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2019-05-08DRW: Make batch validation run first during iterationClément Foucault
This reduces the cost of querying the batches to the batch cache.
2019-05-08DRW: Move all batch request functions to own headerClément Foucault
This is in order to using BLI_INLINE for thoses functions and keep headers cleany separated.
2019-05-04Cleanup: Remove unused code in sculpt_mode, workbench and draw managerClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-30DRW: Add debug utility for batch cache requestsClément Foucault
2019-04-30Fix T64009 Normal Maps not working on EEVEEClément Foucault
Was missing a flag from recent refactor.
2019-04-29DRW: Batch Cache: Add Loop normals calculation flag and cleanup styleClément Foucault
Improve selection time since it bypass BM_loops_calc_normal_vcos when mesh uses auto-smooth.
2019-04-29DRW: Improve edit mode selection time when using auto-smoothClément Foucault
Unfortunately it does not concern paint mode. Related to T63946
2019-04-29DRW: Speedup: Improve time to validate batch cacheClément Foucault
This is a small improvment but is does scale up with the number of objects. This improvement *does not* speedup geometry update.
2019-04-26Fix T63886 Crash in UV Editing after faces display turn off / onClément Foucault
This patch also improve cache locality of the IBO filling. I did not benchmark if it made any difference.
2019-04-26Cleanup: clang-formatCampbell Barton
2019-04-25Overlay: Mesh AnalysisJeroen Bakker
Enabling the drawing of the mesh analysis overlay. Currently the settings are part of the scene toolsettings. What makes sense, for 3d printing, but does not fit well with the per viewport blender 2.80 overlays. Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D4707
2019-04-22Cleanup: style, use bracesCampbell Barton
Add braces for modules already using braces almost everywhere.
2019-04-20Cleanup: add missing macros to clang-formatCampbell Barton
2019-04-19DRW: Expose VBO garbage collection timingsClément Foucault
This adds user side options to tweak the behavior of the vbo garbage collection.
2019-04-19DRW: Add batch garbage collectionClément Foucault
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore. The collection rate is hardcoded at 60 sec but could be exposed to the user. This system can be extended and discard most unused batches in the future. This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-19DRW: Make shaded batch validation more correctClément Foucault
This is in order to support garbage collection of unused Custom data layer uploaded to the GPU. Actual Garbage Collection is not added by this commit.
2019-04-18Cleanup: comment blocksCampbell Barton
2019-04-17ClangFormat: format '#if 0' code in source/Campbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-04-11Fix T63464: Multi UV Maps limited to three with eeveePhilipp Oeser
this was very similar to T60684 (and the UV case was actually reported back then as well), so the fix goes hand in hand with rBbd8039399575 Reviewers: fclem Maniphest Tasks: T63464 Differential Revision: https://developer.blender.org/D4672
2019-04-06DRW: Opti: Fix hotspot in DRW_mesh_batch_cache_get_surface_shadedClément Foucault
The hotspot was generated by mesh_cd_layers_type_overlap who was testing way more data than it should have. Here we reduce the whole CD layer mask to a 32bit bitflag that is easily or'ed and tested. Bonus point: We use atomic operation to merge the mask in order to allow future multi-threading. (this was a TODO) In the scene attached to T58188 this removes 5% of CPU time.
2019-04-04Fix T61870 Eevee: Object's go completely black if they have a normal mapClément Foucault
The problem was that tangent layers (being computed on demand in the batch cache generation) were generated but if MR_DATATYPE_LOOPTRI was not present (in some cases) and the looptri_len was 0, leaving the CDATA layer cleared.
2019-04-04DRW: Mesh Batch Cache: Fix error in loop custom data layer checkingClément Foucault
2019-03-29DRW: Fix Memory leak introduced by previous commitClément Foucault
2019-03-29DRW/Eevee: Add correct support for OrcoClément Foucault
Until now, Orcos were computed by the gpu (GLSL) and were not taking into account the modifier stack (breaking orco for deformed mesh). Now Orco is now computed on CPU but only if a modifier stack is present. Tagging that an ORCO layer is present is done via a 4th component, which is a waste of memory/bandwidth. Best would be to do the same as auto attrib color space and save a bool uniform somewhere but for now it's too disruptive.
