Age | Commit message (Collapse) | Author |
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Do not iterate over degsgraph when overlays are turned off and
rendering via an external engine. External engines sync data
from Blender differently. The external engine
draws the depth buffer, but that is only needed for overlays.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4791
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This had some cost in perf and is not needed most of the time. If the
drawcall really needs it, it should use a correct ob pointer.
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Theses are garanteed by the depsgraph now.
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Note: Some adjustments were made compared to the diff mainly for code
readability and made the default ball size 150px.
Reviewed By: fclem
Differential Revision: http://developer.blender.org/D4793
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Was use by sculpt mode but that's not used anymore.
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Workbench/Eevee now displays multiple multi-materials correctly.
Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.
This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
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PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
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- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
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Only draw the depth buffer when overlays are enabled and scene
or view has changed.
When using Cycles in the viewport for every viewport draw call
the depth buffer was renewed. Draw calls happened when a sample
was finished or the status report was updated.
This could waist some CPU/GPU cycles. This change will check when
the depth buffer needs to be updated or when the last known depth
buffer could be reused.
Reviewers: brecht, fclem
Maniphest Tasks: T63525
Differential Revision: https://developer.blender.org/D4775
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Differential Revision: https://developer.blender.org/D4657
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Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.
Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
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Viewport now displays alpha checkerboard pattern like Cycles does when
film alpha is set to "Transparent".
Some small workarounds were necessary for Depth of Field and correct TAA
support.
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Add checkerboard alpha pattern like it was in 2.79
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Just basic alpha under operation with premultiplied source.
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We still have base->flag_legacy & BA_WAS_SEL for the few cases we really
need to have a per-object selection check (used in the transform code).
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This was changed in a previous commit to 1.0, but a value of 0.5 works better.
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- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
DNA_view3d_types: Due to this FSAA always kicked in making the
rendering slow.
- Removed `Texture Solid` and `DOF`.
- Now when chosing Solid rendering the settings
of the original scene is used.
- Added a global override to use scene specific shading. In the
Future we will need to enhanced this so user can change the
settings.
- Added support for LookDev. LookDev crashed as it needed the
`evil_C` what was not set
- LookDev mode will always show the scene + world lights.
Reviewed By: brecht, fclem
Maniphest Tasks: T62517
Differential Revision: https://developer.blender.org/D4738
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Was missing a flag from recent refactor.
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texture mode
There was an arbitrary size limit of 4 pixels.
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This is a missing fix in previous commit of this task.
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Improve selection time since it bypass BM_loops_calc_normal_vcos when mesh
uses auto-smooth.
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Unfortunately it does not concern paint mode.
Related to T63946
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This is a small improvment but is does scale up with the number of objects.
This improvement *does not* speedup geometry update.
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The value of the z-depth was too high. Now the value is valid for perspective and orthographic view.
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This is a previous step to move away the derived frame logic to be used in edit modes.
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This patch also improve cache locality of the IBO filling. I did not benchmark if it made
any difference.
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drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.
Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.
Also fix the drw_shgroup_bone_custom_wire.
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Display sculpt mesh if there is a sculpt session.
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Fix instancing batches not being reused by custom bone shapes.
Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
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This was cause by the SSS energy being lost when using SSRefraction. Also the mix
shader did not merge the discarded SSS light into the radiance.
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The culing still seems to be off but at least it is enabled now.
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appear in front of Reference Images
In orthographic, the z-depth was wrong.
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Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4707
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Force Displist to Mesh conversion if there is any modifier.
This is until we find a better way to store the batches per objects.
Also fix draw cache functions that were not returning final mesh edges.
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