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authorClément Foucault <foucault.clem@gmail.com>2017-02-07 13:20:15 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-02-07 13:31:22 +0300
commit83adc544382689217e19564fd5f2dd62160956cb (patch)
tree1026a590c1079b4907a6cab43e2c5759339c4350 /source/blender/gpu/GPU_extensions.h
parentaeb8e81f2741aabc95d14bce7a83cef45481959c (diff)
Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r--source/blender/gpu/GPU_extensions.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 31ad8243c4b..ff00a83d00b 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -53,6 +53,8 @@ int GPU_max_textures(void);
float GPU_max_texture_anisotropy(void);
int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
+int GPU_max_ubo_binds(void);
+int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);