Commit Graph

4420 Commits

Author SHA1 Message Date
00162e6b7b Fix T79246 GPUShader: compile error on AWS Elastic Graphics 2020-08-09 14:07:00 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
58909abc68 EEVEE: Render: Fix regression caused by previous Motion blur fix
Caused by rB4f59e4bddcb0c06e441adf68a5f252a4e5b4b260
2020-08-07 00:59:14 +02:00
4f59e4bddc Fix T78452 EEVEE: Motion Blur: Crash when using camera switching
This was caused by the ViewLayer being freed with all its
engine data.
2020-08-06 23:06:18 +02:00
3dcaca93a0 Fix T78160 EEVEE: Motion Blur: Bug with Follow Path animation
Follow path seems to not be catched by `BKE_object_moves_in_time`.
For this reason, we cache all transforms for all object and check
ourselves if an animation occurs. This is almost what cycles does.

We also fix the rigid body case if the rigid body use deformation.
2020-08-06 23:06:18 +02:00
Vincent Blankfield
8fbfc150a0 Fix T77885: crash rendering grease pencil from compositor with multiple scenes 2020-08-06 19:19:22 +02:00
73a43c9d8a Fix buffer-overflow when drawing Curve Guide objects
Was passing an array of length 3 to `where_on_path()` that expected
length 4.
2020-08-06 14:14:55 +02:00
574bd866c8 Fix T78520 EEVEE: No viewport update when changing material nodetree
This was comming from rBd82c3d86155ea3c7831c7b5ef5d07bc8e2d99394
2020-08-06 13:37:41 +02:00
29ef7142dd EEVEE: Fix previous commit
Small mistake in rB5249a813f22f

Now for fix it real!
2020-08-05 22:18:26 +02:00
5249a813f2 Fix T78954 EEVEE: Motion Blur: Bug with hair particles on linked objects
The cache key for particle system was the original Object data. But this
is incorrect for particle systems as modifiers are not shared.
2020-08-05 22:12:53 +02:00
f3e724b93d Fix T79370 EEVEE: Texture paint does not update during stroke
Was caused by rBd82c3d86155e
2020-08-05 20:33:24 +02:00
38e9a349de Workbench: Fix broken id pass 2020-08-05 19:37:41 +02:00
cf3431e0e8 Fix T79509 Workbench: Object color mode broken if more than 4096 objects
This was due to the new DRWShadingGroup not being saved and reused for
the next objects.
2020-08-05 19:37:41 +02:00
Jeroen Bakker
f7d38e2e64 Fix T77346: GPU Workaround Always Render Using Main Context
In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel
GPUs on Windows. The crash happened in the `local_context_workaround` that temporary
stored compiled materials in a binary form to reload it in the main GL context.

It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it
is still needed for HD4000.

After several unsuccesfull fixes we came to the conclusion that we could not support
the local context workaround and needed to come with a different workaround. The idea
of this patch is that in these cases there is only a single context that is used for
rendering. Threads that uses these contextes are guarded by a mutex and will block.

Impact on User Level:
* Due to main mutex lock the UI freezes when rendering or baking or feel less snappy

