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2022-04-11Cleanup: malformed C-style comment blocks, spellingCampbell Barton
- Missing star prefix. - Unnecessary indentation. - Blank line after dot-points (otherwise doxygen merges with the previous dot-point). - Use back-slash for doxygen commands. - Correct spelling.
2022-04-09UDIM: Move UDIM grid controls to the Overlay panelJesse Yurkovich
This change moves the grid panel UI from the View tab up into the Overlay panel. Reasons to move to the Overlay panel include: - Consistency with the grid options in the 3D viewport - The grid has been drawn as an Overlay for quite some time already Additional changes that now make sense to have: - The grid responds to the main Overlay show/hide toggle - Adds a toggle to show/hide the grid which is consistent with overlays in general As before, these grid controls are only available for active UV edit sessions. Differential Revision: https://developer.blender.org/D11862
2022-04-08Fix: Build issue with MSVCRay Molenkamp
draw_common.h was included in a C++ file leading to the linker looking for the decorated name for `G_draw` which lead to a linker error. adding an extern "C" for C++ fixes the issue.
2022-04-08Curves edit mode: show dots for pointsKévin Dietrich
This adds support to show dots for the curves points when in edit mode, using a specific overlay. This also adds `DRW_curves_batch_cache_create_requested` which for now only creates the point buffer for the newly added `edit_points` batch. In the future, this will also handle other edit mode overlays, and probably also replace the current curves batch cache creation. Maniphest Tasks: T95770 Differential Revision: https://developer.blender.org/D14262
2022-04-08Painting: Canvas switcher for painting brushes/tools.Jeroen Bakker
This patch adds color attributes to TexPaintSlot. This allows an easier selection when painting color attributes. Previously when selecting a paint tool the user had to start a stroke, before the UI reflected the correct TexPaintSlot. Now when switching the slot the active tool is checked and immediate the UI is drawn correctly. In the future the canvas selector will also be used to select an image or image texture node to paint on. Basic implementation has already been done inside this patch. A limitation of this patch is that is isn't possible anymore to rename images directly from the selection panel. This is currently allowed in master. But as CustomDataLayers aren't ID fields and not owned by the material supporting this wouldn't be easy. {F12953989} In the future we should update the create slot operator to also include color attributes. Sources could also be extended to use other areas of the object that use image textures (particles, geom nodes, etc... ). Reviewed By: brecht Maniphest Tasks: T96709 Differential Revision: https://developer.blender.org/D14455
2022-04-07Fix T97144 Overlay: Illegal recursive expansion of macrosClément Foucault
Was caused by the shaderCreateInfo port.
2022-04-07Cleanup: spelling in comments, minor reformatting changesCampbell Barton
2022-04-07Cleanup: clang-formatCampbell Barton
2022-04-06Cleanup: zero initialize VColRef before setting membersCampbell Barton
Ensures new members will be zeroed, the compiler is able to optimize this into identical compiled output.
