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2021-01-13Fix T84459: Wireframe not displaying with AMD GPUJeroen Bakker
Issue appears to be caused by AMD graphics driver later than 20.11.1 and affects older GPUs (Polaris/FIJI cards). Wireframe drawing uses the same OpenGL data type for storing normals what is known to be faulty. This patch enabled storing the normals using GPU_COMP_I16. It also solves the normals drawing in edit mode for vertex and loop normals.
2021-01-13Fix T84459: Face normals not displaying (AMD GPU)Jeroen Bakker
This is part two of the fix for T84459. Issue appears to be caused by AMD graphics driver later than 20.11.1 and affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode uses the same OpenGL data type for storing normals that is known to be faulty. This change fixes the face dot normals by using GPU_COMP_I16.
2021-01-13GPU: Add HQ normals workaround.Jeroen Bakker
This change makes it possible for platforms to only support high quality normal rendering. This is part of {T82856} where current AMD drivers running on the polaris architecture does not support the low quality setting due to a driver bug. In a next commit the work around will be enabled.
2021-01-13DrawManager: High quality normals for non meshesJeroen Bakker
This adds high quality normals for non meshes. These include * Volumetric Object Wireframe * Metaballs * Extracted Curves * Curves in edit mode This is in preparation to fix a regression in recent AMD drivers where the `GL_INT_2_10_10_10_REV` data type isn't working in Polaris cards.
2020-10-07Fix T81459: Memory Leak Cycles Rendered ViewportJeroen Bakker
The external engine in the draw manager wasn't registered correctly. This did not free the resources after the external engine was used.
2020-09-09Fix T80530: Crash when switching to Edit Modev2.83.6Jeroen Bakker
caused by recent merge {33ac3582bbd5}
2020-08-26Fix T77359: Crash adding UV's in edit-mode with linked duplicatesCampbell Barton
This prevents UV layer mix up in MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the extraction method. One object's mesh can be accessed with MR_EXTRACT_MESH, another object that uses the same mesh can use MR_EXTRACT_BMESH based on (Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh and the mesh aren't always in sync, the custom data layers wont necessarily match up, causing T77359. Reviewed by @jbakker, @brecht Ref D8645
2020-08-12Fix T77885: crash rendering grease pencil from compositor with multiple scenesVincent Blankfield
2020-08-12Fix T79246 GPUShader: compile error on AWS Elastic GraphicsClément Foucault
2020-08-12Fix T79260: Crash displaying the same mesh in two windowsCampbell Barton
2020-07-13Fix T77780 Overlay: Weight colors are not in render in the right colorspaceClément Foucault
This was just a missing conversion.
2020-07-02Fix T77913: Incorrect handling of negative-scale bit in DRWResourceHandleJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D8103
2020-06-11Fix T77156: GPencil view layer filter by layer not workingAntonio Vazquez
This was removed by error during the refactor done in 2.83. Differential Revision: https://developer.blender.org/D7909 Reviewers: @fclem
2020-05-19Fix T66916 UI: Wrong information in Status bar after cancelling a renderClément Foucault
Fixed thanks to @manowii
2020-05-19Fix T76564 Curve: Missing orco cause mesh to not renderClément Foucault
2020-05-18Fix T76730 DRW: Sorting of empty shading groups.Clément Foucault
This is to fix an assert in EEVEE caused by a transparent shading group that is create but not populated by any drawcall.
2020-05-18Cleanup: GPencil: Fix float double promotionClément Foucault
2020-05-14Fix T76126 Overlay: Glitch when hiding Nurb verticesClément Foucault
2020-05-14Fix T75908: Sculpt GPU Batches + Render ArtifactsJeroen Bakker
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
2020-05-11DRW: Fix debug performance statsClément Foucault
2020-05-07Fix T76510: Eevee OpenVDB render artifacts due to texture clampingBrecht Van Lommel
2020-04-27Cleanup: clang formatPhilipp Oeser
missed in rB4fd005fefb01.
2020-04-27Fix T76131: Crash combing Hair using PythonPhilipp Oeser
Caused by rBe82827bf6ed5. DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with NULL scene, but that is accessed later on... Scene is actually available, so pass that around. Maniphest Tasks: T76131 Differential Revision: https://developer.blender.org/D7540
2020-04-22Fix T75981: crash in sculpt mode with mesh that used to have multiple materialsBrecht Van Lommel
The material indices in a mesh can exceed the number of available materials slots in the object or mesh, sculpt drawing was not taking that into account.
2020-04-22Fix 3D viewport select using grease pencil engine when not neededBrecht Van Lommel
Other draw loops also avoid the overhead of grease pencil drawing when there are no grease pencil objects in the scene. It's a little faster to skip those shaders and buffer when not needed.
2020-04-22Fix T75971: 3D Text invisible when fill set to NoneCampbell Barton
2020-04-17Fix T75832 DRW Hair: Crash caused by shader compilationClément Foucault
This also fix it the volume velocity needles.