Reviewed By: Clément Foucault, Brecht van Lommel

Differential Revision: https://developer.blender.org/D8410
2020-08-05 15:45:42 +02:00
fce71a255c EEVEE: LightCache: Add warning if the cache cannot be saved 2020-08-05 02:26:44 +02:00
6be8b6af40 EEVEE: LightCache: Prevent crash when using a lightcache too big
Some implementation have different maximum texture size.
This patch avoid crash when texture allocation fails when:
- trying to bake a lightcache too big for the OpenGL imeplementaion.
- loading a cache from file that is too big for the OpenGL imeplementation.
2020-08-05 02:26:44 +02:00
3a522f7a7f Fix T79213 EEVEE: rendering with motion blur can change current frame
It seems to be expected that the render engine reset to the right CFRA
if it modifies it.
2020-08-05 02:26:44 +02:00
701a9d3917 Cleanup: typos & co in UI messages (and some other places). 2020-08-04 13:26:58 +02:00
164f40c50a Fix T79503: Selecting edit-bones while holding Ctrl crashes 2020-08-04 21:23:53 +10:00
70d7805fa9 Cleanup: pass const matrices
Also order return matrices last.
2020-08-02 18:02:20 +10:00
ba6ed01058 Fix UV face dot refresh when toggling sync-select 2020-08-02 16:11:07 +10:00
a8d058dbf4 Fix T79260: Crash displaying the same mesh in two windows 2020-07-25 21:30:08 +10:00
727e569ac3 Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONT
This is to match the option name and to avoid confusion with
workbench xray mode.
2020-07-21 14:44:37 +02:00
8c916a3aec Fix T79066: Entering Edit Mode when Viewport Display set as Wire or Bounds leads to crash 2020-07-21 11:50:21 +02:00
Miguel Pozo
52543be9a6 Python API: option to use OpenGL context in RenderEngine.render
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
2020-07-20 19:31:42 +02:00
615af4e239 DRW: draw hook relationship lines
This wasn't added back from 2.7x, making "Recenter Hook" applier to
do nothing.
2020-07-20 09:25:26 +10:00
9db4e44961 DRW: overlay engine support for drawing isolated points
This matches similar functionality for drawing lines.
2020-07-20 09:19:50 +10:00
71d0f6f896 Cleanup: spelling 2020-07-19 17:37:02 +10:00
4c28b1c74e Cleanup: GPU: Encapsulate clipDistances
This also remove some non functionnal state changes that were left
from legacy code.
2020-07-18 03:43:52 +02:00
a6bd7777c2 Cleanup: GPU: Encapsulate glViewport calls 2020-07-18 03:43:52 +02:00
5b4a862f83 GPUTexture: Add better swizzle support 2020-07-18 03:43:51 +02:00
02c09773ea Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offset
And move it to GPU module.
2020-07-18 03:43:51 +02:00
Jeroen Bakker
9582797d4b Fix T77867: Link Duplicate Object crashes during batch creation
When using link duplicated objects it could happen that one object is
calculating the GPUBuffers and the second object is marking these
buffers invalid. This introduces threading issues.

This patch fixes this by combining the surface and surface per material
batches. Most likely the surface per material batches are used and when
requested you will most likely need the surface batch for the depth
tests and overlays.

During tests it slightly improves performance as batches aren't thrown
away without using it.

After this patch we can add a quick path for meshes with one material
and two materials.

Alternative approaches that have been checked:
- sync extraction per object: reduced performance to much (-15%)
  ({D8292})
- post checks: reduced the threading issues, but didn't solve it.
- separating preparation and execution of the extraction ({D8312})

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8329
2020-07-17 13:47:53 +02:00
bf2bb6db26 Cleanup: silence unused variable warning
Reviewed By: fclem

Differential Revision: https://developer.blender.org/D8328
2020-07-17 17:12:46 +05:30
89a7a1c156 Cleanup: extract draw cache sanity checks to own function 2020-07-17 08:31:03 +02:00
5099cbeec9 Cleanup: GPU: Move depth/color masks functions to GPU_state 2020-07-16 18:01:44 +02:00
8084b7e6e2 Cleanup: GPU: Replace all glReadPixels by GPU equivalent 2020-07-16 18:01:44 +02:00
ab19abe223 Cleanup: Port glClear calls to GPU module functions 2020-07-16 18:01:44 +02:00
bc85081156 Cleanup: DRW: remove uneeded double bind
Now that binds are permanent there is no need to setup the same
texture for each subgroups.
2020-07-16 18:01:44 +02:00
123e29c274 Cleanup: missing CMake headers from source lists 2020-07-16 13:17:31 +10:00
a3d90337b8 Cleanup: spelling 2020-07-16 11:09:39 +10:00
058514aa0a PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing

We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.

This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.

Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8301
2020-07-15 20:10:45 +02:00
d4d810f817 Cleanup: EEVEE: Remove concentric samples. 2020-07-15 19:51:55 +02:00
37a8c6d809 Cleanup: EEVEE: Remove unused IRRADIANCE_CUBEMAP 2020-07-15 19:51:55 +02:00
47885abbe6 Workbench: Replace viewvecs caculation by DRWView 2020-07-15 19:51:55 +02:00
cd8f3c9ee7 DRW: Add glsl math libraries
Copied from eevee bsdf_common_lib.glsl
2020-07-15 19:51:55 +02:00
24c846b2b4 GPU: Shader: Move IN_OUT define to shader GPU_shader_create_ex
This adds the opportunity to use it in multiple places.
2020-07-15 19:51:55 +02:00
987d14a3b2 DRW: Shader: Fix const correctness and print better debug output 2020-07-15 19:51:55 +02:00
8e16873086 DRW: Shader: Add DRW_shader_create(_fullscreen)_with_shaderlib
Some convenience function for using DRWShaderLibrary.
2020-07-15 19:51:55 +02:00
5dcf60e053 DRW: View: Add ViewVecs calculation
This will remove some code duplication between draw engines.
2020-07-15 19:51:55 +02:00