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2017-11-17Cleanup: warningsCampbell Barton
2017-11-16Fix T51210: Draw Manager: Support for Metaball DrawingGermano
Differential Revision: D2914
2017-11-14Cleanup: remove BLI_blenlib from ghash headerCampbell Barton
This causes source files to depend on ghash header for BLI_string/rect/listbase. Also quiet warnings.
2017-11-14DRW: Better stencil support.Clément Foucault
A stencil mask is now assigned to each shading group and the stencil test is defined like the depth test via the DRW_STATE_* defines.
2017-11-11GPUFramebuffer: Add possibility to blit stencil buffer.Clément Foucault
2017-11-09Rename Scene macros back to their original _NEW less namesDalai Felinto
2017-11-09Cleanup: Use full name for scene_layer in drawSergey Sharybin
2017-11-06DRW: Fix compilation error.Clément Foucault
2017-11-06Eevee: Remove uses of DRW_shgroup_call_dynamic_add_empty in shadows and ↵Clément Foucault
probe rendering. This was adding an unecessary high number of DRWCall per objects.
2017-11-06DRW: Use pseudo persistent memory pool for the rendering data structure.Clément Foucault
This gets rid of the bottleneck of allocation / free of thousands of elements every frame. Cache time (Eevee) (test scene is default file with cube duplicated 3241 times) pre-patch: 23ms post-patch: 14ms
2017-11-06Fix T51604: Support Auto-Smooth in Edit-MeshGermano
and allocate loop_normals in MeshRenderData instead of CustomData Differential Revision: D2907
2017-11-01Eevee: Remove unecessary planar_minmaxzClément Foucault
2017-11-01Draw Manager: Fix crash when trying to order an empty shading group.Clément Foucault
This fix crash when using only the volume output with an alpha blend material
2017-10-31Mesh Auto-Smooth Split Normal SupportGermano
From D2906 with few changes
2017-10-30Draw Manager: re-enable edit-mesh text overlaymano-wii
2017-10-27Eevee: Overhaul the volumetric system.Clément Foucault
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27DRW: Add 3D texture support.Clément Foucault
2017-10-26Move background images into the cameraCampbell Barton
This moves background images out of the 3D viewport, to be used only as camera reference images. For 3D viewport references, background images can be used, see: D2827 Some work is still needed (background option isn't working at the moment).
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-10-08Gawain: Make common uniforms become builtinsClément Foucault
This improves eevee's cache performance by 13% in my test.
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-10-05Draw manager: Avoid unneeded memory malloc/free when attempting to create ↵Sergey Sharybin
missing uniform
2017-10-03DRW: Fix Feedbackloop warning.Clément Foucault
2017-10-02Gawain : Add workaround to fix bad sync of the program_in_use flag.Clément Foucault
2017-09-30DRWCache: Add a new regular Quad buffer.Clément Foucault
2017-09-26DRW : Fix Compiler WarningClément Foucault
2017-09-25DRW : Add new view_update mechanism.Clément Foucault
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25DRW : Add AA to non meshes objects.Clément Foucault
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport. This adds another Multisample Framebuffer and textures (so even more memory required). It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass. It it then blit back to the default_fb so that the rest of pipeline is working as expected. We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-21DRW: Fix regressionClément Foucault
Textures were bound once. But since it was not unbound it's bind_num would not change and considered still bound next time a shader needed it. Fix T52866 Fix T52855
2017-09-21Revert "Fix T52855: Eevee: viewport artifacts"Clément Foucault
This reverts commit 803c757c2b64258890aa30d20187fd8daf83b5e4.
2017-09-21Fix T52855: Eevee: viewport artifactsDalai Felinto
Partial revert of 9068c0743e08. This commit tried to do two things: (1) Fix UBO binding logic [good] (2) "Improve" texture binding logic [bad] Don't ever mix different fixes and refactors in the same commit.
2017-09-21Eevee: Fix wrong MEM_callocN allocation sizeDalai Felinto
2017-09-21Depsgraph and collection enable/visibilityDalai Felinto
Iterate over invisible objects too, so lamps can still lit the scene. Also, now you can use a collection to set an object to invisible, not only to visible. For example: Scene > Master collection > bedroom > furniture Scene > View Layer > bedroom (visible) > furniture (invisible) The View Layer has two linked collections, bedroom and furniture. This setup will make the furniture collection invisible. Note: Unlike what was suggested on D2849, this does not make collection visibility influence camera visibility. I will keep this as a separate patch. Reviewers: sergey Subscribers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2849
2017-09-16DRW: Fix Ubo binding logic and improve Texture binding logicClément Foucault
Ubo needs to be rebound every times the shader changes. This simplify the logic a bit. Also modify texture binding logic to potentially reuse more already bound textures.
2017-09-15Eevee: Fix T52738: Probes are black.Clément Foucault
This fix the crappy binding logic. Note the current method is doing a lot of useless binding. We should somewhat order the texture so that reused textures are already bound most of the time.
2017-09-14DRW: Fix texture binding logic.Clément Foucault
2017-09-13DRW: Fix incorrect Ubo BindClément Foucault
2017-09-13Cleanup: use safe free macro & commentsCampbell Barton
2017-09-13DRW: Fix leak (2nd attempt) cause by texture "state" trackingClément Foucault
This should get rid of the leak once for all.
2017-09-13DRW: Fix memleak in release mode.Clément Foucault
2017-09-12Eevee: Fix wrong shadow Orco mapping.Clément Foucault
2017-09-12Eevee / DRW : CodestyleClément Foucault
2017-09-12DRW: Use static list (array) of texture/ubo to track bound textures/ubos.Clément Foucault
This is in order to use the same texture on multiple sampler. Also texture counter is reset after each shading group. This mimics the previous behaviour.
2017-09-10Eevee: Shadows: Update cascaded shadowmaps when rendering probes.Clément Foucault
This is really resource intensive but there is no other way to correctly handle it.
2017-09-10Eevee: Refactor Shadow SystemClément Foucault
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
2017-09-07Fix leak caused by wrong ownership flagCampbell Barton
2017-09-07Fix T52046: View transform applied twice w/ GL renderCampbell Barton
Patch from @sergey w/ minor edit.
2017-08-25Cleanup: missing break (harmless for now)Campbell Barton
2017-08-25Fix ORCO never used for draw manager (Eevee)Dalai Felinto
Related to T52528.
2017-08-22Cleanup: naming for mesh dirty flagsCampbell Barton
- NOCHECK -> ALL - ALL -> MAYBE_ALL Where 'MAYBE_ALL' checks to see if the mesh has changed. This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and going to be updated without any guess-work.