Age | Commit message (Collapse) | Author |
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Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
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-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.
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regression in d12d8956
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Engine collection settings aren't currently flushed,
once they are this will work as expected.
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This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
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Also remove from pass list (there were some duplicate unused entries).
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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.
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Avoid confusion with overlays with non-mesh types
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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.
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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.
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Avoid confusion for non mesh types where verts/wire/surface might apply.
Other object types use this convention already.
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Avoid right-shift
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Faster search
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First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.
This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.
The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.
Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.
Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)
Differential Revision: https://developer.blender.org/D2563
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This makes viewport cache construction independant from each others and will allow multithread down the road.
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It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
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All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
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We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
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Based on the previous overlay shader from merwin.
This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers).
As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh.
This problem can be fixed by a second pass.
This is work in progress.
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This should give the overall direction to whom wants to finish it.
- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c
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