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2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2018-04-17Eevee: Use textureGather for minmaxZbuffer downsampling.Clément Foucault
I haven't noticed any performance improvement but it could be more important for other hardware. At least it's not slower!
2018-02-14Eevee: Fix broken AO and Contact shadows on certain platform.Clément Foucault
This was caused by ce0f70fbd62fc812a2508c27a2f392cde0acbdfa
2018-02-07Eevee: Fix SSR & AO on Vega + Mesa.Clément Foucault
Really strange bug. Maybe gl_FragDepth is broken on this implementation.
2017-12-08Eevee: Fix SSR ans SSAO for intel GPU.Clément Foucault
On my intel GPU there is some issue when rendering to depth only format. This workaround the issue.
2017-08-18Eevee: MinmaxZ: Avoid unecessary conversions.Clément Foucault
2017-08-12Eevee: Fix and opimize MinMaxZ generation.Clément Foucault
2017-07-24Eevee: Make MinmaxZ compatible with textureArrayClément Foucault
2017-07-24Eevee: HiZ buffer: Split into two 24bit depth bufferClément Foucault
This way we don't have float precision issue we had before and we save some bandwidth.
2017-06-22Eevee: Minmax Depth Pyramid.Clément Foucault
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.