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2020-09-10Fix T79737: ERROR ACCESS VIOLATION when switching to eevee rendered viewAristotelis Dossas
This prevents Blender from crashing when switching to rendered view and the grid_data is NULL in the lightcache (due to possible corruption), by switching to the fallback lightcache. The fix extends the solution for possible corruption in the cube_data as well. Fix T79737 Reviewed By: fclem Differential Revision: https://developer.blender.org/D8835
2020-09-10Cleanup: spellingCampbell Barton
2020-09-09Fix T79038: Blender freezes on vertex paint on linked mesh dataJeroen Bakker
This change promotes the work-a-round to the current solution. There are options to solve this better, but needs more design.
2020-09-09Cleanup: Rename public "bUnit" functionsHans Goudey
This commit renames the functions in "BKE_unit.h` to be consistent with the naming in the rest of blenkernel. bUnit_AsString -> BKE_unit_value_as_string_adaptive bUnit_AsString2 -> BKE_unit_value_as_string bUnit_ReplaceString -> BKE_unit_replace_string bUnit_ApplyPreferredUnit -> BKE_unit_apply_preferred_unit bUnit_ToUnitAltName -> BKE_unit_name_to_alt bUnit_ClosestScalar -> BKE_unit_closest_scalar bUnit_BaseScalar -> BKE_unit_base_scalar bUnit_IsValid -> BKE_unit_is_valid bUnit_GetSystem -> BKE_unit_system_get bUnit_GetBaseUnit -> BKE_unit_base_get bUnit_GetBaseUnitOfType -> BKE_unit_base_of_type_get bUnit_GetName -> BKE_unit_name_get bUnit_GetNameDisplay -> BKE_unit_display_name_get bUnit_GetIdentifier -> BKE_unit_identifier_get bUnit_GetScaler -> BKE_unit_scalar_get bUnit_IsSuppressed -> BKE_unit_is_suppressed Differential Revision: https://developer.blender.org/D8828
2020-09-08GPU: Extract GPU Base Test caseJeroen Bakker
The draw manager test case initialized ghost, gpu and draw manager. This change splits the base test case to GPU specific and draw manager specific test case. The GPU test base test case will be used for low level GPU tests.
2020-09-08DrawManager: Fixed memory leak in test casesJeroen Bakker
Memory leak is introduced as test cases reinitializes the GPU stack. Added a call to GPU_backend_exit to fix this. In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't reset for reuse. This patch also clears the pointer to be reused.
2020-09-08DrawManager: Move tests in namespaceJeroen Bakker
Using blender::draw::tests as namespaces.
2020-09-08Cleanup: DRW: Replace 0 by NULL in GPU_context_create callsClément Foucault
This was left from a previous refactor.
2020-09-08GPUImmediate: Make activation / deactivation implicitClément Foucault
This avoids unecessary complexity. Also makes the GPUImmediate threadsafe by using a threadlocal imm variable.
2020-09-08fix flushClément Foucault
2020-09-08GPUFramebuffer: Make GPU_framebuffer_read_depth more flexibleClément Foucault
This is to make use of it in selection code.
2020-09-07GPU: Rename gpu_extensions to gpu_capabilitiesClément Foucault
This makes more sense as this module has more to it than just GL extensions.
2020-09-07EEVEE: Try to allocate the lightcache and use fallback if failureClément Foucault
This is to remove an explicit opengl dependence to GPU_extension.
2020-09-07GPUExtensions: GL backend isolationClément Foucault
This is part of the Vulkan task T68990. This commits changes a few things: - Rename extensions to capabilities (but left the file name untouched). - Cubemap mip render workaround detection is rewritten using gl commands to avoid using the GPU API before initialization. - Put all the capabilities that are only relevant for the GL backend inside GLContext as static variables. - Cleanup the names of the limit variables. - Separate all GL related workaround search inside the GL module.
