Commit Graph

104790 Commits

Author SHA1 Message Date
Harley Acheson
694104f8aa Fix: Failing bf_io_wavefront_obj_tests test
BLF needs to initialized to properly set up Freetype, caching, etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/115318
2023-11-23 21:49:28 +01:00
Miguel Pozo
13139f593e Fix: EEVEE-Next: Add transparency blending back
The flag was incorrectly removed in 440f39f2e5
2023-11-23 20:22:34 +01:00
Miguel Pozo
1d2a27d49e Fix: EEVEE-Next: Motion Vectors for non float4 position buffers
Use a compute shader to copy non float4 position vertex buffers into the
`geometry_steps` buffer.

Fix #113730
Fix #114775
Fix #114144

Pull Request: https://projects.blender.org/blender/blender/pulls/115309
2023-11-23 19:49:56 +01:00
Harley Acheson
604ee2d036 VFont: Use BLF for font & glyph loading
Load VFont curves using BLF API rather than local FreeType calls.

Pull Request: https://projects.blender.org/blender/blender/pulls/110187
2023-11-23 18:12:04 +01:00
Miguel Pozo
f97580f665 GPU: Assert no UINT push constants are used 2023-11-23 17:46:50 +01:00
Christoph Lendenfeld
f06fd85d97 Anim: Restrict range of fcurve_to_keylist
# Issue
Having a lot of keys in your scene can dramatically slow down the Dope Sheet.
That is because everytime the Dope Sheet is redrawn,
the Keylists have to be recomputed.
In the case of the summary channel, that means going through
all keyframes of all the `FCurves` and adding them to the keylist.
That eats up 95% of the time it takes to draw a frame.

# This PR
It's not a perfect solution, rather it solves the performance issue
for the case when you are not displaying all keys.
Instead of going through all the keys, only add the
keys visible in the view to the keylist.
This speeds up the Dope Sheet significantly
depending on the zoom level.

This also improves the responsiveness when selecting and transforming keyframes.

# Performance changes

The function measured is `ED_channel_list_flush`
which is responsible for building the keylists and drawing them.
The test setup contains 62 bones with all
10 channels keyed (location, rot quaternion, scale) on 6000 frames.
So 3.720.000 keys. The heavier the dataset the bigger the performance impact.

The data was recorded with only the Dope Sheet open, and 3 channels visible
* Summary
* Object
* Action

The more channels are visible, the greater the performance gain. This can be seen in the video.

| visible range | before | after |
| - | - | - |
| 200f | 250ms | 10ms |
| 400f | 250ms | 18ms |
| 3000f | 250ms | 130ms |
| 6000f | 250ms | 250ms |

Pull Request: https://projects.blender.org/blender/blender/pulls/114854
2023-11-23 16:37:32 +01:00
Antonio Vazquez
9d8283d113 GPv3: Hide Others operator
This operators hide all materials except the active one.

There is a parameter to hide only active as it was in GPv2.

Related to #114997

Pull Request: https://projects.blender.org/blender/blender/pulls/115038
2023-11-23 16:03:30 +01:00
Miguel Pozo
ae1e2951c7 Fix #115144: isect_data_setup compiler error
Rename `isect_data_setup` functions to avoid shader compiler errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/115175
2023-11-23 16:02:10 +01:00
Miguel Pozo
cb9584b561 Fix #114482: EEVEE-Next: Wrong Texture Coordinates
Fix Texture Coordinates in World material and screen_coordinates
when using overscan.

Pull Request: https://projects.blender.org/blender/blender/pulls/115057
2023-11-23 15:58:08 +01:00
Miguel Pozo
3197881ca3 Fix #114302: EEVEE Next: Curves material compilation errors
Add missing includes and remove the attributes_lib from shaders
that don't need them.

Pull Request: https://projects.blender.org/blender/blender/pulls/114598
2023-11-23 15:47:56 +01:00
Antonio Vazquez
1d6a617aa2 GPv3: Lock and Unlock all materials operators
This is the conversion of existing operators in GPv2.

Related to #114997

Pull Request: https://projects.blender.org/blender/blender/pulls/115041
2023-11-23 15:36:05 +01:00
Nate Rupsis
f9b9ec3b26 Cleanup: internally renaming NLA Channels to NLA Tracks
After renaming "NLA Channels" to "NLA Tracks" user facing, doing a cleanup pass to internally rename things.

