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2019-05-22DRW: DRWView: Finish refactorClément Foucault
2019-05-22Eevee: Make Planar reflections work with the new DRWView systemClément Foucault
Also get rid of clip_block which did the same as clipplanes inside common_view_lib.glsl.
2019-05-22DRW: Add view param to DRW_culling_* functionsClément Foucault
2019-05-22BLI_memblock: Refactor for faster iteration and allocationClément Foucault
Remove the clear allocation flag as it has little impact since there should be very few allocation per redraw. Make BLI_memblock_alloc and BLI_memblock_iterstep much more cache efficient removing them almost entirely from performance profiles.
2019-05-22DRW: Remove some usage of DRW_viewport_matrix_getClément Foucault
2019-05-22DRW: Remove DRW_state_clip_planes_resetClément Foucault
2019-05-22DRW: Remove DRW_state_clip_planes_set_from_rv3dClément Foucault
This should be handled by DST.view_default
2019-05-22DRW: Add DRWView to improve different view handlingClément Foucault
This will have multiple benefit. TODO detail benefits (culling, more explicit, handling of clipping planes) For now the view usage is wrapped to make changes needed more progressive.
2019-05-22Cleanup: DRW: Refactor code for better readability and simplificationClément Foucault
- Remove DST.frontface and DST.backface. - Separate uniform update into its own function draw_update_uniforms.
2019-05-21GPU: double uniform names buffer sizeJacques Lucke
Adding a constant yields quadratic time complexity which can have quite a big impact on some scenes. I used the file from T64901 for testing. In the test file, the time it took to execute `wm_draw_update` changed from `0.60s` to `0.51s`. Reviewers: brecht Differential Revision: https://developer.blender.org/D4916
2019-05-20GPU: Use uint in GPU_batch_uniform_1ui.mano-wii
2019-05-20Edit Mesh Select: Fix OpenGL status to use `GPU_point_size`.mano-wii
The problem has worsened in rB94db2c1f3243. Maybe this has contributed to T64779.
2019-05-20Fix missing assignments in object mode select id drawingCampbell Barton
The code currently doesn't run, needed for upgrading all selection code to use the new API's.
2019-05-20Fix invalid face offset in DRW_draw_select_id_objectCampbell Barton
2019-05-18Edit Mesh Selection Drawing: Make sure the state of point size is enabled.mano-wii
2019-05-18Fix T54686: objects don't occlude each other for edit-mesh select (part 2)Campbell Barton
The previous fix 8a6414ed46f66, resolved selection picking but didn't work for box/circle/lasso select. - Add ED_select_buffer_utils.h for general select-buffer operations unrelated to edit-mesh. - Circle select still needs to cache select-id's for each update.
2019-05-17Cleanup: DRW: Remove uneeded DRWState valuesClément Foucault
This removes: - DRW_STATE_TRANS_FEEDBACK - DRW_STATE_WIRE - DRW_STATE_POINT
2019-05-17Cleanup: Eevee: Remove custom volumetric matrixClément Foucault
This was the same as using the inverse obmat.
2019-05-17Eevee: Remove the Volumetric Render checkboxClément Foucault
This is to simplify the usage of Volumetrics. Now it automatically detect if there is any Volumetric material in the view and allocate the needed buffer if any.
2019-05-17DRW: Fix warning on MSVCClément Foucault
2019-05-16Fix edit-mesh select crash when using face-dotsCampbell Barton
The GPUVertBuf was freed but not the GPUBatch. Old bug exposed by new code from 8a6414ed46f66.
2019-05-16Fix T54686: objects don't occlude each other for edit-mesh selectmano-wii
2019-05-14Fix T64551 Crash on leaving local view on the shading tabClément Foucault
Was causing by garbage collection free the surf_per_mat_tris array. The cache validate did not take care of ensuring the array was alloc again.
2019-05-14Eevee: Fix Auto Tangent not working if active UV layer is greater than 3Clément Foucault
2019-05-14GPUVertexFormat: Reduce size of structsClément Foucault
With this patch, the size of GPUVertFormat goes from 1240 to 388.
2019-05-14Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copyClément Foucault
2019-05-14Cleanup: DRW: Remove unused Uniform typesClément Foucault
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-14DRW: Refactor: Use DRWCall to accumulate per instance attributesClément Foucault
This is a big change that cleanup a lot of confusing code. - The instancing/batching data buffer distribution in draw_instance_data.c. - The selection & drawing code in draw_manager_exec.c - Prety much every non-meshes object drawing (object_mode.c). Most of the changes are just renaming but there still a chance a typo might have sneek through. The Batching/Instancing Shading groups are replace by DRWCallBuffers. This is cleaner and conceptually more in line with what a DRWShadingGroup should be. There is still some little confusion in draw_common.c where some function takes shgroup as input and some don't.
2019-05-14BLI_memblock: Add more optionsClément Foucault
- Use int instead of uint for safety and less conversions. - Add free callback - Add cleared alloc option
2019-05-14Cleanup: Remove DRWCallTypeClément Foucault
This simplify the rendering logic.
2019-05-14DRW: Fix threading hazard when rendering and using auto depthClément Foucault
2019-05-14Cleanup: DRW: Remove unused functionsClément Foucault
2019-05-14DRW: Change Procedural function to use a GPUBatchClément Foucault
This is in order to have VAO handled by thoses batches instead of using a common VAO. Even if the VAO has no importance in these case using a batch will help when transitioning to Vulkan.
2019-05-14Mesh Batch Cache: Fix use of uninitialized variableClément Foucault
2019-05-14DRW: Make Instance count not a pointerClément Foucault
Goal is still to simplify the draw manager.
2019-05-14Cleanup: DRW: Remove pointers to materialsClément Foucault
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.
2019-05-14DRW: Remove ModelViewMatrix and ModelViewMatrixInverseClément Foucault
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807
2019-05-11DRW: Fix previous commitClément Foucault
PS: I hate my life
2019-05-11Fix T64464 App crashes when navigating between UV Editor and ViewportClément Foucault
2019-05-11Fix T64137 Empty Images flickering graphics when "Auto Depth" is enabledClément Foucault
Also fix T64373 Grid intensity increases in Ortographic when use Circle Select in GPencil Edit mode
2019-05-10Fix T64399 Crash when trying to enter edit mode on instanced objectsClément Foucault
2019-05-10Fix T64420 Weight Paint colours not visibleClément Foucault
2019-05-10Overlays: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10DRW: Remove ModelViewMatrix UsageClément Foucault
2019-05-09DrawManager/GreasePencil: Select Correct ViewLayerJeroen Bakker
The DrawManager assumed that the first render layer was the render layer where GP needed to render on. In viewport this is always the case as we only have a single view layer. When rendering this can be multiple when multiple layers are rendered and composited in the compositor. In stead of the assumption that the first render layer is the render layer we need to draw on, we search for the render layer with the same name as the viewlayer. Reviewed By: fclem, brecht, antoniov Maniphest Tasks: T63099 Differential Revision: https://developer.blender.org/D4818
2019-05-09DepsGraph: Multi ViewLayer SelectionJeroen Bakker
When using multiple viewlayers and switching between them the selection gets buggy. The reason for this is that the select_id is updated based on the index in the viewlayer. This makes the select_id not unique as objects might be shared or not shared at all. This fix will update the select_id on all objects in main. This will be triggered in all the selection operators. Reviewed By: sergey, brecht Maniphest Tasks: T55617 Differential Revision: https://developer.blender.org/D4824
2019-05-09Fix T64329 Crash when switching to Texture PaintClément Foucault