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2022-08-31Fix uninitialized variable use for ID3D11RenderTargetViewCampbell Barton
When 'm_render_target' was NULL, backbuffer_res would be used without being assigned. While it seems likely this code-path is rarely used (if at all), resolve the logical error.
2022-08-15GPU: replace GLEW with libepoxyChristian Rauch
With libepoxy we can choose between EGL and GLX at runtime, as well as dynamically open EGL and GLX libraries without linking to them. This will make it possible to build with Wayland, EGL, GLVND support while still running on systems that only have X11, GLX and libGL. It also paves the way for headless rendering through EGL. libepoxy is a new library dependency, and is included in the precompiled libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed. Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton and Sergey Sharybin. Ref T76428 Differential Revision: https://developer.blender.org/D15291
2022-02-17Merge branch 'blender-v3.1-release'Peter Kim
2022-02-17Fix T76082: VR Scene Inspection: It shows me only a pink screenPeter Kim
This fixes VR pink screen issues when using the DirectX backend, caused by `wglDXRegisterObjectNV()` failing to register the shared OpenGL-DirectX render buffer. The issue is mainly present on AMD graphics, however, there have been reports on NVIDIA as well. A limited workaround for the SteamVR runtime (AMD only) was provided in rB82ab2c167844, however this patch provides a more complete solution that should apply to all OpenXR runtimes. For example, with this patch, the Windows Mixed Reality runtime that exclusively uses DirectX can now be used with AMD graphics cards. Implementation-wise, a `GL_TEXTURE_2D` render target is used as a fallback for the shared OpenGL-DirectX resource in the case that registering a render buffer (`GL_RENDERBUFFER`) fails. While using a texture render target may be less optimal than a render buffer, it enables proper display in VR using the OpenGL/DirectX interop (tested on AMD Vega 64). Reviewed By: Severin Differential Revision: https://developer.blender.org/D14100
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-08-16XR: Color Depth AdjustmentsPeter Kim
This addresses reduced visibility of scenes (as displayed in the VR headset) that can result from the 8-bit color depth format currently used for XR swapchain images. By switching to a swapchain format with higher color depth (RGB10_A2, RGBA16, RGBA16F) for supported runtimes, visibility in VR should be noticeably improved. However, current limitations are lack of support for these higher color depth formats by some XR runtimes, especially for OpenGL. Also important to note that GPU_offscreen_create() now explicitly takes in the texture format (eGPUTextureFormat) instead of a "high_bitdepth" boolean. Reviewed By: Julian Eisel, Clément Foucault Differential Revision: http://developer.blender.org/D9842
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-05Ghost: Support drawing OpenGL framebuffers into a DirectX 11 bufferJulian Eisel
Adds a minimal DirectX 11 Ghost context, plus some shared DirectX-OpenGL resource interface using the NV_DX_interop2 WGL extension. From what I know, this should be available on modern GPUs. If not, it should fail gracefully. There should be no user visible changes at this point. Needed for DirectX-only OpenXR platforms (e.g. Windows Mixed Reality). I heard there are other use-cases as well though. It's known that this currently fails on some AMD systems, but that seems to be fixable. Most of this comes from the 2019 GSoC project, "Core Support of Virtual Reality Headsets through OpenXR" (https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Reviewed by: Jeroen Bakker, Ray Molenkam, Brecht van Lommel Differential Revision: https://developer.blender.org/D6190