2020-09-07Fix T78225: Vertex Colors not showing in edit modePablo Dobarro
This should be using the mesh_cd_ldata_get_from_mesh function in order to get ldata from BMesh in edit mode. Reviewed By: sergey Maniphest Tasks: T78225 Differential Revision: https://developer.blender.org/D8818
2020-09-07Cleanup: include missing header files in CMakeCampbell Barton
2020-09-07EEVEE: Shaders testsJeroen Bakker
This will add the remaining static shaders to the eevee shader test suite. - Downsampling - GGX LUT generation - Mist - Motion Blur - Ambient Occlusion - Render Passes - Screen Raytracing - Shadows - Subsurface - Volumes Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8779
2020-09-07Cleanup: spellingCampbell Barton
Also correct wrapped lines of example code in threads.cc.
2020-09-06Cleanup: GPUVertBuf: Replace GPU_vertbuf_create by GPU_vertbuf_callocClément Foucault
This is a simple cleanup to make naming consistent with the rest of the module.
2020-09-06GPUVertBuf: Make GPUVertBuf private to the GPU moduleClément Foucault
This is just a cleanup to isolate the internals of the vertbuf. This adds some getters to avoid refactor of existing code.
2020-09-06GPUIndexBuf: GL backend IsolationClément Foucault
This is part of the Vulkan backend task T68990. There is no real change, only making some code re-organisation. This also make the IndexBuf completely abstract from outside the GPU module.
2020-09-05Cleanup: spellingCampbell Barton
2020-09-05GPUTexture: Change texture creation APIClément Foucault
This is to modernize the API: - Add meaningful name to all textures (except DRW textures). - Remove unused err_out argument: only used for offscreen python. - Add mipmap count to creation functions for future changes. - Clarify the data usage in creation functions. This is a cleanup commit, there is no functional change. # Conflicts: # source/blender/gpu/GPU_texture.h
2020-09-05Cleanup: GPUTexture: Remove use of GPU_texture_create_nDClément Foucault
Use creation + update function instead.
2020-09-05GPUTexture: Implement back 3D texture resizeClément Foucault
But this time implement it outside the texture module. This makes more sense as only the volume textures need this feature.
2020-09-05Cleanup: EEVEE: Use correct array size and use equals_v2v2_intClément Foucault
2020-09-05GPUTexture: Remove bind to edit callsClément Foucault
This is going to be unecessary after the GPU opengl texture backend refactor. For now add a save/restore mechanism to leave the state untouched. Also remove some calls where the caller would bind to particular binding point and set the shader uniform.
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-09-03Fix T79718: Eevee OpenVDB render error when frames miss part of the gridsBrecht Van Lommel
Improved fix that handles the distinct cases of missing grids and zero size grids.
2020-09-03Fix T80332: principle volume shader not working for world in EeveeBrecht Van Lommel
The handling of missing volume grids for the principled volume shader was incomplete, different inputs need different default values.
2020-09-03Fix T63125: Gpencil: bones cannot be selected in weightpaint modePhilipp Oeser
Some underlying functionality was not ready for greasepencil: - BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist) - BKE_modifiers_is_deformed_by_armature - checks in drawing code - checks in (pose) selection code A couple of changes to make this work: - `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`) - `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`) - `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint` This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode) Reviewed By: campbellbarton Maniphest Tasks: T63125 Differential Revision: https://developer.blender.org/D8483
2020-09-02EEVEE: Shader tests for Depth of FieldJeroen Bakker
This patch moves the EEVEE depth of field shaders to eevee_shaders.c and adds them to the eevee shaders test suite. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8771
2020-09-01GPU: Move UBO binding validation to GL backendClément Foucault
This also make the validation quicker by tracking the currently bound slots.
2020-09-01EEVEE: Volumetric: Fix missing UBOClément Foucault
This is undefined behavior on certain system.
2020-09-01Cleanup: EEVEE bloom shadersJeroen Bakker
- moved to eevee_shaders - added to test suite Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8763
2020-09-01GHOST: Enable debug context on offscreen context tooClément Foucault
This was a long standing TODO. This was also preventing debug callbacks form other context than the main window.