Pull Request: https://projects.blender.org/blender/blender/pulls/115011
2023-11-23 15:33:40 +01:00
Antonio Vazquez
eb935bf32d GPv3: Lock Unused Materials operator
Conversion of GPv2 operator.

Related to #114997

Pull Request: https://projects.blender.org/blender/blender/pulls/115272
2023-11-23 15:31:47 +01:00
Bastien Montagne
8fc2b63468 Fix (unreported) Scene Collection runtime data not cleared on write. 2023-11-23 15:07:40 +01:00
Bastien Montagne
a1507baead Collection: Revert moving owner_id to runtime data.
While it may have been working from a practical PoV (not certain though,
since some bug would prevent clearing runtime data when writing embedded
Scene collection in current code), this is semantically wrong.

The owner of an embedded ID is a critical piece of information in
Blender data structure and ID management code. Having it written in
.blend files is also a potential good source of data for investigating
issues.

Further more, this handling of `owner` ID data is somewhat generic now
in ID management, so if this data should be considered runtime, then the
change should also be made in NodeTree and Key IDs.

This commit partially reverts 44dd3308a5b66, in the future I'd like to
be involved in the review of changes affecting ID management.

NOTE: fix for embedded collection runtime data not being cleared on
write will be committed separately.
2023-11-23 15:07:40 +01:00
Pratik Borhade
3dc119a440 Fix #112767: Outliner unlink operation fails to unlink from scene
When in scene mode, operation searches the object in master collection
to unlink. But object can be in any collection. So iterate through all
collections present in scene to unlink the object

Pull Request: https://projects.blender.org/blender/blender/pulls/112955
2023-11-23 14:49:18 +01:00
Jure Triglav
319ff28b7b Initial exposure of compute dispatch and image store in Python API
Motivation: When discussing with @Jeroen-Bakker and @aras_p about how to
approach sorting when rendering Gaussian splats in Blender, we realised that
compute shaders could help there (and have many other use cases), and that also
due to Blender 4.0 being on OpenGL >= 4.3, we can now rely on compute shaders
existing.

This PR is an initial pass for that functionality. It comes with a Python example, which
runs a compute shader and saves the output to a texture, which is then rendered in the
viewport.

There is no exposed support for storage buffers yet, but I expect I'll be able to work on
them soon if this is accepted.

The newly added parts are:
1. `gpu.compute.dispatch()`
2. a way set the compute source to `GPUShaderCreateInfo`: `shader_info.compute_source()`
3. a way to set the image store for `GPUShaderCreateInfo`: `shader_info.image()`
4. a way to set the `local_group_size` for `GPUShaderCreateInfo`: `shader_info.local_group_size(x,y,z)`
5. a way to get `max_work_group_size` from capabilities: `gpu.capabilities.max_work_group_size_get(index)`
6. a way to get `max_work_group_count` from capabilities: `gpu.capabilities.max_work_group_count_get(index)`

Pull Request: https://projects.blender.org/blender/blender/pulls/114238
2023-11-23 14:23:26 +01:00
Christoph Lendenfeld
1905667967 Refactor: Rename eAutokey_Flag enum
No functional changes.

Rename the `eAutokey_Flag` to `eKeyInsert_Flag`
to indicate that it is not only used for auto keying.
Also rename the enum items to better reflect what they are used for.

Pull Request: https://projects.blender.org/blender/blender/pulls/115295
2023-11-23 12:09:23 +01:00
Jeroen Bakker
9cb2394d7a OpenGL: Mark Legacy Intel Drivers Unsupported
These drivers crash on startup caused by a driver bug. This include the
latest drivers for legacy Intel CPUs with a HD 4000/HD 5000 series GPU.

To be on the safe side all drivers with version 20.19.15.51* will be marked
unsupported as we don't have the platforms to identify the precise driver
versions that fail.

See #113124 for more information.

