Age | Commit message (Collapse) | Author |
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Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
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invert -> inverse
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BLF is a low level module, which might (and is) used without Blender.
Thanks Campbell for review!
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Remain convinced that it should not be possible for undo code to run in
parallel with DEG eval... But for now, this whould prevent static
override code to dive into this collection.
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This is in order to not mix it with the incomming buffer textures.
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Theses are no longer relevant. Better talk about shgroup directly.
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This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
- GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
This allows to create and configure more FBO without the need to attach
and detach texture at drawing time.
- GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
allows to configure the framebuffer inside a context other than the one
that will be rendering the framebuffer. We do the actual configuration
when binding the FBO. We also Keep track of config validity and save
drawbuffers state in the FBO. We remove the different bind/unbind
functions. These make little sense now that we have separate contexts.
- DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
ones to avoid another layer of abstraction. We move the DRW convenience
functions to GPUFramebuffer instead and even add new ones. The MACRO
GPU_framebuffer_ensure_config is pretty much all you need to create and
config a GPUFramebuffer.
- DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
functions to create textures for thoses framebuffers. Pool textures are
now using default texture parameters for the texture type asked.
- DRWManager: Make sure no framebuffer object is bound when doing cache
filling.
- GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
usage update. This let draw engines render to color/depth only target
and without the need to attach/detach textures.
- WM_window: Assert when a framebuffer is bound when changing context.
This balance the fact we are not track ogl context inside GPUFramebuffer.
- Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
code simplification.
This also come with some cleanups in some engine codes.
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Move some DRWFramebuffer functions to GPUFramebuffer.
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This is a bit useless because gpu lamps are only used by the game engine
and it is planned to be "remove" in some way.
Doing this to clean gpu_framebuffer.c.
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This make sense since we are using multiple olg contexts and two contexts
can be active at the same time with different framebuffers.
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- Use GPU_SHADER_2D_IMAGE_ALPHA.
- Add alpha uniform.
- bypass reseting the scissors and depth test because we used
another context for drawing.
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This is not used anymore.
Debug visualisations should be moved to the draw manager.
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This includes a few modification:
- The biggest one is call glActiveTexture before doing any call to
glBindTexture for rendering purpose (uniform value depends on it).
This is also better to know what's going on when rendering UI. So if
there is missing UI elements because of this commit look for this first.
This allows us to have "less calls" to glActiveTexture (I did not
measure the final count) and less checks inside GPU_texture.
- Remove use of GL_TEXTURE0 as a uniform value in a few places.
- Be more strict and use BLI_assert for bad usage of GPU_texture functions.
- Disable filtering for integer and stencil textures (not supported by
OGL specs).
- Replace bools inside GPUTexture by a bitflag supporting more options to
identify texture types.
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Since we are rendering draw manager's command in a separate context, we
don't need to save/restore the UI opengl state attributes/config.
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Renaming happened in b4d053efc754 and seems to have been a bit too
agressive.
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Harmless but incorrect.
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Undo sometimes reserved too much space in the buffer,
now assert when this happens and allocate the exact size needed.
Note prepares for moving text editor undo out of the text block (D3113)
which will split the undo buffer into a list of undo steps.
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This will be used to link to from the manual.
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E.g. number buttons in the shape key list would use theme colors of text
widgets.
Addresses T50862.
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This commit essentially introduces a new RNA property flag, which when
set prevents affected property from being processed at all in comparison
code (also used to automatically generate static override rules).
The idea is to use it on very low-level data in RNA, like e.g. mesh's
geometry or psys' particles collections.
For now only applied to psys' particle collections, on the main mesh of
Agent327 pigeon, it goes from 100ms to 0.5ms on a full
auto-override-generating comparison...
Also added some new RNA property helper funcs to check on comparable and
overridable status.
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msvc's function.hpp does not like NULL for function pointers. disabled support for this platform.
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With better directory layout and more proper include
statements we can avoid several local modifications,
such as changing config.h for Windows Glog and the
ones related on pass-through statements in logging
headers in Glog.
This commit also makes unused functions not-a-warning
for external code.
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The list of editor-types is rather long by now, so better to arrange them into
sections.
Original patch by @jeske with updates by @Blendify and myself.
Design Task: T36028
Patch: D3112
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Tabs in middle of code (mostly for no reason / by accident).
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* Pressing "OK" wouldn't close Blender anymore
* Using File -> Quit would use popup version, not OS native window
Cleaned up code a bit to avoid duplicated logic.
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