Commit Graph

1973 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
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
Vincent Blankfield
8fbfc150a0 Fix T77885: crash rendering grease pencil from compositor with multiple scenes 2020-08-06 19:19:22 +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
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
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
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
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
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
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
cd8f3c9ee7 DRW: Add glsl math libraries
Copied from eevee bsdf_common_lib.glsl
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
f1104c2828 Fix T78369: Sculpt Vertex Colors not rendering in EEVEE
The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.

Reviewed By: brecht

Maniphest Tasks: T78369

Differential Revision: https://developer.blender.org/D8185
2020-07-15 18:55:33 +02:00
6cc88e330b Fix T78431: Update mesh_cd_layers_type_ to support 8 bytes.
Sculpt vertex colors changed the `DRW_MeshCDMask` from 4 bytes to 8 bytes, but
the functions assumed it still was 4 bytes. This patch updates the functions and
adds a compile time check.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8215
2020-07-14 17:41:05 +02:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
3fdd092649 Cleanup: face-center mesh calculation
Loop over faces and calculate their centers instead of zeroing the
face center array and accumulating all faces vertex corners.

Move subsurf face center extraction into it's own loop since it works
differently.
2020-07-10 12:44:42 +10:00
03a00bda2b Sculpt: Make Sculpt Vertex Colors features experimental
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8239
2020-07-09 18:24:50 +02:00
19ff145e66 Clang-Tidy: Enable readability-redundant-control-flow 2020-07-03 09:41:55 -04:00
Jeroen Bakker
46ae115b88 Fix T78054: Crash Editing Instanced Objects with Tangent Normals
Similar track as for normal mesh. Don't store the tangent normals in CustomData
of the mesh, but in an unassociated CustomData instance.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8161
2020-07-02 11:34:25 +02:00
11a1ddfd30 Fix T77780 Overlay: Weight colors are not in render in the right colorspace
This was just a missing conversion.
2020-07-01 18:53:48 +02:00
d885b1141c DRW: optimize mesh data extraction
Change extraction callbacks to take index ranges instead of calling them
for each mesh element (poly, loop, vert & edge).

This gives a minor overall performance gain in my tests, ~5% on average.

Details:

- Use typed parameter structs and macros for looping over elements.
  Without this, changes to these callbacks is time consuming as changes
  need to be made in many places.
- Avoid iterating over polygon-loops when iterating over polygons
  is sufficient.
- Simplify logic to access adjacent loops for faster line extraction.
- Rename 'loop' iterators to 'poly' (as they take polygon ranges)
  the iterator callbacks can operator on either polygon or loop data.
- Use term 'last' for the last index (inclusive),
  use 'end' when this value (not inclusive).
2020-07-01 14:56:39 +10:00
36d6aa428f Cleanup: spelling 2020-07-01 13:12:24 +10:00
b29fd7bab8 GPencil: Cleanup - Replace gp_ prefix with gpencil_
This was missing in previous cleanup commits.
2020-06-29 22:37:11 +02:00
13e2337da7 Fix T78361: Crash When Modelling
Forgot to free the tangent layer for bmesh in the drawing code.
2020-06-29 15:38:17 +02:00
8e494f7a45 Cleanup: minor change missed last commit 2020-06-29 21:03:42 +10:00
5a6145f32c Cleanup: use designated initializes for mesh extract structs
Better readability and allows adding new struct members without
adding empty slots to every 'MeshExtract' struct.
2020-06-29 20:52:19 +10:00
4b96f47831 Docs: correct invalid doxygen params & references 2020-06-27 15:43:20 +10:00
cdb69c20e1 Cleanup: spelling 2020-06-25 16:57:52 +10:00
0c4f4de23b Edit Mesh: minor drawing optimization extracting loop data
Gives around ~5% speedup on high poly meshes.
2020-06-25 16:57:52 +10:00
ec7510b458 Fix T67319 DRW: Large objects gets incorrectly culled
To avoid this we just bypass culling if the object is too big to avoid
float precision issues.
2020-06-24 17:44:57 +02:00
c78b831e69 Fix T78073 EEVEE: new motion blur and overscan produce wrong render
This was caused by the override viewport size not being maintained after
DRW_cache_restart().

Also this fixes issue with the inv_size not being updated correctly.
2020-06-24 17:22:31 +02:00
756e664e4f Fix T77913: Incorrect handling of negative-scale bit in DRWResourceHandle
Reviewers: fclem

Differential Revision: https://developer.blender.org/D8103
2020-06-24 14:42:46 +02:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
Jeroen Bakker
8f97a64dec Fix T77893: Crash drawmanager threading custom data
Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.

This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.

Still need to run the tests for an hour to see if it is fixed

Reviewed By: Clément Foucault, Philipp Oeser

Differential Revision: https://developer.blender.org/D8095
2020-06-23 14:33:26 +02:00
439b40e601 EEVEE: Motion Blur: Add accumulation motion blur for better precision
This revisit the render pipeline to support time slicing for better motion
blur.

We support accumulation with or without the Post-process motion blur.

If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.

This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.

The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.

Only FX Motion BLur: {F8632258}

FX Motion Blur + 4 time steps: {F8632260}

FX Motion Blur + 32 time steps: {F8632261}

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8079
2020-06-23 14:04:41 +02:00