Pull Request: https://projects.blender.org/blender/blender/pulls/115228
2023-11-23 08:00:22 +01:00
Richard Antalik
f4e28d4762 Fix #114982: Crash when rendering scene strips
Since b1526dd2c6, viewport renderer sets `G.is_rendering`, but VSE scene
rendering function used this to decide whether to do offscreen opengl
render or use render API. This logic was quite weak.

Use `SeqRenderData::for_render` instead of `G.is_rendering`, since it
explicitly defines whether strip rendering is invoked by F12 render job.

Since offscreen gl rendering rely on `BLI_thread_is_main()` being
true, use this to initialize `do_seq_gl` variable for clarity.

The use of render job path was further conditioned on `G.is_rendering`,
with exception of running headless, but this condition was incorrect.
This condition was reformulated as precondition, which if true, returns
`nullptr` instead of crashing.

Pull Request: https://projects.blender.org/blender/blender/pulls/115079
2023-11-23 04:29:09 +01:00
Germano Cavalcante
a13696a242 Fix #115279: FModifier.type enum 'NULL' item was renamed to 'nullptr'
The 'NULL' identifier within the `FModifier.type` enum was acidently
renamed to 'nullptr' during the C to C++ source conversion in 3ece6876af.
2023-11-22 18:44:44 -03:00
Harley Acheson
ff04d50eee Cleanup: Make format
Formatting changes resulting from running Make Format
2023-11-22 12:50:31 -08:00
Hans Goudey
876b624320 Cleanup: Correct offset indices slice assert
If the slice is empty, there doesn't have to be enough space for i
2023-11-22 15:48:42 -05:00
Hans Goudey
9a28852494 Cleanup: Generalize some attribute propagation functions
Add a function that copies selected values to groups of values in the
result array. Add a runtime-typed version and a version for affecting
all attributes. Also make the "gather_group_to_group" follow the
same pattern.
2023-11-22 15:48:42 -05:00
Clément Foucault
44fa9f37eb GPUMaterial: Add volume shader flags
This allows for some optimization when we know
some effects are not present. Also this is needed
to detect the case when world contains absorption
in order to disable distant lighting.

Related #114062
2023-11-22 21:18:19 +01:00
Harley Acheson
c5164e513f Fix #115275: Allow Wrapping of Single Column Enum Menus
Enum menus that do not have categories should be able to wrap to
multiple columns is there is enough horizontal space.

Pull Request: https://projects.blender.org/blender/blender/pulls/115283
2023-11-22 21:15:00 +01:00
Nate Rupsis
18ec3679f6 Fix #114861: Add NLA region padding if markers are present.
Fix: add region padding to the NLA track(s) if markers are present.

Pull Request: https://projects.blender.org/blender/blender/pulls/115213
2023-11-22 21:01:15 +01:00
Hans Goudey
02a95198d2 Fix: GPv3: Missing curve type counts update in hard erasor 2023-11-22 14:35:53 -05:00
Hans Goudey
e28a782dbe GPv3: Avoid unnecessarily creating cyclic attribute in hard erasor
If the attribute didn't already exist (none of the initial curves
were cyclic), none of the result curves will be cylic either.
2023-11-22 14:35:53 -05:00
Hans Goudey
f3ba4115f2 Cleanup: Slightly generalize attribute gather function
Move implementation to array_utils namespace, use function
to gather all attributes at once.
2023-11-22 14:35:53 -05:00
Clément Foucault
440f39f2e5 Fix: EEVEE-Next: blending of dithered material
The code removed in #115066 forgot to remove the
blend method.
2023-11-22 19:21:47 +01:00
Clément Foucault
2c8fbde612 Fix: EEVEE-Next: Ambient Occlusion pass broken 2023-11-22 18:31:52 +01:00
Clément Foucault
beee7db425 Cleanup: EEVEE-Next: Remove use of deprecated DRWView API 2023-11-22 18:08:46 +01:00
Clément Foucault
14d4da7555 EEVEE-Next: Add back transparent render pass
Straight forward implementation.
2023-11-22 17:48:58 +01:00
Miguel Pozo
7ab622475d Fix: EEVEE-Next: MaterialKey
Options are no longer smaller than sizeof(*mat).
2023-11-22 16:40:12 +01:00
Hans Goudey
8d5aa6eed4 Geometry Nodes: Index switch node
Add an "Index Switch" node which is meant as a simpler version of
the "Menu Switch" from #113445 that doesn't allow naming items
or displaying them in a dropdown, but still allows choosing between
an arbitrary number of items, unlike the regular "Switch" node.
Even when the Menu Switch is included (which should be in the
same release as this), it may still be helpful to have explicit mapping
of indices, and a fair amount of the internals can be shared anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/115250
2023-11-22 16:11:32 +01:00
Hans Goudey
ba1c8fe6a5 Mesh: Improve remesh attribute transfer
Currently we have options to transfer the paint mask, face sets, and
color attributes to the new mesh created by voxel remesh. This doesn't
make use of the generic attribute design, where it would be clearer to
transfer all attributes with the same methods. That's reflected in the
code as well-- we do duplicate work for the mask and vertex colors, for
example.

