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2019-08-17Cleanup: spellingCampbell Barton
2019-07-01Fix T66262: slow preview icon loadingBrecht Van Lommel
2019-06-06Cleanup: extra-semi-stmt warningCampbell Barton
2019-06-05Fix crash when editing shaders on Intel HD 4000.mano-wii
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created. However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary. This solution is limited only to Intel HD 4000 and windows. Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5019
2019-05-14GPU: Move Material index to nodetree evaluationClément Foucault
This removes the need to pass the Material* all over the place in the draw manager. Cleanup comming right after.
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-30Sequencer: Scene Strip PerformanceJeroen Bakker
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the DNA_view3d_types: Due to this FSAA always kicked in making the rendering slow. - Removed `Texture Solid` and `DOF`. - Now when chosing Solid rendering the settings of the original scene is used. - Added a global override to use scene specific shading. In the Future we will need to enhanced this so user can change the settings. - Added support for LookDev. LookDev crashed as it needed the `evil_C` what was not set - LookDev mode will always show the scene + world lights. Reviewed By: brecht, fclem Maniphest Tasks: T62517 Differential Revision: https://developer.blender.org/D4738
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
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-10Cleanup: use shorter name for shader configCampbell Barton
The struct name is descriptive, this isn't going to be confused with other variables.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-06GPU: refactor clipped drawing from DRW into GPUCampbell Barton
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.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2019-01-31Cleanup: add trailing commasCampbell Barton
Improve clang-format output.
2019-01-26Cleanup: blank lines over doxy headersCampbell Barton
2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-24DRW: use clipping for depth bufferCampbell Barton
Object selection now supports clipping.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-22DRW: Add DRW_shader_create_from_arrays utilityCampbell Barton
While verbose, this is a more flexible way to construct shaders. Libs & defines can be optionally included for each shader type which was previously done with inline string creation.
2018-12-07Fix T58949: Transform feedback shaders not having fragment shaderClément Foucault
2018-12-05GPU: Cleanup: Replace glFlush by GPU_flushClément Foucault
2018-11-05DRW: Fix crash with deferred compilationClément Foucault
2018-09-12GPU: Remove residue of OpenSubdivSergey Sharybin
Was done more like a hack on top of old drawing pipeline. Should be re-implemented to fit new draw manager closer.
2018-08-18DRW: Fix crash in defered compilationClément Foucault
2018-08-17Fix missing shader compilation progress bar.Brecht Van Lommel
2018-08-02GPUShader: Add name for debugging & identifying shaders.Clément Foucault
2018-07-27DRW: Fix Race condition in defered compilationClément Foucault
2018-07-10DRW: Add new features from lightcache branchClément Foucault
- Change gl_context_mutex to a ticket mutex ensuring interactivity even when rendering. - Add DRW_custom_pipeline for using DRW outside of the viewport and render pipeline. - DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use with DRW_custom_pipeline. - Add possibility to bypass deferred compilation on demand (not User demand). - Add union to access DRWMatrixState members more easily.
2018-06-19Cleanup: some more valid G.main usages moved to G_MAIN.Bastien Montagne
2018-06-11DRW: Rename ogl_context to gl_contextClément Foucault
We might not use opengl forever :)
2018-06-07Remove more printfs ....Clément Foucault
2018-06-07GPUPass: Refactor gpupass caching system to allow fast gpumaterial creation.Clément Foucault
This is part of the work needed to refactor the material parameters update. Now the gpupass cache is polled before adding the gpumaterial to the deferred compilation queue. We store gpupasses in a single linked list grouped based on their hashes. This is not the most efficient way but it can be improved upon later.
2018-05-30DRW: Add compile option to disable deferred compilation.Clément Foucault
This maybe usefull for debugging.
2018-05-16GPUShader/DRW: Add Transform Feedback support.Clément Foucault
This is a usefull feature that can be used to do a lot of precomputation on the GPU instead of the CPU. Implementation is simple and only covers the most usefull case. How to use: - Create shader with transform feedback. - Create a pass with DRW_STATE_TRANS_FEEDBACK. - Create a target Gwn_VertBuf (make sure it's big enough). - Create a shading group with DRW_shgroup_transform_feedback_create(). - Add your draw calls to the shading group. - Render your pass normaly. Current limitation: - Only one output buffer. - Cannot pause/resume tfb rendering to interleave with normal drawcalls. - Cannot get the number of verts drawn.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19Cleanup: styleCampbell Barton
2018-04-13DRW: Deferred Shader Compilation: Optimize shaders compilation.Germano
`glFinish()` that was causing bad perf issue on `Intel(R) HD Graphics 4000`.
2018-04-10DRW: Deferred Shader Compilation: Don't recreate ogl context.Clément Foucault
Only recreate ogl context if we cannot reuse the one of the previous thread. Adding lots of shaders were recreating as many ogl context which was very slow.
2018-04-10Draw Manager: Fix lazy compilation on certain hardware.Germano
Before, the drawing functions sometimes froze with `AMD Radeon HD 7570M`.
2018-03-22GPUCompositing: Remove entire module.Clément Foucault
This module has no use now with the new DrawManager and DrawEngines and it is using deprecated paths. Moving gpu_shader_fullscreen_vert.glsl to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-13Eevee: Render: Fix softlock if rendering before lazy shader compil ends.Clément Foucault
Calling the rendering operator seems to kill any other WM_job running, leaving uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update looping indefinitely (all_materials_updated remaining to false). To fix this, we resume compilation for materials that are in this state. Cancelling Render before all material compilation could make certain material remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-08Make sure that the WM_opengl_context_create is always called on the main threadGermano
Avoid the error 170 ("The requested resource is in use").
2018-03-08Fix wglShareLists being called with rendering contexts in useGermano
`wglShareLists` was failing with error code 170 ("The requested resource is in use").
2018-03-07DRW: Fix memory leak.Clément Foucault
This prevents the creation of a new job if no job is running.
2018-03-06DRW: Shader Deferred compilation: Use a wmJob for threading.Clément Foucault
Also get rid of the static var and initialization. This enables the user to see the progress on the info header. Closing blender or reading a file also kill the job which is good. Unfortunatly, this job cannot be interrupt by users directly. We could make it interruptible but we need a way to resume the compilation.
2018-03-06DRW: Deferred compilation initial implementation.Clément Foucault
2018-02-28DRW: Refactor & Split draw_manager.c into multiple files.Clément Foucault
Refactor include: - Removal of DRWInterface. (was useless) - Split DRWCallHeader into a new struct DRWCallState that will be reused in the future. - Use BLI_link_utils for APPEND/PREPEND. - Creation of the new DRWManager struct type. This will enable us to create more than one manager in the future. - Removal of some dead code.