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2018-04-16Multi-Object EditingCampbell Barton
This adds initial multi-object editing support. - Selected objects are used when entering edit & pose modes. - Selection & tools work on all objects however many tools need porting See: T54641 for remaining tasks. Indentation will be done separately. See patch: D3101
2018-02-13Object Mode: remove Scene.obedit in draw managerCampbell Barton
Part of larger change to remove this variable entirely.
2018-01-30DRW / Render: Add support for render pipeline in drawmanager.Clément Foucault
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface. This might be addressed in the future at least for video rendering. A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-17Revert "Fix use-after free in DRW_shader_create_with_lib"Campbell Barton
Caused an error entering edit-mode. d60f26f37a & 2659500835
2018-01-17DRW: Codestyle refactor: Use macro to create shader libs.Clément Foucault
This clears up the code from many DynStr usage. Easier to read.
2017-11-29Draw manager: Cleanup, namingSergey Sharybin
Similar to previous commit in Eevee.
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.
2017-06-27Fix missing globalsBlock in edit mode latice drawingLuca Rood
This was causing lattice vertices not to be drawn.
2017-06-27Implement weight colors for lattices in draw managerLuca Rood
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-05-16Draw Manager: Texture Memory usage improvement.Clément Foucault
-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
2017-04-29Cleanup: rename struct for private engine dataCampbell Barton
Also remove from pass list (there were some duplicate unused entries).
2017-04-25Draw Manager: store context vars per drawCampbell Barton
Was performing context access per object for scene, region etc. While not very slow they don't change during drawing so cache in a struct. This also makes it possible to draw in views besides the current context.
2017-04-20Cleanup: redundant struct qualifier & long linesCampbell Barton
2017-04-20Use theme vertex size for lattice & curve verticesCampbell Barton
2017-04-18GPUFramebuffer: Allow to bind a specific texture mip to framebuffer.Clément Foucault
2017-04-13Draw Manager: lattice editmode drawingCampbell Barton
2017-04-13Draw Manager: initial lattice supportCampbell Barton
Still misses support for edit-mode selection & weight drawing.
2017-04-13Use 'safe' macros for common free operationCampbell Barton
Same as MEM_SAFE_FREE macro, checks for NULL, runs free then sets NULL. Blocks of code that do this many times are noisy and likely errors here wouldn't be noticed immediately. Also NULL's static vars which were being left set.
2017-04-12Draw Engine: remove hard coded limit on array sizesCampbell Barton
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits. Actual memory saving isn't so important, it just means we don't need to manually bump these based on changes to engines.
2017-04-12Cleanup: use DRW_cache_mesh prefix w/ mesh objectsCampbell Barton
Avoid confusion for non mesh types where verts/wire/surface might apply. Other object types use this convention already.
2017-04-10Draw Manager: Use Texture flag in Framebuffer init.Clément Foucault
2017-04-03Draw Manager: Use engine type pointer instead of engine name.Clément Foucault
Faster search
2017-03-27Draw Engines: Make g_data struct part of the viewport storageClément Foucault
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27Draw Manager: Make Viewport Data passed by the manager call.Clément Foucault
2017-03-20Draw module: code style, encapsulate static varsClément Foucault
2017-03-14Cleanup: warningsCampbell Barton
2017-03-13Mode Engines: Fix MSVC compilation error.Clément Foucault
2017-03-12Clay Engine: Mode engine templates.Clément Foucault
Standard Engine layout easy to extend. Note that most of the work will also happen in mesh_render.c to create geometry batches.