Age | Commit message (Collapse) | Author |
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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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This was leading to issues with all raytracing and AO algorithm.
Fix T55619
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Note to myself, next time, better check the fix before pushing it.
GL_ARB_texture_gather is defined if there is support for the extension
not only when the extension is enabled. Do this check ourself with
GPU_ARB_texture_gather define.
Original fix 822de6e9e1b8
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The extension GL_ARB_texture_gather is reported to be supported and does
not trigger an error when enabled but the textureGater functions are not
defined.
Workaround is to disable the use of this extension on such systems.
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Applied to newly added files in 2.8
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I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
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This was caused by ce0f70fbd62fc812a2508c27a2f392cde0acbdfa
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Really strange bug. Maybe gl_FragDepth is broken on this implementation.
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On my intel GPU there is some issue when rendering to depth only format.
This workaround the issue.
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This way we don't have float precision issue we had before and we save some bandwidth.
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This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer.
This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR).
It's also usefull to have to fetch higher mips in order to improve texture cache usage.
As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling.
Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster.
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