Age | Commit message (Collapse) | Author |
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When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
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{rB3685347b4172} introduced a conservative depth rendering for
selection. The conservative depth rendering assumed that all geometry
are triangle based. Hair is lined base.
This patch will use a normal depth shader for rendering hair.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7661
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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The conservative depth shader is ~4.5x slower than the normal one as it
uses geometry shader and fragment shader discard.
This patch also includes a hack to also fix the view parallel planar
geometry and the really small wire objects.
For some reason, the conservative raster fix does not work with normal
selection but does with box select.
This is a fix for T63356.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6714
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This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
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Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
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Basically the solution is to call `DRW_shgroup_call_sculpt` when `BKE_sculptsession_use_pbvh_draw(...)` is true.
Ref T67259
Reviewers: fclem, jbakker, brecht
Reviewed By: fclem, brecht
Maniphest Tasks: T67259
Differential Revision: https://developer.blender.org/D5396
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This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
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This should be handled by DST.view_default
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This removes:
- DRW_STATE_TRANS_FEEDBACK
- DRW_STATE_WIRE
- DRW_STATE_POINT
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The culing still seems to be off but at least it is enabled now.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Most API's already use this convention.
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Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.
Additionally, de-duplicated some check, by moving everything needed to
a single place.
Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Also compare clipping with the draw context instead of
accessing the RegionView3D, currently they're matching
but this might not always be the case.
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The struct name is descriptive,
this isn't going to be confused with other variables.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Improve clang-format output.
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Object selection now supports clipping.
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Overlay options shouldn't be used when overlays are disabled.
Move to shading popover, reported as T58070.
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THis is in order to avoid the jungle of names being different at each
step of the API.
Also removes some unused functions.
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The problem was double. They were not selectable in wireframe view and
they would not display with the right color, thus always appearing
un-selected.
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This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.
Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.
This commits breaks texture paint batches. It will be added back in another
commit.
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Also use const qualifier for object's.
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... when wireframe is enabled
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This engine is only used for selection and draw depth so no need for
anything else.
Also add backface culling support to selection.
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Currently unused, but is required for an upcoming work.
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