2019-03-22DRW: minor optimization accessing the loop between a face and edgeCampbell Barton
2019-03-22Fix T61816: Crash No Face Index Array ModifierJeroen Bakker
Differential Revision: https://developer.blender.org/D4576
2019-03-22Implement Stencil Mask Drawing for Texture PaintingJeroen Bakker
Stencil mask drawing was not implemented yet. This commit will implement this for texture painting. It brings the state back to how it was for B279. Reviewed By: fclem Maniphest Tasks: T58727 Differential Revision: https://developer.blender.org/D4570
2019-03-20Fix T58748 Mirror modifier: edges/verts invisible unless face is presentClément Foucault
It was due to the mapped mesh not being used if no face was present in the cage mesh.
2019-03-20DRW: minor optimization for edit-mesh conversionCampbell Barton
Finding visible connected elements is often a direct lookup when they're not connected to hidden geometry. Add inline wrappers that avoid a function call, gives minor speedup creating GPU edit-mesh data.
2019-03-19Fix T60684 Fourth and subsequent vertex color / UV layers displayed blackClément Foucault
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-16Cleanup: fix compiler warnings.Brecht Van Lommel
2019-03-05Fix T61778: Crash when adding material slot to objectClément Foucault
For some reason the mat_nr can be superior to the number of material slots present on an object. Just cap this number to the max available slot.
2019-03-04Fix/workaround T62167: Random crash when displaying wireframes.mano-wii
Some old AMD drivers crash when a vbo with stride 1 is used a few times. I have not found a real solution to this problem. So the solution was to use a vbo with stride 4 (which in theory is less efficient and takes up more memory space).
2019-02-28DRW: add back edge highlighting for active face drawingCampbell Barton
Removed in aa7b013bd5d24 for performance reasons, however highlights can't always be seen against specular shading, see: T55456#510873 Instead of having a highlighted inner-edge, use the active edge color.
2019-02-28DRW: use active color for face dotCampbell Barton
Matches active vert/edge modes.
2019-02-26Fix T61965: Crash edit-mesh drawing w/ hidden facesCampbell Barton
2019-02-20Cleanup: styleCampbell Barton
2019-02-18DRW: Fix Crash when enabling object wireframe optionClément Foucault
2019-02-18Cleanup: Remove old wireframe batch cache codeClément Foucault
2019-02-18Wireframe: Refactor to use GL_LINES instead of triangles with alpha blendClément Foucault
This gets rid of the progressive fading of the edges as it does not work with depth perception (sorting problem with alpha blending).
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-17Cleanup: rename Mesh.edit_btmesh -> edit_meshCampbell Barton
When bmesh was in a branch we had both edit_mesh and edit_btmesh, now there is no reason to use this odd name.
2019-02-13Cleanup: unused variableCampbell Barton
2019-02-12Edit Mode: Fix element selection on some old AMD GPUsmano-wii
Tested on an `AMD Radeon HD 7570M`. It seems that a VBO containing only `unsigned bytes` or `unsigned shorts` can't be read correctly in a shader. Strange that if the index buffer repeats the drawing of the vertices (as was done before rBa04dd15193e6) the problem disappears. The disadvantage of this solution is that the memory size for a selection VBO increases by about 4 times. But the loss in optimization is negligible. Thanks to @fclem for pointing out the possible source of the problem and reviewing the fix.
2019-02-07Fix crash drawing loose vertex from recent changesCampbell Barton
2019-02-07Edit Mesh: Only draw vertices onceClément Foucault
Only add each vertices to point ibo once. That requires tagging each mvert in the case of modifier preview.
2019-02-07Edit Mode: Reduce number of edges drawnClément Foucault
This make sure only one line is drawn per edge. It makes the function mesh_create_edit_loops_points_lines() non-thread safe but this is fine as of now because nothing is multithreaded at this point. Also this is the only function use this flag so it might be OK. The side effect is that we don't need to use depth test in edit mode overlay so the masking artifact will not appear.