2020-08-31Cleanup: GPU: Remove unused attr_binding and primitive codeClément Foucault
2020-08-30GPUState: Move Scissor and Viewport state to framebufferClément Foucault
This way it is way clearer what each viewport state is. There is no more save and reset. The scissor test is also saved per framebuffer. The only rule to remember is that the viewport state (size and origin) is reset for both the viewport and scissor when a texture is attached or detached from an attachment slot.
2020-08-30GPUFrameBuffer: Use debug name supportClément Foucault
This is to make it easier to navigate captures in renderdoc.
2020-08-30GPUFrameBuffer: GL backend isolationClément Foucault
This is related to the Vulkan port T68990. This is a full cleanup of the Framebuffer module and a separation of OpenGL related functions. There is some changes with how the default framebuffers are handled. Now the default framebuffers are individually wrapped inside special GLFrameBuffers. This make it easier to keep track of the currently bound framebuffer state and have some specificity for operations on these framebuffers. Another change is dropping the optimisation of only configuring the changed attachements during framebuffers update. This does not give any benefits and add some complexity to the code. This might be brought back if it has a performance impact on some systems. This also adds support for naming framebuffers but it is currently not used.
2020-08-28DrawEngine: Shader Test SuiteJeroen Bakker
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some of eevee. Compilation is still platform dependent, but when run on a test-farm with different hardware we will be able to detect GLSL compilation errors early on. The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS` are On. For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders located inside the submodule. They aren't accessible to the outside and aren't added to the test case. We should see how we want to add them. For the test cases it is better to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in the submodule. Keeping them in the submodule could lead to situations that is harder to test. as the shader could already have been initialized. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8667
2020-08-28Fix T80141: Fix Compiling Workbench Volume Shaders (Mesa 20.0.8)Jeroen Bakker
Default mesa driver for ubuntu 20.04 fails when a name is defined twice. M_PI is defined in both `common_workbench_lib` and `common_math_lib`. This patch remove the define out of common_workbench_lib For reference it fails on https://github.com/mesa3d/mesa/blob/mesa-20.0.8/src/compiler/glsl/glcpp/glcpp-parse.y#L1186 during the check if the macros are the same. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8741
2020-08-28Fix T79920: Fix Compiling EEVEE Volume ShadersJeroen Bakker
There were some missing UBO bindings, what asserted in debug mode. This patch fixes this by binding the missing UBO's Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8742
2020-08-28Fix T80160: Workbench shadows are brokenJeroen Bakker
In recent refactoring {a9f2ebb21508} an issue was introduced that the opengl rasterizer would be disabled when only writing to a stencil buffer. This fix adds stencil writing to the write mask and set it. This makes the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be enabled in `GLStateManager::set_write_mask`. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8743
2020-08-26GPencil: Hide Boundary strokes in RenderAntonio Vazquez
This change hides the boundary strokes used for closing filled areas in render mode (viewport and final render). Related to T80128
2020-08-25Merge branch 'blender-v2.90-release' into masterCampbell Barton
2020-08-25Fix T77359: Crash adding UV's in edit-mode with linked duplicatesCampbell Barton
This prevents UV layer mix up in MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the extraction method. One object's mesh can be accessed with MR_EXTRACT_MESH, another object that uses the same mesh can use MR_EXTRACT_BMESH based on (Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh and the mesh aren't always in sync, the custom data layers wont necessarily match up, causing T77359. Reviewed by @jbakker, @brecht Ref D8645
2020-08-25Merge branch 'blender-v2.90-release'Jeroen Bakker
2020-08-25Enabled workaround to solve threading issues in draw managerJeroen Bakker
This workaround addresses T79533 and T79038 for Blender 2.90. The solution isn't clear and needs more research and work. In order to continue with blender 2.90 release it was proposed to add this work around. It has been tested with the test files provided in the reports. Reviewed By: Dalai Felinto, Clément Foucault Differential Revision: https://developer.blender.org/D8695
2020-08-25Revert "Enabled workaround to solve threading issues in draw manager"Jeroen Bakker
This reverts commit 141a8ff6b3b1170d5551ef08895f1b7fac145235.