2022-04-05GPencil: Fix buiding with GTESTClément Foucault
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-04-05Overlay: Fix edit mode shader compilation after recent commitClément Foucault
This was caused by rBd889762590a4f068aa312879976e98dbd0ee93fc
2022-04-05Curves: Port legacy curve viewport drawing to the new data-blockHans Goudey
Instead of using `CurveEval` to draw the curve wire edges, use the new `Curves` data-block, which is already built as part of an object's evaluated geometry set whenever there is a `CurveComponent`. This means that we can remove `Curve`'s temporary ownership of `CurveEval` for drawing (added in 9ec12c26f16ea3da1e), which caused a memory leak as described in T96498. In my testing this improved performance by around 1.5x during viewport playback, back to the performance of 3.1 before the curve data structure transition started. The next step of using the GPU to do the final curve evaluation for the viewport is described in T96455, but is unrelated. Differential Revision: https://developer.blender.org/D14551
2022-04-05Refactor: Evaluate surface objects as mesh componentsHans Goudey
This commit furthers some of the changes that were started in rBb9febb54a492 and subsequent commits by changing the way surface objects are presented to render engines and other users of evaluated objects in the same way. Instead of presenting evaluated surface objects as an `OB_SURF` object with an evaluated mesh, `OB_SURF` objects can now have an evaluated geometry set, which uses the same system as other object types to deal with multi-type evaluated data. This clarification makes it more obvious that lots of code that dealt with the `DispList` type isn't used. It wasn't before either, now it's just *by design*. Over 1100 lines can be removed. The legacy curve draw cache code is much simpler now too. The idea behind the further removal of `DispList` is that it's better to focus optimization efforts on a single mesh data structure. One expected functional change is that the evaluated mesh from surface objects can now be used in geometry nodes with the object info node. Cycles and the OBJ IO tests had to be tweaked to avoid using evaluated surface objects instead of the newly exposed mesh objects. Differential Revision: https://developer.blender.org/D14550
2022-04-05Fix T97010 GPencil: Artifacts on Grease PencilClément Foucault
Was caused by wrong name for uniform update. Regression introduced in rBeccb0b222e34
2022-04-05Cleanup: Change globalBlock members to snake caseClément Foucault
This avoid conflicting defines in GLSL Fix T96998 Blender 3.2.0 Alpha crashes on startup
2022-04-05Cleanup: Overlays: Remove unused facefill shaderClément Foucault
2022-04-04Fix T96575: Can't set vertex theme colorRichard Antalik
UV editor used wire color for drawing unselected vertices. Add color variable to shader, so theme color can be used. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D14373
2022-04-04Move ImageTileWrapper to BKE.Jeroen Bakker
ImageTileWrapper is a wrapper around ImageTile to centralize tile calculations when using CPP. Currentry used by the image engine and will be used for the 3d texturing brush project.
2022-04-04Cleanup: clang-tidyCampbell Barton
2022-04-04Cleanup: ensure space after file named in headersCampbell Barton
Add blank lines after file references to avoid them being interpreted as doc-strings the following declarations.
2022-04-04Cleanup: clang-formatCampbell Barton
Add ccl_gpu_kernel_postfix as a statement macro to prevent the following declarations from being indented.
2022-04-02Cleanup: Further use of const for object bounding boxesHans Goudey
Also solves two warnings from the previous similar commit, f688e3cc3130e70e77f0bb0. The change to the grease pencil modifier is quite suspicious, but doesn't change the behavior, which was already broken.
2022-04-01Cleanup: Use const for bounding boxes where possibleHans Goudey
2022-03-31GPencil: Fix regression with dots uvsClément Foucault
This was introduced by rBeccb0b222e3465baa71430223c5ee2f0206a7b02.
2022-03-31DRW: Rename DRW_shgroup_uniform_vec4_array_copy to mat4_copyClément Foucault
This function was not used for anything other than mat4. This was because of a limitation of the DRW module/ This makes it cleaner for the GLSL and also less tempting to use it for other unconventional purpose.
2022-03-31Fix T96920 DRW: Regression: Hair strands are drawn in wrong placeClément Foucault
This was caused by the recent changes made to the way we handle matrix copies. The matrix copy assumed that the uniform iteration was the same as creation order. But this was far from true. The reality was that the iterator was reverse for `unichunk` but not for `unichunk->uniforms` so this was recreating wrong matrix. I rewrote this part to always use reverse iteration and fix the copy destination. Also I simplified the code making the assumption this won't be used for anything else than mat4.
2022-03-31Fix T96915: GPU subdivision modifier: Smooth Shade doesn't workKévin Dietrich
Simple error in an earlier commit, the flags should be or-ed.
2022-03-31Cleanup: Unused variable in release build warningSergey Sharybin
2022-03-31Cleanup: spelling, trailing space for comment-blocksCampbell Barton
2022-03-31Cleanup: Curves draw cache renaming, use referencesHans Goudey
Also change some remaining cases of "hair object" to "curves object".