This commit replaces the transfer options with a single checkbox for
all attributes. All attribute types on all domains are transferred with
basically the same method as the "Sample Nearest" node from geometry
nodes-- they take the value from the nearest source element of the same
domain. Face corners are handled differently than before. Instead of
retrieving the mixed value of all the corners from the nearest source
vertex, the value from the nearest corner of the nearest face.

---

Some timing information, showing that when interpolating the same
data, the attribute propagation is significantly faster than before.
Edge and corner attributes would add some cost (edges more than
corners), but might not always be present.

Before
```
voxel_remesh_exec: 3834.63 ms
BKE_shrinkwrap_remesh_target_project: 1141.17 ms
BKE_mesh_remesh_reproject_paint_mask: 689.35 ms
BKE_remesh_reproject_sculpt_face_sets: 257.14 ms
BKE_remesh_reproject_vertex_paint: 54.64 ms
BKE_mesh_smooth_flag_set: 0.15 ms
```

After
```
voxel_remesh_exec: 3339.32 ms
BKE_shrinkwrap_remesh_target_project: 1158.76 ms
mesh_remesh_reproject_attributes: 517.52 ms
```

Pull Request: https://projects.blender.org/blender/blender/pulls/115116
2023-11-22 15:21:58 +01:00
Miguel Pozo
b4f62180fb Fix #114291: EEVEE-Next: Deferred tranparency blending
Disable blending in the deferred pass.

Pull Request: https://projects.blender.org/blender/blender/pulls/115066
2023-11-22 15:10:24 +01:00
Pratik Borhade
a7ae024ea3 Fix #115171: Transfer Mode operator tries and fails on linked objects
Skip operator execution if destination id is linked or overridden.

Pull Request: https://projects.blender.org/blender/blender/pulls/115266
2023-11-22 14:55:03 +01:00
Jacques Lucke
e50a601a95 Fix: crash when getting node tree logger
It's expected that something is emplaced into `tree_logger_`
by this function in all cases, even if it's just null.
2023-11-22 14:48:51 +01:00
Jeroen Bakker
fdf9750df9 EEVEE-Next: Cleanup Lookdev as its shaders are never deferred compiled
Code assumed that lookdev shaders could be deferred compiled, but
that is never the case. This PR cleans up some related code and
mechanisms that were introduced because we thought it was the case.

Pull Request: https://projects.blender.org/blender/blender/pulls/114368
2023-11-22 14:44:57 +01:00
Jeroen Bakker
266f4305a7 EEVEE-Next: Naming & UI tweaks Light Probes
* Rename "Type" to "Shape" in user interface. RDNA already used
  the term Shape (Still need to push this from office)
* Show LightProbe overlay settings
* Rename "Cubemap" to "Sphere"
* Rename "Planar" to "Plane"

Pull Request: https://projects.blender.org/blender/blender/pulls/114406
2023-11-22 14:43:52 +01:00
Hans Goudey
49087a84d0 Geometry Nodes: Use rotation socket for the object info node
See 600a133521813939973f and #92967.
2023-11-22 08:25:32 -05:00
Hans Goudey
106de9f03c Fix: Avoid unnecessary conversions in rotation socket versioning
When the new rotation socket is connected to another rotation socket
already, a conversion node is unnecessary. Check this in addition to the
existing "non-self" implicit conversions.
2023-11-22 08:25:32 -05:00
laurynas
0ff1a8825e Fix: bevel weights in Simple mode of Solidify
In Simple Solidify's mode  edge weights created by "Bevel Convex"
disappear, if edge weight is added to original mesh. From technical
side problem is identical to the one in #114860.

