater
than 4194303.

Correct support would require deeper change for UBO creation and socket
conversion.
2019-03-13 01:20:51 +01:00
75424b296d Cleanup: comment on GPU_pass_compile. 2019-03-12 14:29:50 -03:00
2ba35ea7c2 GPU: Avoid access violation while reading the pass->shader. 2019-03-11 20:32:31 -03:00
005084ef62 GPU: Make the creation of opengl shaders more stable.
This commit possibly fixes the T58938.
The crash happens when a shader that is created in a rendering context is deleted and another shader with the same name/program of the deleted one is created in the same context and used in another context.
2019-03-11 12:23:04 -03:00
66228d4362 Fix T62090 : Eevee shader compilation: undefined variable "att1_is_srgb"
The geom shader check was not needed and this uncovered an error in the
GPU_BARYCENTRIC_TEXCO optimization recently commited.
2019-03-01 19:46:08 +01:00
d7d180bd3d Fix T62021: Wireframe input node doesn't work properly
This fixes the general case. It is still not supported for hairs.

Added a hack in the geometry node to avoid unnecessary geometry shader
usage.
2019-02-28 14:11:12 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
744f633986 Cleanup: trailing commas
Needed for clan-format not to wrap onto one line.
2019-02-03 14:59:11 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
68cab3aff6 Cleanup: replace attrib w/ attr
Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
2019-01-29 08:32:25 +11:00
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
4c95899098 GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
This is in order to make the API more multithread friendly inside the
draw manager.

GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.

For now it only print a warning if the uniform was not queried before.
2019-01-17 19:44:01 +01:00
1ac311cedc Fix/cleanup another bunch of UI messages issues.
Also (mostly in comments): behaviour -> behavior (we use American English).
2018-12-24 12:32:43 +01:00
b43ce7908f Eevee: Fix broken Vector Transform node
The Camera to Object space matrix was not implemented in gpu_codegen.
2018-11-08 21:50:17 +01:00
57b4e122fc GPU: Fix wrong socket value struct
This was causing bad behavior of the node Normal.
2018-11-07 00:19:14 +01:00
9d5edf2d39 Eevee: Fix nodegroup sockets behaviour
Node group inputs should behave like cycles now.

----

We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.

But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
2018-11-01 15:06:42 +01:00
e234ce9b22 Eevee: Add support/Fix Object Info node
Caveat: Random output does not yet work with instance (dupli) objects.
2018-10-09 17:34:04 +02:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
b8d55a570e GPUCodegen: Remove unnecessary GLEW_VERSION_3_0 checks 2018-09-20 17:53:47 +02:00
667add5fc5 Eevee: Implement Wireframe Node
This implementation is a bit hacky but match cycles pretty close.

If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.

Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
2018-09-20 17:53:47 +02:00
960ab2ab58 Cleanup: Remove "_new" from GPU_generate_pass_new
Not needed anymore since old one has been deleted.
2018-09-19 20:02:12 +02:00
f35e9f047a Merge branch 'master' into blender2.8 2018-09-19 12:14:36 +10:00
bb3ec3ebaf BLI_utildefines: rename pointer conversion macros
Terms get/set don't make much sense when casting values.

Name macros so the conversion is obvious,
use common prefix for easier completion.

- GET_INT_FROM_POINTER  -> POINTER_AS_INT
- SET_INT_IN_POINTER    -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER   -> POINTER_FROM_UINT
2018-09-19 12:12:21 +10:00
345c348262 Cleanup: style 2018-09-19 10:29:57 +10:00
eafec6d4f7 GPUShader: Manually validate sampler count
This happens on NVidia GPUs, using more textures than the maximum allowed
by the gl will NOT trigger a linking issue (maybe because of bindless
texture implementation?).

So in this case we manually count the number of samplers per shader stage
and compare it against the GL limit. We discard the shader if the sampler
count is too high. This shows the user something is wrong with the shader.
2018-09-18 14:22:42 +02:00
39fabaddfd GPU: Remove residue of OpenSubdiv
Was done more like a hack on top of old drawing pipeline.
Should be re-implemented to fit new draw manager closer.
2018-09-12 14:30:28 +02:00