Age | Commit message (Collapse) | Author |
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This wasn't added back from 2.7x, making "Recenter Hook" applier to
do nothing.
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This matches similar functionality for drawing lines.
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This also remove some non functionnal state changes that were left
from legacy code.
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And move it to GPU module.
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When using link duplicated objects it could happen that one object is
calculating the GPUBuffers and the second object is marking these
buffers invalid. This introduces threading issues.
This patch fixes this by combining the surface and surface per material
batches. Most likely the surface per material batches are used and when
requested you will most likely need the surface batch for the depth
tests and overlays.
During tests it slightly improves performance as batches aren't thrown
away without using it.
After this patch we can add a quick path for meshes with one material
and two materials.
Alternative approaches that have been checked:
- sync extraction per object: reduced performance to much (-15%)
({D8292})
- post checks: reduced the threading issues, but didn't solve it.
- separating preparation and execution of the extraction ({D8312})
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8329
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Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8328
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Now that binds are permanent there is no need to setup the same
texture for each subgroups.
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Also includes outline overlays. Removes the temp overlay drawing
We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.
This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.
Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8301
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Copied from eevee bsdf_common_lib.glsl
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This adds the opportunity to use it in multiple places.
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Some convenience function for using DRWShaderLibrary.
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This will remove some code duplication between draw engines.
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The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.
Reviewed By: brecht
Maniphest Tasks: T78369
Differential Revision: https://developer.blender.org/D8185
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Quiet ASAN 'member access within null pointer' warning.
While this doesn't crash, access to 'shading'
without checking if the 'v3d' would have.
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When the view isn't updated the renderpass thought that it was rendering
the next sample, skipping the conversion from encoded to blender
normals.
This patch resets the current sample when only rendering single sample
layers.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8280
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Sculpt vertex colors changed the `DRW_MeshCDMask` from 4 bytes to 8 bytes, but
the functions assumed it still was 4 bytes. This patch updates the functions and
adds a compile time check.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8215
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Loop over faces and calculate their centers instead of zeroing the
face center array and accumulating all faces vertex corners.
Move subsurf face center extraction into it's own loop since it works
differently.
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This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
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For historical reasons, `DupliObject::persistent_id` was of size
`2*MAX_DUPLI_RECUR`. These reasons are now gone, and the persistent ID
always gets exactly one array element for every dupli-recursion.
Differential Revision: https://developer.blender.org/D8222
Reviewed by: brecht
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When in XRay some effects (shadow, cavity & depth of field) aren't supported.
This patch makes sure that these effects aren't enabled.
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Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
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This changes to premultiplied blending for all cases and put the premult
in the shader.
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Similar track as for normal mesh. Don't store the tangent normals in CustomData
of the mesh, but in an unassociated CustomData instance.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8161
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When the film is set to transparent the environment pass should still be
rendered solid. otherwise it renders black.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8046
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Simple fix similar to paint overlay.
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This avoid having a much higher memory footprint as the underlying texture
size allocated by the driver is likely to be much higher (rounded to next
Power of 2 or other alignement requirements).
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Fix this by rendering to the overlay framebuffer when using alpha blend
mode.
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This was just a missing conversion.
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This avoids logic op and having to draw on the render frame-buffer.
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Missing NULL check in f7bbc7cdbb6cb
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Change extraction callbacks to take index ranges instead of calling them
for each mesh element (poly, loop, vert & edge).
This gives a minor overall performance gain in my tests, ~5% on average.
Details:
- Use typed parameter structs and macros for looping over elements.
Without this, changes to these callbacks is time consuming as changes
need to be made in many places.
- Avoid iterating over polygon-loops when iterating over polygons
is sufficient.
- Simplify logic to access adjacent loops for faster line extraction.
- Rename 'loop' iterators to 'poly' (as they take polygon ranges)
the iterator callbacks can operator on either polygon or loop data.
- Use term 'last' for the last index (inclusive),
use 'end' when this value (not inclusive).
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