If original mesh doesn't have layer "bevel_weight_edge" option "Bevel
Convex" works fine. All bevels disappear after one edge gets bevel
weight. Except ones corresponding newly added weight. In patched
version weights created by "Convex Bevel" stay. Also manually added
weight can be observed on the edge of inner cube.

Second problem is when am original plane has one vertex with bevel
weight 1.0, but no bevel in result. If to change Solidify's mode from
"Simple" to "Complex" bevel appears. Patch adds this behavior to the
"Simple" mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/115258
2023-11-22 13:42:01 +01:00
Omar Emara
48d7d60c96 Realtime Compositor: Rewrite inpaint node
This patch rewrites the Inpaint node in the Realtime Compositor. The old
method suffered from discontinuities and singularities in the inpainting
regions. Furthermore, it ignored semi-transparent areas.

The new method is inspired by a two pass method described by the paper:

  Rosner, Jakub, et al. "Fast GPU-based image warping and inpainting for
  frame interpolation." International Conferences on Computer Graphics,
  Vision and Mathematics. 2010.

In particular, we first fill the inpainting region using jump flooding,
then we apply a variable size blur pass whose size is proportional to
the distance to the inpainting boundary. The smoothed region is then
mixed with the input using its alpha.

The new method is much closer to the Bertalmio-style diffusion-based
inpainting methods, and thus can more accurately close holes than
existing methods.

The aforementioned method requires variable size blur, which is quite
expensive for this use case, so a new implementation was added that
approximates the method using a separable implementation, which provides
a visually pleasing result assuming a sufficiently smooth radius field,
which is true for our case since the field is an SDF.

Fixes: #114422

Pull Request: https://projects.blender.org/blender/blender/pulls/114849
2023-11-22 13:23:02 +01:00
Richard Antalik
5118f6f573 Fix mistake in previous commit
Oversight in `d0e9468848` - missed a variable to rename.
2023-11-22 06:04:58 +01:00
Richard Antalik
16e2698632 Fix (unreported): VSE offset drawing not working
Caused by error in refactor commit 4d668e6825ac3. Offsets are drawn
outside of strip boundary, but strip content range in drawing context
is clamped by handles, so nothing was drawn.

Also this feature was not working, when using solo feature. This was
caused by another refactor e39cc7831387d452. `special_seq_update` global
variable was declared in both files after splitting them, but set only
in one of them. Use `ED_sequencer_special_preview_get()` instead of
accessing variable directly.
2023-11-22 05:58:46 +01:00
Hans Goudey
bb80716244 Mesh: Parallelize remaining topology maps
Similar to [0], but also including the further optimizations from [1],
parallelize the vertex to edge, vertex to face, and edge to face
topology map index creation (the first part of the maps was already
parallelized). Vertex to face index creation went from 9.8 ms to 1.7 ms
on average, for a 1 million vertex grid. That's nice, since this map
is used for vertex normals after [2].

[0]: 226359ec48c820df59eb948d6d32a5560bffd685
[1]: 98e33adac24082d43b2439ea4ea264b10329704b
[2]: 5052e0d4073d74cdc8d513034a208004fd44d593
2023-11-21 18:24:00 -05:00
Hans Goudey
75f24a5f14 Hydra: Parallelize and simplify submesh export
- Only calculate normals on the necessary domain
- Functions for exporting generic data
- Parallelize export of multiple submeshes
- Parallelize export within a single submesh
- Resize vectors to correct size to avoid reallocation
- Simplify hot loops to improve performance
- Optimize single material case to avoid index remapping

`write_submeshes` timing information (average of many runs)
| Test                           | Before    | After     |
| ------------------------------ | --------- | --------- |
| 6 million vert mesh            | 791.99 ms | 130.75 ms |
| 1.5 million vert 100 materials | crash     | 48.27 ms  |
| Mr. Elephant test file         | 778.95 ms | 277.06 ms |

Pull Request: https://projects.blender.org/blender/blender/pulls/113412
2023-11-21 23:40:54 +01:00