2020-04-16Fix T75567: Paint Mode Wireframe IncorrectJeroen Bakker
The loop normal VBO is used in two manners. In edit mode to draw the edge normals. And in paint mode to draw the wireframe. This commit checks which VBO is needed and build the correct one. This allows show the wireframe correct in paint mode, when the object is subdivided. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7419
2020-04-14GPUShader: Implement workaround for gizmo drawing on sRGB framebufferClément Foucault
This solution involves adding a uniform to each fragment shader that is used by gizmo drawing and use the framebuffer state to set this uniform accordingly. This solution can also be carried to external shaders (addons). A single line of code would then be enough to fix the issue. The only trickery here is the dummy define: `#define srgb_to_framebuffer_space(a)` This is in order to avoid breaking other DRW shaders that use the same fragment shader code but do not need the tranformation. Related to T74139 Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7261
2020-04-10Pointclouds: fix point drawingPhilipp Oeser
The radius component is only one float. This resulted in only a third of intended points to draw and could lead to glitches. Pointcloud drawing will still change a lot in the future, this is just to be able to work on some simple tools. Differential Revision: https://developer.blender.org/D7390
2020-04-09TaskScheduler: Minor Preparations for TBBBrecht Van Lommel
Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636} Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0} Differential Revision: https://developer.blender.org/D7385
2020-04-07Fix T75343: Wireframe overylay is not working properly with multiple modifiersPhilipp Oeser
Since rBcf258b02f449, only wires and edges that are mapped to the original mesh were drawn if the mesh was modified by modifiers. Above commit was only meant for showing orig wires for paint mask overlays [where final wireframe is not desired], so now only use MR_EXTRACT_MAPPED when we are in a paint mode. Maniphest Tasks: T75343 Differential Revision: https://developer.blender.org/D7333
2020-04-06Fix (unreported) wrong hair vertex colorsPhilipp Oeser
This was already fixed in rB985f33719ce9 once. But resurfaced after rB7070e4c15e6c [which just reverted a bit too much ;)]. Spotted while looking into T75263. Differential Revision: https://developer.blender.org/D7308
2020-04-06Fix displaying edit-mesh measurements with deform modifiersCampbell Barton
Resolves regression from 2.7x
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macroDalai Felinto
These headers are not needed right away, but will be in the upcoming commit.
2020-04-03Cleanup: split `BKE_anim.h` and `anim.c` into smaller piecesSybren A. Stüvel
The files are now split up into the following sections: - `BKE_anim_path.h` and `anim_path.c` for path/curve functions. - `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for animation visualization (mostly motion paths). - `BKE_duplilist.h` for DupliList function declarations. These were already implemented in `object_dupli.c`, so they were rather out of place being declared in `BKE_anim.h` in the first place. No functional changes.
2020-04-03Cleanup: use term 'attr' instead of 'attrib'Campbell Barton
This was already the case in most parts of the GPU API. Use full name for descriptive-comments.
2020-04-02Sculpt: Delay Viewport UpdatesPablo Dobarro
In Blender 2.81 we update and draw all nodes inside the view planes. When navigating with a pen tablet after an operation that tags the whole mesh to update (like undo or inverting the mask), this introduces some lag as nodes are updating when they enter the view. The viewport is not fully responsive again until all nodes have entered the view after the operation. This commit delays nodes updates until the view navigation stops, so the viewport navigation is always fully responsive. This introduces some artifacts while navigating, so it can be disabled if you don't want to see them. I'm storing the update planes in the PBVH. This way I can add support for some tools to update in real-time only the nodes inside this plane while running the operator, like the mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6269
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing.
2020-04-02Revert "Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ↵Dalai Felinto
Armatures" This reverts commit 782e6ea4edd9cb09f2583c8f28a24d6330dc6ce8. Said fix introduced a crash the moment one goes to edit mode.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7289
2020-03-31Fix T75244: Screw Modifier CrashJeroen Bakker
Draw batch extraction wrongly assumed that when mapped extraction happened that all original data could be found. This is not the case as mapped extraction is also enabled when part of the data is present. This fix does additional nullptr checks.
2020-03-31Fix T74898: Multiresolution Ghost After OrbitingJeroen Bakker
EEVEE and Workbench both had the same issue that they continue with the last sample when leaving navigating. This is ok for regular meshes as they are all the same. For multiresolution it ain't as a low res version of the mesh is used during navigation. This patch also resets the AA samples when the user leaves navigation.
2020-03-30GPencil: Remove `is_edit_mode` from cache dataAntonio Vazquez
This value is not used by new engine.
2020-03-30GPencil: Remove GP_DATA_PYTHON_UPDATED used by old engineAntonio Vazquez
2020-03-30Fix T75144 Grease Pencil: Python generated strokes flicker and crashClément Foucault
This was caused by a flag not being reset in time, causing discard of batches already queued to be drawn.
2020-03-30NormalOverlay: Center Dot Normal Drawing With ModifiersJeroen Bakker
When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU.
2020-03-30Normal Overlay: Hide Normals Of Generated LoopsJeroen Bakker
The loop normals were always drawn. We used to only draw the normals if it was mapped to an original loop of the mesh. Due to recent changes we can not find the correct loop and decide if we need to draw them. Note still need to check the face dots normals. This is more complicated as facedot normals needs to be encoded in a different way
2020-03-30Fix T75053: Paint Overlay Show Modified Wires and EdgesJeroen Bakker
The paint mask overlay showed the wires and edges of the final mesh. This change will only draw wires and edges that are mapped to the original mesh. This change enables mapping data in regular Mesh extraction. This can also be used for better drawing of the normal overlay. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7277