Age | Commit message (Collapse) | Author |
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This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
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Seems to be an issue with OSX and loading objects matrices from uniform
buffers.
Using legacy path for that reason.
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This solution only reuses the performance workaround made for Intel.
But the original problem was not solved.
Not much we can do to solve it.
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Reviewers: brecht
Differential Revision: D4997
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This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
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Reviewers: brecht
Differential Revision: D4997
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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.
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There may well be more vertex shaders that need this, but I couldn't find them
in my testing.
Differential Revision: https://developer.blender.org/D4921
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This is not the most clean but this is what is needed to make
point_object_to_ndc equivalent to
point_object_to_world + point_world_to_ndc
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This is not the most clean but this is what is needed to make
point_object_to_ndc equivalent to
point_object_to_world + point_world_to_ndc
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This is in order to centralize all matrices transformations.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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This leads to less lookups to the GWNShaderInterface and less uniform upload.
We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
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