Age | Commit message (Collapse) | Author |
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Follow our code style for doxygen sections.
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This was happening because the raytrace was not even being performed
due to the tracing line being too small after frustum clipping.
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This was caused by unprotected drawing callbacks.
As of 2.91, we require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
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The degenerate line workaround was ill defined.
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This patch helps the case of intricate reflections where the
ray does not travel far before intersecting the geometry.
In these cases there could be false negative exclusion of the ray
caused by the backface rejection threshold.
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The artifact manifested as lines of different values caused by faillure to
trace the depth buffer correctly.
Adding a ad-hoc value to the step size to mitigate the issue.
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Currently render passes in the draw manager (eevee) must be predefined
in the render result. This patch would ask the render engine for the
render passes it needs, and create these as a preparation step during
rendering. This allows any draw engine to define more complex render
passes setup.
Render passes can only be added before the call to `RE_engine_begin_result`.
`RE_engine_begin_result` makes a full copy of the render passes. During
rendering the render engines renders to the duplicated passes.
`RE_engine_end_result` syncs the data back to the original render passes,
but only if the passes existed in the original render result.
Currently we work-around this issue by registering the passes in
`render_result_new`. This is legacy blender internal structure and should
be avoided.
With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we
are extending legacy code to support new features. This patch allows us to
let each draw engine register their own render passes at render time
(similar to cycles and other render engines). In the future we could get
rid of legacy render passes registration in render_result_new.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9088
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This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).
Also add the same precision based bias we use for contact shadows.
This fix T81105 Eevee SSR quality regression in 2.91 alpha
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Some issues happened because the lod can become negative in some cases.
Also avoid sampling LOD with interpolation (floor).
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Anisotropic filter may result in incorrect algorithm. This only
affects util textures (not Image datablocks gpu textures).
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This changes how the simplify volumes setting works. Before, it only
affeted viewport rendering. This was an issue, because all internal
computations would still have to happen on the high resolution volumes.
With this patch, the simplify setting already affects file loading and
procedural generation of volumes.
Rendering does not have to care about the simplify option anymore,
it just gets the correct simplified version from the depsgraph.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9176
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Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
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Corrects 34 miscellaneous misspelled words.
Differential Revision: https://developer.blender.org/D9248
Reviewed by Campbell Barton
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Corrects incorrect usages of the words 'then' and 'than'.
Differential Revision: https://developer.blender.org/D9246
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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causes a mess with texture slots
Issue caused by {9582797d4b50} in b2.90. The surface per material used
an index buffer owned by the batch. These index buffers are created at
the same time the surface tris index buffer was created. When a material
per batch buffer was invalidated it used the surface tris index buffer
rendering all materials on all surfaces making the last draw command
render succeed.
This patch stores the surface tris per material in the cache so they can
be reused. There is also no need to use the `saved_elem_ranges` anymore as they are
now part of the cache.
The ugly bit of the implementation is that in `extract_tris_finish` the
MeshBufferCache is retrieved. But as this part was already documented as
a hack and it is something that is only used for final meshes. Other
solutions would impact performance or made the fix not condensed
(passing parameters that shouldn't be used).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9136
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This was a regression introduced on 68651534c263.
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From the GLSL documentation: `Results are undefined if edge0 ≥ edge1.`
This is the case without this patch.
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This was caused by a wrong flag equality check when in xray mode because
the xray mode was masking the effect option flags that are not supported
in this mode. This means the never passed and the TAA was reset before
every redraw, leading to infinite rendering.
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This makes it easier to generate motion trail effect with EEVEE.
This just mimics the cycles option as described here:
https://docs.blender.org/manual/en/latest/render/cycles/render_settings/motion_blur.html
This fix T80070
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This is a simple fix that just make it work like cycles. The initial time
was missing the subframe offset.
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Probably copy-paste error in rBd6525e8d133b.
Maniphest Tasks: T81669
Differential Revision: https://developer.blender.org/D9190
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Fix regression introduced in rBe12767a0352a9e113892b4a07c6c8446d3ff361f
The volumes are not a line type and should not be render into the line
framebuffer nor it should change the framebuffer.
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Follow our code style guide by using C-comments for text descriptions.
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It used to be an int mode.
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This reverts commit 0796807720882731cdb70be144aa182e9b0b9ee5.
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Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.
Backport to Blender 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9038
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The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.
Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.
Like the 3d viewport, there will be a editor toggle to enable/disable the overlays
For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.
Reviewed By: Julian Eisel, Pablo Vazquez
Differential Revision: https://developer.blender.org/D8890
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The alloc was done in the init, but the free was done in the discard.
As discarding can happen more often there were some unneeded if
statements to work around use after free.
This patch moves the free to the `mesh_batch_cache_clear` and removes
the if statements to check for use after free.
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It used to be an `int mode`.
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This case was leaving some data uninitialized, producing some NaNs in the
fragment shader.
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The external engine in the draw manager wasn't registered correctly.
This did not free the resources after the external engine was used.
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Also correct own correction from 58b8724a4892
thanks @mont29 for raising this.
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This was introduced in 6c9ec1c893f9. The overlays can now be drawn when
PBVH drawing is not enabled, but the PBVH should still exist in the
SculptSession in order to draw them. Before, it was avoiding the crash
by checking use_pbvh as BKE_sculptsession_use_pbvh_draw also checks if
the PBVH exists.
Reviewed By: sergey
Maniphest Tasks: T81268
Differential Revision: https://developer.blender.org/D9044
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The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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This is already the most widely used convention.
Use this so `make check_spelling_c` will ignore all email addresses.
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Previously, one could only select a volume object in the outliner
or by clicking on the object origin. This patch allows you to click
on the actual volume.
Furthermore, the generated (invisible) mesh that is used for
selection is also used to draw an outline for the volume object now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9022
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Assert happened as it could not create uv batches without an UVMap.
Solution is to only request those batches when the UVMaps are available.
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Issue introduced by 68651534c263 due to an incorrect merge/rebase
It was resetting the AO buffer every time the time step happened.
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For the self overlap result, each intersection pair does not need to
be tested twice.
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With the new image editor drawing there were was some mutual exclusive
functionality. When rendering the alpha was shown correctly or the pure
emissive colors were shown correctly, but never both. The cause of this
is that the image_gpu did not used the correct alpha mode when generating
gpu textures for non-images (render results, compositors viewer)
The implementation always checked the alpha_mode. Alpha mode is an
attribute for images, but aren't set for non images. This patch adds
a more detailed check to ensure that the gpu texture is premultiplied.
The issue has been tested using several bug report files and production
files.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8978
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When introduced in rB1ca1744c29e2, the Weight Paint Overlay XRay's
corresponding depth pass was not considering clipping planes.
Maniphest Tasks: T81013
Differential Revision: https://developer.blender.org/D8970
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The incorrect view was setup so it was drawn in pixel space. This patch
changes it to use UV space.
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