2022-03-30Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal ↵Jason Fielder
backend. - Metal uniform array compatibility in DRW module. - Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14438
2022-03-30Metal: GLSL Shader compatibility 5Jason Fielder
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as: #define roughness shaderinst->roughness. Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors. A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution. Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14452
2022-03-30Metal: GLSL Compatibility - explicit mat4_to_mat3 conversionJason Fielder
Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded. Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14418
2022-03-30Fix T96344: edit mode GPU subdivision crashes with X-ray mode and modifiersKévin Dietrich
The crash happens because the origindex layers created as part of the modifier stack evaluation are not set in the `MeshRenderData` when they should have been. This is because when selecting in X-ray mode, a subdivision wrapper is created to ensure that selection happens with a subdivided geometry, and this replaces the `MDATA` wrapper which is also used to setup the `MeshRenderData`. As we do not seemingly have an `MDATA` wrapper, the draw code decides that we can extract draw buffers directly from the BMesh, instead of the mapped Mesh with origin indices layers. To fix this, we should also consider to use mapped extraction if a subdivision wrapper exists on the mesh. Differential Revision: https://developer.blender.org/D14485
2022-03-30Overlay: Port Armature shader to ShaderCreateInfoClément Foucault
Should have no regression.
2022-03-30Overlay: Port Edit Mode shaders to ShaderCreateInfoClément Foucault
This should have no regression.
2022-03-30DRW: Port draw_common.c to use shared definition with GLSLClément Foucault
# Conflicts: # source/blender/draw/intern/draw_common_shader_shared.h # source/blender/draw/intern/shaders/draw_view_info.hh
2022-03-29Fix T96356: artefacts with GPU subdivision and vertex paint maskKévin Dietrich
The lines paint mask IBO extraction was not implemented for GPU subdivision. For it to work, we also now need to preserve the subdivision loop to subdivision edge map, which until now was overwritten to store coarse edges (the map to coarse edges is still preserved). Also the paint flag stored in the 4th dimension of the loop normal buffer was not properly set for flat shaded faces, leading to other kind of artefacts and render issues.
2022-03-26DRW: Port draw_common.c to use shared definition with GLSLClément Foucault
2022-03-25Cleanup: Further renaming in new curves codeHans Goudey
A follow-up to e253f9f66d6f. Follow the policy from T85728 completely (using "num" as a prefix) and rename another function.
2022-03-25Cleanup: use count or num instead of nbrCampbell Barton
Follow conventions from T85728.
2022-03-25Cleanup: spelling in comments, stringsCampbell Barton
2022-03-25Cleanup: sort cmake file listsCampbell Barton
2022-03-24Cleanup: Optimize viewport view data creationJesse Yurkovich
Each time the user clicks the viewport 2 sets of engine views are created. Each set is currently composed of 8 view objects, each of size 592 bytes. Because space is not reserved in the vector that holds them, several unnecessary re-allocation/copy cycles occur as the vector resizes and the total allocation load is 8880 bytes. This happens twice. Reduce to just the allocations necessary and with exactly 4736 bytes allocated for each set - Before: 8 allocations and 8 deallocations totaling 17760 bytes - After: 2 allocations and 2 deallocations totaling 9472 bytes Reviewed By: fclem, jbakker Differential Revision: https://developer.blender.org/D13782
2022-03-24Cleanup: Adjust naming in new curves codeHans Goudey
Rename "size" variables and functions to use "num" instead, based on T85728 (though this doesn't apply to simple C++ containers, it applies here). Rename "range" to "points" in some functions, so be more specific. Differential Revision: https://developer.blender.org/D14431
2022-03-24Cleanup: remove debug printsBrecht Van Lommel
2022-03-24Fix missing updates for external render engines rendering tilesBrecht Van Lommel
For render image buffers to be acquired, a lock must be provided. Also fixed wrong usage of release, it must always be called regardless if the returned image buffer is NULL.
2022-03-23Cleanup: move documentation to headers, other minor correctionsCampbell Barton
2022-03-23Fix T96372: UV editor selection display wrong with GPU subdivisionKévin Dietrich
Vertices were not drawn properly as the logic for mapped mesh was used in the BMesh case. Edge display would ignore subdivided edges which would come from coarse edges when setting display flags.