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On windows the OpenGL context wasn't activated when created, on Linux it
is. This patch will activate the context in gpu/draw test cases.
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This patch adds shader compilation tests for the basic engine in `shaders_test.cc`
Addresses T92701
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13066
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Interpolation vertex data on loose edges was writing into already
allocated data.
Resolve this by skipping vertex end-points for custom-data interpolation
which has already been copied from the source mesh.
Reviewed By: sergey
Ref D13082
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Currently, when creating a new node tree ID, its `typeinfo` is set to
`NodeTreeTypeUndefined`, but its `type` enum value is left to `0`,
aka `NTREE_SHADER`.
This patch adds a new `NTREE_UNDIFINED` value, and use it for
`NodeTreeTypeUndefined` types of node trees.
NOTE: While it is not clear whether that actually fixes issues currently,
quite a bit of code still relies on the value of `type`, so think it
makes sense to sanitize this.
NOTE: Would have been ideal to reserve `0` value to undefined type,
but at this point this is not possible anymore, so chose to use `-2` instead.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13123
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Previously, to get the declaration of a socket, one had to go
through `node->declaration`. Now this indirection is not necessary
anymore. This makes it easier to add more per-socket information
into the declaration and accessing it in various places.
Currently, this system is used by socket descriptions and node warnings
for unsupported geometry component types.
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Adding virtual constructors to base classes.
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Reference struct members by name instead relying on their order.
This also simplifies moving back to named members when all compilers
we use support them.
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Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
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Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
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Internal struct ObTfmBack had out of sync doc-strings
for members duplicated from Object.
Remove the doc-strings as there is this is just temporary storage.
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- Use doxy formatted functions.
- Use doxy sections.
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Error introduced in rB69d6222481b4 and partially fixed in rB24310441ddc8.
When gizmo was turned on but the scene has more than one 3D viewport, one of them the snap cursor did not appear.
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Cleanup and Simplification of blf_glyph.c
See D13095 for details.
Differential Revision: https://developer.blender.org/D13095
Reviewed by Campbell Barton
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This commit renames mesh.c to mesh.cc and makes
it compile in C++. Can be useful in the future to be able
to use C++ functionality in existing and new functions.
Differential Revision: https://developer.blender.org/D13134
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This is part of T92811.
Differential Revision: https://developer.blender.org/D13105
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Remove the need to include the window manager & editor functions
in low level font rendering code.
- The default font size is now set when changed in the preferences.
- Flushing cache is set as a callback.
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In the tools tab, the tool icon would be offset when it intersected
the bottom of the editor. With some screen resolutions, the icons on
the left side of the editor would also move when intersecting the
bottom of the editor. This happened because of the truncation in
the implicit conversion from float to int. Instead, use explicit
conversion functions.
Differential Revision: https://developer.blender.org/D11097
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Adds a bunch of CPU kernel function to process on row of pixels, and use those
instead of calling unoptimized implementations.
Fixes T92598
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Changes:
* After hitting a shadow catcher, re-initialize the volume stack taking
into account shadow catcher ray visibility. This ensures that volume objects
are included in the stack only if they are shadow catchers.
* If there is a volume to be shaded in front of the shadow catcher, the split
is now performed in the shade_volume kernel after volume shading is done.
* Previously the background pass behind a shadow catcher was done as part of
the regular path, now it is done as part of the shadow catcher path.
For a shadow catcher path with volumes and visible background, operations are
done in this order now:
* intersect_closest
* shade_volume
* shadow catcher split
* intersect_volume_stack
* shade_background
* shade_surface
The world volume is currently assumed to be CG, that is it does not exist in
the footage. We may consider adding an option to control this, or change the
default. With a volume object this control is already possible.
This includes refactoring to centralize the logic for next kernel scheduling
in intersect_closest.h.
Differential Revision: https://developer.blender.org/D13093
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